
An absurd backyard bomb-building simulator. Raise funds, plan your approach, hunt down rare parts, and assemble your atomic masterpiece while staying calm and avoiding suspicion from nosy neighbors and federal agents.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 4.29/day in the week to Sep 8 → 7.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
It’s a quiet Sunday morning. You're relaxing in your backyard when it suddenly hits you:
You need to build an atomic bomb.
Naturally.
In this absurd single-player simulation, your peaceful suburban life takes a wild turn as you attempt the most questionable DIY project imaginable. Building a nuclear bomb in your backyard might not be the hardest thing you’ve done but it’s definitely the weirdest.

To complete your creation, you’ll need to:
Raise funds via a chaotic mini-game that tests your charm and hustle.
Go shopping: Bid on auctions and scour regular online stores for those oddly specific blueprint parts.
Do the math: Turn everyday household objects into actual atomic equations.
Extract critical materials from totally unrelated household items.
Assemble everything with precision... or at least, something close to it.
Handle your nosy neighbors, who are just a bit too curious.
Avoid IRS scrutiny, because spending your fundraiser money on plutonium raises red flags.
Manage your stress using strange and increasingly unhinged coping mechanisms.

The game is split into three major stages of building, each bringing its own unique challenges that will test your patience. Complete all three to finish your project ideally without any accidents along the way.
Disclaimer:
Some elements in this game are inspired by real-world nuclear formulas. Do not try this at home. Do not be inspired. Seriously.
Estimated Playtime:
30–183 minutes
Engagement
Reviews
Themes across 692 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unnötiges Game einfach.... Viel zu viel herum gerenne, eher frustrierend als motivierend, ständig fleigen die Sachen herum verschwinden neu kauf bla bla... Man läuft nur für die wassertonnen 100mal herum... angeläutet hat bei mir auch keiner und überhaupt war das nix ausser hin und her laufen ... .keine Ahnung wiederspielwert hat es halt absolut keinen wenn man ehrlich ist... langweilige 3std nur damit man dann sieht wie das Teil expolodiert wo man aber eh nix sieht ausser ein weisses licht zu tor dann steht da auf ZEitung hui Bombe explodiert WOW wtf war das die grösste verschwendete Gaming Zeit allerzeiten.
Gmae is cool but way too much repitiveness
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Simplified Chinese, Japanese, Korean, Portuguese - Portugal, Russian, Turkish, Hungarian
Hours played at review time, across 692 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ужасно корявое управление. Очень много проблем с локализацией, либо предметы в двух местах называются по-разному, либо русский текст просто не влезает и обрезается по краям. Сама идея конечно прикольная, только из-за нее и купила игру. Но реализация кал полнейший. Один раз пропал курсор совсем в игре, получилось вернуть после смены полноэкранного режима. На определенном этапе сборки бомбы становится непонятно что делать из-за проблем с локализацией и отсутствием подсказок, которые были в предыдущих этапах. Тебе просто дают список покупок, а что с ним делать - непонятно. Подумала, что игра забагалась просто и решила перепройти этот этап, но оказалось это не баг, игра просто забыла тебе дать нормальную инструкцию. Причем такие проблемы есть на всех этапах, сверху плашка с "инструкцией", делаешь все ок, и уже следующий этап должен быть, но плашка не меняется и ты просто наугад тыкаешь все на столе, чтобы понять, что от тебя хочет игра. Игра мусорная, не ведитесь на смешную концепцию.
