
Feed rubber ducks to a corporate void. Build physics contraptions. Chain combos for profit as the Maw grows hungrier... and larger. Brutalist PSX satire meets first-person sandbox chaos.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best FR #54, worst UA #95 · 11 markets collected
US · last 30 days
About

You are a new intern at a company with a very simple task. Craft rubber ducks and feed them to the pit.

At the center of the facility waits the Maw – a vast corporate hole with an appetite that only grows larger the more you feed it. Make ducks, throw them in, earn your place.

The company is watching. The pit is growing. Ducks will not be enough.
Unlock new tools, produce stranger objects, improve your workflow, and build increasingly chaotic physics-based systems to keep up with demand. With each phase, the Maw expands, the facility shifts, and your responsibilities become harder to explain.

Eventually, simple production turns into assembly. Objects begin to connect in unexpected ways. Your work stops feeling like a job. Where are you? Who’s your employer? Why are you doing all this?
FEATURES
Build absurd physics-based production lines and feed products to the Maw
Start with rubber ducks, then unlock stranger products, tools, and automation systems
Use magnets, fans, panels, pistons, launchers, and more to optimize production
Chain combos and improve throughput for higher payouts
Watch the Maw grow larger as production escalates
Explore a brutalist PSX-style corporate facility
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 727 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A novel time-waster. You feed hole in ground ducks and other objects until its satisfied. If you want a some brainless monotomy with mild automation while watching something, this might interest you.
Ich mag Quak
I’ve played 12 hours in one day. If you like automating things and building large-scale productions, this game is definitely for you. Some mechanics definitely take some getting used to and can be annoying at times, but overall, this game is great. 9.99/10.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $444.5K | 702 | 83% | $29.99 | |
| $444.6K | 740 | 91% | $29.99 | |
| $443.6K | 1.7K | 93% | $5.99 | |
| $443.2K | 3.2K | 97% | $4.99 | |
| $445.2K | 661 | 58% | $19.99 | |
| $445.3K | 638 | 69% | $14.99 |
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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, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 729 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
序盤は楽しいと思ったが、中盤は操作性が悪いのでかなりキツい 終盤はキャノンで飛ばせば楽で、それまでの稚拙な工場みたいなのもいらなくなるが、それをしないならこれはなんだという気持ちになった 大釜はなにか分からず、出てきて諦めた
Project P.I.T.T. takes a wonderfully strange idea and develops it into a compelling mixture of physics experimentation, automation, incremental progression, and corporate satire. You enter an unsettling workplace as a new intern with what initially appears to be the easiest assignment imaginable: manufacture rubber ducks and throw them into a gigantic hole known as the Maw. That simple instruction quickly becomes the foundation for something much larger. The Maw continuously demands more, production becomes increasingly complicated, and the facility begins revealing an atmosphere suggesting that your employment situation is considerably stranger than it first appeared. The basic gameplay loop succeeds because manual labor gradually gives way to creative engineering. Early tasks establish the importance of producing objects and delivering them into the pit, but progression provides increasingly elaborate tools for automating that process. Magnets, fans, panels, pistons, launchers, and other devices can be arranged into improvised production systems. Rather than demanding one predetermined solution, the physics-based design encourages experimentation. A carefully organized machine can work beautifully, while an unnecessarily ridiculous contraption may accomplish exactly the same objective through bouncing objects, aggressive launching, and barely controlled chaos. Optimization provides another layer of satisfaction. Increasing throughput and chaining successful deliveries together can generate better payouts, encouraging players to reconsider inefficient arrangements. The result captures some of the pleasure associated with factory-building games without requiring an enormous industrial complex. Small improvements can have noticeable consequences, and watching a previously awkward manual process become a functioning automated system creates a strong feeling of progression. Importantly, efficiency does not eliminate creativity. Players remain free to construct sensible production lines or embrace deliberately absurd solutions simply because watching the physics simulation handle them is entertaining. Progression also expands beyond rubber ducks. Stranger products and additional machinery become available as responsibilities increase, eventually transforming straightforward production into assembly. Objects begin interacting and connecting in less predictable ways, forcing established solutions to evolve. Meanwhile, the Maw physically