
Let It Consume is a short, active incremental game about leading a dark cult. Raise loyal minions, harvest their emotions, and feed your all-consuming idol before it hungers for you. Expand your rituals, unlock dark upgrades, and watch devotion turn into divine power.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Jul 30 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Let it consume is a short incremental game about running a dark cult and satisfying an ancient, hungry presence.
Manifest minions to serve your will, each one filled with faith, guilt, and other resources to extract.
Sacrifice your followers to strengthen your idol, unlock new upgrades, and uncover forbidden powers.
Balance devotion, resources, and sacrifice to keep your cult thriving as your idol’s appetite grows.
Watch your rituals become faster, your power stronger, and your idol ever more demanding.
Enjoy:
Active incremental gameplay focused on sacrifice and resource management
Expanding upgrade tree of dark abilities and rituals
A short but unique incremental experience
Atmospheric soundscape and ambient music
Simple controls, perfect for mouse-only play
Genres
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
《狂人日祭》是一款像素风黑暗邪教题材的休闲增量模拟管理游戏。 游戏里我们需要运营一个信奉古神的邪教。通过不断的收割献祭信徒的信仰和灵魂强化神像、解锁黑暗升级,在资源平衡与献祭抉择中维持教派运转,以应对不断膨胀的邪神食欲。 由于是像素风,还是极简的那种,为了契合邪神题材,所以游戏整个就是黑色背景,加上各种白色单位的“小人”,其中再参杂一些简单的红色紫色单位,搭配较为有氛围感的音乐和音效,就这样构成了这么一个带有黑暗邪神题材的极简风小体量增量游戏。 游戏的玩法更是简单,单手用鼠标就能玩,没有复杂的QTE机制,就是简单的资源增量。每次“收割”结束可以解锁天赋技能树,以此提升我们后面的“收割”效率,让我们的增量更具强度和爽感。 游戏里我们还能建造诸如风车、钟楼、教堂等功能建筑,它们都能更好的加强我们的收割节奏,组合起来的套路足以让我们玩得更过瘾。 整体而言,《狂人日祭》就是一款题材新颖、节奏轻快、完成度还算合格的像素风小体量增量游戏。没有太多冗余的设计,却能提供较为不错的游戏体验,喜欢这类题材和玩法的小伙伴不要错过了。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
Of all the Nodebuster clones I have played, this is one of the very weak entries. There are many fundamentally design issues I can see that are either undercooked or requires redesign: [h2]General[/h2] - The game is very spawn RNG dependent even at late game. Spawn is sparse and the game never provides a way to deal with that. In typically Nodebuster clones (even serious early-game offenders like A Game About Feeding A Black Hole), you stop running into spawn RNG issues very quickly because spawn density ramp up rapidly, and additional mechanics are often chain reaction which helps mitigate spawn variances. This game, however, has spawn RNG issues from the start to end game. Minion density ramp-up is very slow (and caps at a point too insufficient to cover up possible spawn RNG variances), minions keeps running around, and it's hard to concentrate on dense spots to maximize resource gain. - As mentioned in another review, the game, for being a Nodebuster clone, is linear in a bad way: the trees are not linear, however every sub-tree have some nodes that massively boosts your resource gain (which you have no way to tell on first playthrough, btw). They are so crucial, you have to prioritize unlocking them to not run into a time/grind wall. The existence of these nodes compared to everything else reduce the whole game into "know and unlock these key nodes, or suffer". [h2]Story Mode[/h2] - Early game: As mentioned above, too much minion RNG, minions are too sparse to find good spots to get simultaneous hits, and a lot of grinding for miniscule benefits till unlocking preachers. - Preachers: from here, the game balance is broken as the most optimal strat till late mid game is to just get as many minions on a preacher -> activate preacher to stun-lock minions -> keep farming them with your harvest circle on top of this preacher -> lock the preach and every minion on top of it for harvest This works extra well because by converting the minions, you get double resources from the minions. As a result, it's even more dependent on minion RNG. On a good round you can get 10+ minions stunlocked on a preachers; on a bad round you only get 3-4 stunlocked. Total resource gain on a good round vs a bad round can differ by 3-4x. - Mid game: you're pretty much hard walled from the 12k faith goal until you buy most of the Joyous Ascension nodes, which buffs conversion gain to a hilarious degree (9.5x gain of a normal harvest). Then suddenly the meta changes: conversion gain >>> harvest gain. - Will-o-wisp: completely useless by the point you get it, consider it merely a passive bonus. You're only going into the will-o-wisp tree for that Spiritual Harvest node. - Totems: This piece of content is actually hilariously unbalanced as it keeps swaying back and forth in usability. Before mid game, it's laughably weak and inconsequential at this stage, it only increases