
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 712 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] tl;dr [/h1] Though it has its flaws, this game is a great time, and I highly recommend it especially for the price it retails. Overall, a hidden gem with creative automation lines that feel like you have to cobble a solution together out of bits and bobs instead of being defined by a meta, which is great choice for an automation game. [h3] The Phases: [/h3] Phase 1 and 2 were extremely addicting and really well executed pacing wise. Nothing to say apart from praises while the world building does a great job of hooking you in. Phase 3 starts to create tedium with the build mode jank compounding with a fragile cargo mechanic. While also not really shaking things up enough to get outside the range of the "more of the same but +1 modifier" feel. The world building starts to seem more bark than bite. Phase 4's design expects you to remodel everything you have done so far throughout the previous phases and having a soft reset mechanic will always be tedious when you're 10h in. That, and putting together the most amount of map changes in a single phase means constant build work, else you fall into an unorganised, spit, glue and duct tape style, which really especially this far into an automation game is a failure in game design (punishment for organising and creating polished logistics lines). The finale is actually quite a nice surprise and especially visually stunning, but doesn't answer any of the intrigue that has built over phase 1,2 and 3. [h3] The Story: [/h3] The story by this point while having shown that there is some social commentary and good ideas feels unexplored and doesn't really go anywhere. Questions like: who are we, who do we work for, why do work for them, why do they want us throwing things in a pit, why is there so much monitoring? all of theses questions end up unanswered [spoiler] and throwing things down a black hole doesn't really explain the reason why this business is doing this in the first place [/spoiler]. It just kind of gives you the take of "endless consumption is bad, and corporations who's sole purpose is to endlessly create and consume will eventually consume you too". Which I feel is pretty dated in today's age, would of been at the cutting edge of commentary in 2012, but as it stands nothing of substance is conveyed outside of "you're just a cog in the machine maaan, woah" or "why does the corporation even do this? -corporation bad bro" [spoiler] especially after the ending, as there isn't even a money incentive to speak of in the end [/spoiler] [h3] In Conclusion [/h3] The core gameplay loop is still extremely addictive and stands strong even for all the critiques that I have, I still would highly recommend and you can clearly tell this is someone's passion project that has been lovingly crafted so for 10€ its a no brainer to get the game, have fun and support this game dev for their future endeavours. if you're just looking for a score its an [8.5/10]
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.
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 714 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
played for hours only for it to break half my automation. ♥♥♥♥ game.
A simple but satisfying premise: feed rubber ducks to a bottomless pit using physics based tools. The core mechanic is genuinely simple, though building your "factory" gets frustrating due to fiddly object placement. Even with its simple genre, the game rewards curiosity, especially thanks to the world it builds around the Maw. Worth trying if you don't mind some jank for a creative.
[b]TIPS:因为是个第一人称的带物理要素自动化的游戏,还是希望在建造操作和流程阶段,再打磨的好一些再推荐[/b] 评价中等,但是考虑到第一人称增量[url=https://store.steampowered.com/app/3370870]《Berry Bury Berry》[/url]的珠玉在前,再来玩很多地方会没法接受,以更多的人体验为基准,还是打差评为好。 首先它是个[b]自动化[/b]游戏,因为本质不是以总量/时间/金钱为升级卡点,而是以阶段性的产品产出为要求(指必须要周期性完成50等数量产品才能解锁),所有的行动是围绕:[u]如何更快制作产品并投喂,投喂总量只是结果[/u]。 作为本身物理模拟,就会带来不稳定情况的玩法;一个建造需要按单位手动操作;少的可怜的收纳系统,只有个面板架(三阶段15只封顶),但其余一概没有;精准方位调整默认用鼠标中键,不带方向键细调。非常精准的做到了——布局5分钟,搭建半小时;不像自动化该有的易于实践,在不稳定需要反复产线调试的状态下,还上手繁琐是真的要社畜老命。[strike]甚至一开始面板收纳的F键,是和物理交互是一个键位,导致经常在开关物品时,太容易收纳到附近的面板[/strike](后面修了)。 再是流程控制上,前期自动化启动时,就来下马威:纯手动搬鸭子,主角行动残疾,网格吸附固定要还要花钱买,最后看到自动生产机的位置,是比手动那台还要远的角落时,整个人是无语的。像别地很早能点的吸尘器,到了二阶段才来。 二三阶段,鸭子/收款机/皮纳塔的产品特性巧思就上来了:鸭子易运输却价值低,收款机刚好可磕到会丢钱,皮纳塔易碎但爆了的糖果价值更高,三条从角落到中心的自动线,不同阶段与道具去考虑效益最大化,这个最有意思;刚好在基本物料之上,升级了更易用的版本,来简易的搭建产线通道,释放双手这一点,是体验最棒的时候,可惜维持的时间不长。 然而最致命的是第四阶段:异常体生产。将三个物品结合,手动组合的异常体再投喂到洞里——相当于自动化游戏必定会有的二次加工。 想法是好的,但是现在遇到的现状是: [olist] [*] 斜向三条自动化线已经搭建,场地捉襟见肘,为了后续自动化,也不考虑手动机器之上布线。在不知道[b]活爹·加农炮[/b]什么时候解锁前,就只能考虑将原有产线分流,甚至重建运输通道,拉到异常体机器那边去。那么两边对角的自动收银机制作,如何绕开大洞运输,是个头大的问题。 [*] 二次制作又不是只要考虑投喂就好了,只有和开局洞近乎一样小的框子,有一定的高度,还会有容量限制多了会吐出来,那么怎么在不用[b]活爹·加农炮/大炮[/b]的情况下,怎么能把长途运输的物品,通过稳定、有序、自动的运输方式,将所有的物品放进去,并且保证在制作之前,不被各种因素影响而损坏呢? [*] 最后做出来的异常体特性是会在三种原料的特性里来回切换,意味着在生产投出的落脚点不唯一的,还需要考虑多种情况下,去制作一条通用化的产线,满足需求。 [/olist] 以上三点是终局产线流程,也是在你好不容易造完善后,硬着头皮也要干的事情;因为就像之前说的,必须先做一定数量的产品,才能解锁提高效率的技能。也难怪普通结局的完成率,相比前面的阶段成就断崖式下跌,甚至不如隐藏结局的完成率,你看你也麻。 至于氛围与隐藏部分,只能说有意思(甚至跑酷+增量的小游戏是个相当不错的玩法原型),而核心的自动化没做好,其他的是风味,也避不开上述缺点带来的空虚。
buen juego, pero muy mal sistema de construccion. muy tosco y poco amigable.