grows as it consumes more products. This creates a clever visual representation of the game's central theme: increased productivity never truly satisfies demand. Every improvement simply establishes a new expectation, turning the player's pursuit of efficiency into part of the satire. The corporate setting gives these mechanics considerably more personality than they would possess in a conventional automation sandbox. There is something inherently funny about treating the feeding of rubber ducks into an enormous void as legitimate employment, but the humor gradually develops an unsettling undertone. The company is observing your performance, the facility changes, and your assignments become progressively harder to rationalize. Questions surrounding the employer, the purpose of the facility, and the player's actual circumstances create an underlying mystery without distracting from the sandbox gameplay. Its visual identity reinforces that uncomfortable atmosphere. The brutalist facility uses a deliberately retro PSX-inspired aesthetic, combining imposing architecture with rough, stylized visuals. The result suits both the comedy and the mystery. Industrial surroundings make the absurd production machinery feel strangely official, as though someone genuinely designed an entire corporation around feeding an insatiable hole. The retro presentation also gives the environment a distinctive personality while complementing the increasingly surreal direction of the experience. Another strength is how naturally the satire emerges from player behavior. Automation games frequently encourage players to chase greater efficiency simply because optimization is satisfying. Here, that instinct becomes part of the joke. The company demands higher output, the Maw demands additional products, and players willingly respond by designing increasingly effective machinery. The better you become at your job, the more unreasonable that job becomes. It is an amusing commentary on endless productivity and consumerism without requiring the game to abandon its playful sandbox foundation. There is still an intentionally repetitive element at the heart of the experience. Players fundamentally produce, manipulate, assemble, and deliver objects repeatedly, meaning those who have little interest in automation or experimentation may find the structure less appealing. Physics systems can also introduce unpredictability into carefully designed arrangements. Yet that unpredictability frequently works in the game's favor. Watching an elaborate machine barely function can be just as amusing as seeing a perfectly optimized system operate flawlessly. Failure often becomes an invitation to redesign rather than an outright punishment. Froke deserves credit for building the gameplay and thematic ideas around the same central concept instead of treating the unusual premise as a disposable joke. Pretty Soon serves as publisher, and the overall presentation feels focused on giving this peculiar concept its own recognizable identity. The combination of first-person interaction, incremental upgrades, physical objects, automation tools, dark comedy, and environmental mystery makes the experience difficult to categorize neatly, which is ultimately one of its strengths. Steam Deck compatibility is encouraging but deserves some qualification. Steam's compatibility-filtered search currently includes the game among titles with Steam Deck compatibility classifications, while the store also provides SteamOS and Linux support. However, the accessible store information does not clearly expose which specific Deck rating applies, so it is safer not to claim a definitive Verified or Playable badge here. The straightforward first-person controls and relatively compact sandbox structure nevertheless make it conceptually well suited to portable sessions, particularly for players interested in experimenting with production layouts away from a desktop. Ultimately, this is an inventive indie sandbox that understands how to turn a ridiculous premise into meaningful gameplay. The satisfaction of improving production lines works alongside the pleasure of creating machines that are unnecessarily complicated, while the expanding Maw provides both a progression target and an increasingly ominous reminder of what all that productivity is accomplishing. Its humor, retro brutalist presentation, physics systems, automation mechanics, and mysterious corporate setting complement one another rather than feeling like unrelated ideas. Players who enjoy physics sandboxes, incremental progression, automation puzzles, unconventional simulations, and dark workplace comedy should find plenty to appreciate. What begins as an absurd assignment involving rubber ducks gradually becomes a strangely absorbing cycle of invention, optimization, escalation, and curiosity. It is funny when your machinery works, often even funnier when it fails spectacularly, and intriguing enough to make feeding the Maw feel like more than another repetitive workplace obligation. Rating: 8/10
Il m'en bouche un coincoin, magret des graphismes qui ne cassent pas trois pattes à un canard.