conversion on hit with a relatively slow fire rate and small range, and doesn't give any resources on hit. In terms of benefit it's even worse than lightning. Totem suddenly becomes useful once conversion gain >>> harvest gain, and then they quickly become useless again as minions get converted too quickly even by you (maxed harvester conversion rate is 4 hits to convert) as soon as they spawn. This is because minions spawn rate is [b]absolutely abyssmal[/b] (it's 2 every 3s before Hole), at which point totems stop doing anything. As you progress to late game, totems become useless again for a different reason: totems always surround the center and cover, at best, 1/3 of the entire area, so if you focus on killing minions most minions respawn on the sides, which aren't covered by any totems. At this point barely any minions are getting converted. - Monster: they're... fine I guess? They quickly become fire-and-forget and usually doesn't suck when blindly triggered, as they set their direction to the nearest minion when triggered. - Soul: it works against earlier resources, getting more soul will cause you to get less of others, vice versa. Increasing guilt and fear gain requires more minions, but increasing soul gain requires killing minions, which reduces their amount. Similarly, by the time you can get soul, most of your faith gain comes from conversion, which killing minions before conversion will hurt. - Slot machine: okay, legit question: why should I bother playing with it? it gives a temporary bonus, and it's random... [h2]Oversights[/h2] - The mission system isn't unlocked at first, but the stats for each mission isn't counted until the system is unlocked. The respective Steam achievements are tied these missions so they don't retroactively count the stats either. - Faithful Delay (probability for conversion to give extra time) apparently has a hard cap on total time gain on a round that is not displayed or mentioned anywhere. This is not a good or transparent design. [h2]Challenge mode[/h2] Uhh, what should I say... it is dumbed down to a degree it becomes completely uninteresting (minions + harvest/kill only), and you can max out the upgrade tree way before finishing all 3 goals. The wording here is also misleading: "Balance upgrades carefully" implies build management under fixed resource cap, but the mode is actually just a minimal rounds mode.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Traditional Chinese*, Portuguese - Brazil, Portuguese - Portugal*languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]邪教头头模拟器 [/h1] 这个名字翻译的倒是挺精妙,在游戏里玩家扮演的是一名帮助邪教管理成员的角色,通过吸取信徒的信仰和灵魂来获取更多的能力,增强教会的实力。玩法相当于一款不能完全挂机的放置游戏,随着游玩的深入需要的资源也会越来越多,越来越丰富,所以后面需要管理的东西也会越来越多。 游戏有两个模式,一个是故事模式,一个是挑战模式。这里推荐玩故事模式,压力小,玩法也很常规。每局游戏会限制时长,玩家要通过操纵鼠标让信徒在光圈范围内产生信仰值,然后在局外用这些信仰值升级技能,比如扩大光圈的范围,增加信徒的数量,然后一点点往上加。加到一定程度可以点击第二个技能分支,比如会解锁布道者,他们也会和我们一样收割信徒的信仰,不过需要我们光圈停在他们身上才能启动,这个有点像连锁反应,从我们这一个圈辐射到各种圈,争取让大多数的信徒都在产生信仰。紧接着还有图腾分支,图腾会把普通信徒转化为资深信徒,颜色也会从白色变为绿色,中间的转化程度很生动的用信徒身上的颜色进度表达了出来。之后还会解锁怪物,怪物恐吓信徒同样会产生对应的资源,这个就有点像圈养计划了。等信仰值攒到差不多就可以解锁收割灵魂的分支了,这个可以把追随我们的信徒拿出来加工了,可以说非常有用。 随着技能逐渐点起来,我们每一局的时长都会有所变长,能收集的资源也会越来越多,不过比较可惜的是,这游戏不能完全挂机,必须要手操,而且前期一局时间过短,点技能还需要多次重复的手操,玩起来很容易厌倦,适合和其他挂机游戏一起玩,这样时间就能够比较重复地得到利用。 游戏的画面也比较简约,基本都是像素和线条穿插的风格,比较挑人吧,我个人还是挺喜欢的,故事里穿插的一些碎片化剧情,确实能给人一种黑暗风邪教的感觉。 挑战模式没有这么多东西要弄,技能树相对简单一些,而且这个模式的技能树与故事模式的技能树是相互独立的,不过玩起来成长快感没有故事模式这么强,时间也比较急,只适合打过了故事模式玩家游玩。 总体来说,《狂人日祭》是一款风格很独特的放置小游戏,爽感会一步步成型,但又不能完全挂机,稍微有点矛盾,但玩起来还是不错的。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
无聊小游戏。 作为一个挂机游戏,游戏过程相当单调重复,也比较无趣。 和同类游戏比质量相当一般。
Highly addictive Incremental game where you lead a cult. DISCRIPTION FROM THE STORE PAGE: Let It Consume is a short, active incremental game about leading a dark cult. Raise loyal minions, harvest their emotions, and feed your all-consuming idol before it hungers for you. Expand your rituals, unlock dark upgrades, and watch devotion turn into divine power. TWO MODES OF PLAY: Story Mode Challenge Mode Not designed for Keyboard or Controller. Mouse only. They are 10 Achievements. As I write this I am close to earning the one that requires the player to unlock and fully upgrade all abilities in full. i only have two Upgrades left. MISSIONS: Complete these to earn bricks, used to build structures in the Settlement. SETTLEMENT: Each building in the Settlement provides the player with a passive power-up. CASINO: Each Run earns the player a coin, to be used in the Slot Machine. Inserting a single coin grants you a 25% chance of wining a Buff, good for three Runs. Four coins grants a 100% chance of winning a Buff. DEMO: There is Demo for this game. Highly addictive.