It throws shade at cozy games. MOBAs I get, but cozy games?? Actually though, I really wanted to love this game. It's clear that a lot of time and love went into the premise and progression of the game, but the execution is just not there yet. It has a lot of charm and novelty, but I can't recommend it for the price. If I could snap my fingers and "fix" this game, I would re-work basically all of the actual building mechanics. Currently it feels more like putting together a lego set than a DIY project. All of the ingredients are given to you exactly, and the game gives you very little space to mess things up even as you're doing incredibly dangerous things. I would have liked, for example, to have to figure out what ingredients to buy based on a more general set of guidelines, and for there to be some potential for me to solve problems in my own way. Like, if we need a kg of thorium, and there are a few thorium containing things in the shop, I could try to figure out what items yield the most thorium, and optimize the process of extracting them. Problem solving like that would give a use for the whiteboard, at least (which, what the hell is up with that thing, its like writing with a washcloth soaked in ink. I think some math is wrong in the code on that one.). A more broad change I would make is more physics-based interactions. It doesn't matter that you can throw around a pot of molten plastic explosive if when you actually go to pour it, you jump into a set animation. All of the actual building is just pick up item, click on green outline with item. I know this is a solo dev, and those are huge changes, so I'm not expecting to suddenly see a physics-based crafting system implemented. I guess I don't play many simulator games, so maybe this is more the norm in this genre. I do have some more actionable critiques though: - There are far too many repetitive steps. I get that it's supposed to be realistic (if not incredibly janky), but doing point and click actions gets boring really fast. Maybe our character decides to streamline, for example, the explosive plate making, by adding more molds? Maybe the player is free build as many molds as they want, or buy as many pots as they want, so they can decide for themselves how repetitive they want it to be? - There are not enough ways to fail. You should be allowed to mix things wrong, or put things together wrong, or do things in the wrong order, and either have to figure out how to fix it or start over. The achievement for making it to stage 4 says "caught a bit of radiation, but hey, it is what it is", but there was never any threat of radiation or even a Geiger counter (although it looks like there is one in the trailer? actually, a lot of things in the trailer look cooler than they are in the game) - In that same vein, there are threats that the game makes that never pay off. If you use Slickstarter money on personal purchases (or gamble it), guys come visit you and say that you have to return the money you spent to the fund within 48 hours. But, if you wait 48 hours, nothing ever happens. Similarly, your wife tells you not to mess with her daisies. But, even if you pick all of them, she never mentions it again (despite the achievement). I know the dev knows about this stuff, but it makes the game feel extremely unfinished and in like, alpha stage. - Please god implement a save system. It's not a long game, but after making 20 explosive plates, you really don't want to start over just because you had to close the game for a bit. If that's against the vision for some reason, then make more stages. - I know the meta joke about this game is that it'll get you on a watchlist or whatever, but in reality it doesn't even really explain anything you're doing. It's like "put these smoke detector bits in this 'solvent' and cook it", "mix sugar with RDX in a pot". It doesn't really tell you anything about how an atomic bomb works, and I assume that most people looking to play this game are hoping to learn something about that. Why are the explosive plates arranged like that? What are the layers we put around the core? Where is the thorium coming from?? (its the gas lamp mantles, but I had to look that up). I know this is a silly, absurd game, but it does promise a cool hands-on learning experience about this topic and I don't think it lives up to that promise. - I am pretty sure that a pentagonal explosive plate is switched with a hexagonal explosive plate in the final assembly. The numbers are right, 20 hexagons and 12 pentagons make a soccer ball, but we start with a pentagon on the bottom, and end with a hexagon on top, so the shape is wrong (all parallel faces should be the same shape). I think a pentagon is placed where a hexagon should be somewhere else along the sides of the ball. - I don't get the weird giant dental hygiene products around the house. Whats up with that lol. - Finally, and holy crap I don't know why I have to ask for this, but in a game about building an atomic bomb, LET US SEE IT EXPLODE. THATS LIKE THE WHOLE PAYOFF. At least have an actual cutscene, rather than a newspaper. But, what would be really cool, is if after we build it, we get to bring it somewhere we choose and blow it up, and there's some kinda simulation that shows the effects, ala NukeMap. Anyway, I appreciate the idea of this game a lot, and I think it could actually blow up (ha) if it changes the mechanics and presentation quite a bit, but even with some small changes it would be a good one. But as it stands, I would definitely refund this game if I could. I don't believe it's anywhere close to ready.
It is a fun gane I just wish the devloper adds save ponts.
Lustiges Spiel
10/10, gambling + building a nuke while drinking and smoking. Would do it again.
O Jogo não tem save, se vc precisar sair pra dormir, não tem como, vai perder todo seu progresso.
I do not like how the game forces the player to walk back and forth to collect all the needed supplies. There is no "gameplay" here, it's literally just reading lists of things you need to buy, slowly gathering the materials in your backyard, and following specific instructions on how to assemble them. This game would've been a lot quicker if you simply delivered the items directly to the backyard. Furthermore, the physics in this game are horrible. The wheelbarrow has a mind of its own, and items sometimes decide that they wanna visit the Moon. The making of the nuke itself was also extremely repetitive and boring. Finally, you made that whole nuke just so you could... you guess it, blow it up and die. Your reward for doing all of that is seeing an unfunny news article about the explosion. I did find the layout of the house amusing. 3/10 game.
Two irradiated thumbs up. My CIA Agent enjoyed watching me play this game. Would go bowling with a Demon Core again.
Selling now
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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