The jank physics combined with the cumbersome placing system make for a really frustrating experience.
フェーズ解放のテンポ、搬送や物理演算への不満レビューが見られるが、試行錯誤して最適解を見つけることができれば、問題に感じることは無かった。 フェーズ解放にかかる時間は、よりよい自動生産ラインを目指して改善する中で勝手に経過するし、搬送や物理演算はクセを見つけて最適な方法を見つけるのがむしろ楽しかった。 以下に簡単なアドバイスを書く。 ①序盤の搬送について [spoiler] スリックパネルを\/のように置いて、流し素麺のように着地点から穴へ"一直線"で流すのがもっとも簡単。 着地点のみクッションの\/にしてファンでスリックへ流すと良い。 流路に屋根や壁をつけたり、カーブを作ろうとすると詰まる原因になるので、オススメしない。[/spoiler] ②中盤の搬送について [spoiler] ピニャータのキャンディはとにかく散らばるが稼ぎが良い。 奈落に落とす寸前までピニャータのまま搬送して、斜め下を向かせたバネパッドにぶつけると、キャンディになってすぐ落ちてくれる。[/spoiler] ③終盤の搬送について [spoiler] とにかくキャノンMk2だ! 物品が入り次第自動で発射するので、自動生産機から穴までキャノンMk2でバケツリレー搬送させよう。 手に持った状態なら自動発射されずに着弾点が分かる。 レジは重いのでそれなりの数のキャノンが必要になる。 ピニャータはキャノンで発射したときに一定確率で壊れてしまうので、穴付近まではスリックで運ぶと良い。[/spoiler] ④アノマリー大釜への搬入について [spoiler] おそらく各物品6つまでしか入らない。それ以上は弾き出される。 搬入方法だが、とにかくキャノンだ。スリックは相性が悪い。必ず詰まる。 3種の自動マシンの着地点に『そのまま穴に向けて発射するキャノンMk2(以下Aキャノン)』と、『大釜の方向を向いた通常キャノン(以下Bキャノン)』を並べて置いて、初期ファンやマグネットでこの2つのキャノンに物品が自動で入るようにする。Aは勝手に穴に向かって発射・搬送する。 Bキャノンの着弾点には大釜に向かって発射するようにキャノンMk2でバケツリレー搬送路を組む。 3種の物品のBキャノンに、リモコンをリンクさせる。 これで、リモコンをONにすると3種の物品が1つずつ大釜に搬入されるようになる。 大釜周辺の散らかりが気にならないなら、シフトスケジューラをリモコンにくっつけてスクエア運転させるとリモコンがON/OFFを繰り返すようになるので、大釜への搬入も自動化される。(BキャノンをMk2に変えても自動化はされるが、50%が釜に向けて発射されるため漏れが大量発生して非効率すぎる。) 最終盤で解除されるプロキシインターンを大釜に取り付ければ材料が満たされると自動でアノマリーを生産するようになる。[/spoiler] ⑤アノマリーの搬出について [spoiler] アノマリーは勝手に動く・キャノンで飛ばしても飛距離がバラバラと、とにかく暴れる。 なので、大釜のアノマリー発射口から穴までキャノンMk2を数珠繋ぎにしよう。 飛距離がバラバラなので他の物品のキャノン搬送とは違い、Mk2の発射口と尻をゼロ距離で密着させよう。[/spoiler] ⑥隠しエンディングについて [spoiler] 自分で生産したアノマリーを一定数納品するとエンディングを迎えるが、このゲームは隠しエリアや裏エンディングがある。知らずに終えるのはもったいないので、一旦エンディングを迎えたあとはアノマリーの自動生産を止めて、この作品のユーザー作成攻略ガイドなどを見てみよう。(アノマリー生産を止めないと、自動的に通常エンディングを迎えてしまう。ギャンブル箱から出たアノマリーはエンディング条件とは無関係。)[/spoiler]
Refunded. Ran like dirt on a 3080. Starting the game timed out Youtube running on the second screen. Then the same happened at every loading screen. Occasional stutters. I know physics sandboxes tend to be hit or miss performance wise, but not on startup or with 10 ducks in the room. The game is fun though. If I hear they do performance updates and fixes, I might pick it up again.
i'm not sure i get it half an hour in and nothing's changed from holding left click on a thing to make a number go up, and none of the upgrades seem to help it be less tedious. i got kinda interested when i unlocked the bumper but it's way too unreliable and way too expensive to use so it seems like the best option is to just keep doing things in a really dull way unfortunately
I love putting ducks in my hole to make it bigger :D
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $452.2K | 1.5K | 89% | $14.99 | |
| $451.9K | 846 | 86% | $14.99 | |
| $452.6K | 7.1K | 98% | $4.99 | |
| $451.8K | 976 | 90% | $12.99 | |
| $452.8K | 986 | 83% | $19.99 | |
| $452.8K | 868 | 73% | $24.99 |