《狂人日祭》是一款半放置挂机小游戏,玩家将领导黑暗邪教,从源源不断的仆从身上收割他们的信仰和灵魂,转化为黑暗仪式的资源,强化邪教实力,满足邪神贪婪的胃口。本作玩法上比较简单,内容也不多,前期比较有乐趣,但作为“半挂机”游戏,中后期依然要反复移动操控鼠标,又有不少枯燥的体验。 游戏分为故事模式和挑战模式,玩家要在回合规定的时间范围内,用鼠标引导“收割者”从场景中的仆从身上收集他们的信仰、罪业、恐惧,又或者选择献祭他们收割他们的灵魂,这些收集物都属于游戏内的升级资源,可用于提升收割者或整体效率,当然这也是游戏在前期的趣味之一,因为收割者的范围很小,仆从也在不断移动,玩家就要操控鼠标尽可能圈住更多仆从让收集效率更高,而随着升级提升,收割者的范围更大、速度更快,仆从总数量和生成速度也在不断提升,到了后期就可以实现半挂机了,不给游戏后期也基本没啥东西了。 此外,故事模式还有一些固定的任务,要让玩家在单回合内收集足够数量的资源可获得金属,它可以用于建造几种建筑,提升效率的同时还能解锁老虎机小游戏。 总体来说,《狂人日祭》算是一个比较有趣的轻量级半挂机小游戏,但实际玩法实在太单调了,重复性较高,局外升级内容也并不多,无法支撑长线游玩,好在游戏价格不算贵,感兴趣的玩家可以考虑入手品尝一下。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~
1.总体体验中规中矩吧,游戏节奏偏慢且重复度略高,玩到中期我都快困的睡着了。 2.作为一个增量游戏,难以想象竟然没有轮回,虽然以这个游戏的难度有没有轮回的增益也无关紧要,但这显得游戏内容偏少且不耐玩。我只花费了1.7个小时点完了全部升级,甚至还能退款 :) 3.题材和玩法还算有趣,作为小体量的游戏来说也算说的过去。推荐增量游戏新手游玩。
Let It Consume, developed by Ibon Studios and published by Ibon Studios together with SpaceJazz, is a dark incremental management game that transforms simple clicker mechanics into a strangely hypnotic cult simulation filled with unsettling atmosphere and constant progression. While many idle games focus purely on endless numbers and passive growth, this game takes a more focused and active approach by building tension directly into its gameplay systems. The result is a compact but highly addictive experience that combines horror-inspired themes, resource management, and rapid progression into something far more memorable than its simple presentation initially suggests. The game places players in control of a cult devoted to feeding a mysterious and monstrous entity whose hunger never truly ends. Followers gather emotions and resources for the cult, but survival depends on carefully balancing growth with sacrifice. The core gameplay revolves around harvesting these emotions, strengthening the idol, and deciding when to sacrifice members of the cult in exchange for power and progression. This dark premise immediately gives the game a strong identity because it turns ordinary incremental mechanics into something eerie and strangely uncomfortable. One of the game’s biggest strengths is how active it feels compared to traditional idle titles. Instead of simply letting progress happen automatically in the background, Let It Consume constantly encourages direct interaction. Players frequently switch between gathering resources, activating abilities, and sacrificing followers to maintain momentum. This keeps the pacing energetic and prevents the gameplay from becoming too passive or repetitive during longer sessions. The constant interaction creates a satisfying rhythm where every decision feels connected to the cult’s survival and expansion. The progression system is handled extremely well because the game introduces upgrades and mechanics at a steady pace. New abilities, rituals, and enhancements appear frequently enough to keep the experience engaging without overwhelming the player. Watching the cult evolve from a small gathering into a disturbing force of devotion creates a strong sense of momentum. The game understands how important progression feels in incremental titles, and it avoids long periods of stagnation that often hurt slower clicker games. Another enjoyable aspect is the balance between efficiency and risk. Sacrificing followers grants powerful rewards and accelerates progression, but relying too heavily on sacrifices can destabilize the cult and create new problems. This simple push-and-pull dynamic adds more strategic depth than expected because players constantly weigh short-term gains against long-term growth. Even though the mechanics remain easy to understand, the game succeeds at making resource management feel tense and rewarding. Visually, Let It Consume embraces a minimalist but effective art style built around dark colors, ritualistic imagery, and unsettling creature designs. The mysterious idol gradually transforms into something more disturbing as the game progresses, reinforcing the feeling that players are feeding an ancient and dangerous