[h2]知らないと損するけど気づきにくいTIPSだよ[/h2] [b]💡アヒルや道具はグリグリして救出する[/b] 壁とか機械にハマったら、掴んでホイールボタンを押しながらマウスをグリグリして回転させると、抜けることがあるよ。いっぱいあるときはホウキもオススメ。 [b]💡自動左クリック設定があるよ[/b] オートクラフト設定をONにすれば、君は左クリックの奴隷から解放されるよ。 ESC →オプション →ゲーム →上の右端にある「基本」のタブから 「オートクラフト」をオンにすると… マニュアルアヒルワークベンチとかに照準を合わせるだけで、左クリック長押しと同じように生産してくれるようになるよ。 もうマウスの上にオモリを置く必要もなくなるね! しかも、他のアプリに切り替えてる間も動くから、裏でお気に入りのYoutubeチャンネルを観よう。 あ、でもワークベンチの周りをお掃除する時だけは、勝手に散らかっちゃうからオフにしようね。 [b]💡トレードターミナルの便利機能!プチネタバレあるから隠すよ[/b] [spoiler]トレードターミナルは上からモノを入れて「ロール」ボタンを押すと、ミニゲームが始まる。 減っていく秒数が、限りなく0.001に近ければ売却倍率が高くなるけど、0になると$0になっちゃう。 そして…実は左右に部屋中のものを吸い込むレバーがあって、向かって右は「全ての製品」を、左は「全てのツール」を吸い込むよ。 ツールは設置しているものは吸い込まないから、大切なものは先に設置してね。 僕が一生懸命、部屋中に散らばったダックたちをホウキで片付けてた時間を返して…🥲 [/spoiler]
I did not expect just how fun this game would be, heavily recommend, i was constantly surprised by how much was in the game. A lot of the negative comments i see are about how stuff takes too long, or is boring, or many items are useless, but i honestly thought the opposite. Phase 2 initially took me a moment to understand but after that it was smooth sailing (i see people complaining about things getting stuck in edges... use the snapping tool? also, who cares if some things get stuck, you lose a bit of efficiency, but in exchange you get to clean up with the broom which is so satisfying) Phase 3 was great once i understood the mechanic, then it just got better and better. Phase 4 i ong kinda just skipped and explored the rest of the game, it was great and i loved it. Some items werent essential sure, but ♥♥♥♥♥♥♥♥♥ were they fun to just mess around with or try and implement, even they werent efficient, great fun, INCREDIBLE movement, really intuitive puzzles, lovely game, thank you!
This game drove me completely crazy, I had to automate everything, EVERYTHING, and if I did, I got even crazier. This game made me so insane that I could hear ducks in real life, behind me, in my dreams, I can't take it anymore. Your turn to bring in funds for the company. PS: The story and the 2 endings are incredible, it's really worth playing. French Version : Les étapes pour jouer a ce jeu : 1- faire votre premier canard (vous êtes content) 2-découvrir les joies de l'automatisation avec vos premiers ventilateurs 3-découvrir que en plus des canards vous devez maintenant produire des machines a sous 4-comprendre le capitalisme 5-automatiser vos machines a sous 6-découvrir que vous devez EN PLUS créer des pinatas 7-réaliser que vous n'êtes que poussières pour l'entreprise qui vous emploie (vous appréciez et cous sentez redevable) 8-se casser le crane pour faire une machine de fou pour faire vos anomalies 9-TOUT AUTOMATISERRRRRRR (avec 3fps car le jeu est mal optimisé) 10-voir votre création disparaitre devant vos yeux, vous avez pleurer
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