being. Despite the simplicity of the visuals, the atmosphere remains strong because every visual element supports the game’s sinister cult theme. The sound design also deserves praise for how much atmosphere it creates with relatively subtle audio cues. Ambient background noises, ritual effects, and eerie musical tones quietly reinforce the unsettling mood throughout the experience. The game rarely relies on loud horror effects or dramatic moments. Instead, it maintains a constant feeling of discomfort that grows stronger as the cult expands and the entity’s hunger intensifies. One of the most impressive qualities of Let It Consume is its pacing. The game avoids unnecessary grinding and respects the player’s time by delivering a focused experience filled with consistent progression. Rather than stretching the gameplay endlessly with artificial delays, it offers a concentrated loop of upgrades, sacrifices, and expansion that remains entertaining throughout its relatively short runtime. This shorter structure works in the game’s favor because it prevents the mechanics from overstaying their welcome. The worldbuilding, while subtle, also adds personality to the experience. Small descriptions, upgrade names, and visual changes gradually hint at the horrifying nature of the entity players worship. The game avoids excessive exposition, instead allowing atmosphere and implication to shape the narrative. This approach helps maintain mystery while giving players enough information to imagine the larger horrors existing beyond the screen. However, the game’s relatively small scope may disappoint players looking for a massive long-term idle experience. The mechanics remain engaging, but experienced incremental game fans may reach the ending faster than expected. Some players may also wish for deeper systems or more varied progression paths once the core gameplay loop becomes fully established. The active nature of the gameplay could also divide opinions within the idle game community. Players who enjoy passive automation-heavy clickers may find Let It Consume slightly demanding because it constantly encourages interaction and active management rather than background progression. The gameplay loop is intentionally faster and more hands-on than many traditional idle games. There are also moments where the simplicity of the mechanics becomes noticeable. While the atmosphere and presentation remain strong throughout, the strategic depth eventually plateaus once players fully understand the sacrifice and harvesting systems. The game succeeds more because of its pacing, identity, and atmosphere than because of mechanical complexity. Despite these limitations, Let It Consume succeeds because it fully commits to its disturbing cult-management concept and builds an engaging progression loop around it. The combination of active gameplay, dark atmosphere, and satisfying resource management creates a memorable experience that stands out within the crowded incremental genre. For players who enjoy experimental clicker games, horror-inspired management systems, or short but addictive progression-focused experiences, Let It Consume offers a surprisingly immersive and entertaining descent into ritualistic obsession. Its atmosphere, pacing, and unique theme help transform a relatively simple gameplay structure into something far more distinctive and memorable. Rating: 8/10
Está bien para un precio de unos 2 o 3€, más es demasiado
Solid fun incremental game, it took me about 1.6 hours to beat it the normal mode, it's a bit on the shorter side, but no complaints.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $20.6K | 209 | 88% | $2.99 | |
| $1.7K | 10 | 90% | $4.99 | |
| — | 0 | — | — | |
| $0 | 122 | 64% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.9K | 50 | 90% | $9.99 | |
| $9.9K | 118 | 97% | $5.99 | |
| $9.9K | 265 | 99% | $0.99 | |
| $9.9K | 417 | 93% | $0.87 | |
| $9.9K | 61 | 100% | $9.99 | |
| $9.9K | 53 | 75% | $7.99 |