
A short incremental game about feeding a Black Hole matter by destroying Asteroids, Planets, and Stars.
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): 3.5/day in the week to Aug 28 → 13.86/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
A short incremental game about feeding a Black Hole matter by destroying Asteroids, Planets, and Stars.
Genres
Engagement
Reviews
Themes across 373 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
優點: 在相同的架構下,有9種模式可以遊玩 缺點: 在相同的架構下,有9種模式可以遊玩 (有的模式無聊到我直接用auto clicker玩
Its a pretty nice incremental, a bit boring to 100% since its playing almost the same repetitive game over and over again but not long enough to make it unbearable.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Japanese, Korean, Simplified Chinese, Czech, Indonesian, Polish, Russian, Thai +7 more
Hours played at review time, across 375 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Felt more like chore to 100% than fun/accomplishing. Main game was fine and rather enjoyable, half the extra modes aren't great and felt the same. Extra modes ruined my opinion of this one. Mini challenge, line, and grid felt like the same mode and kind of meh, but not a big deal. Roguelike felt awful and disjointed compared to rest of game despite beating it in two attempts it was not at all enjoyable. This is largely what ruined my opinion of the game as a whole
It's nice to realize that sometimes, while searching for a new game to fill a couple of evenings, you can stumble across hidden gems like this one. It's a fairly simple game in terms of mechanics, but highly addictive - a small project that can easily draw you into a meditative experience for a solid 4–5 hours of gameplay. The gameplay is pretty straightforward and follows directly from the title - Feed a Black Hole. Unlock new upgrades, level up your ability to destroy planets and asteroids, and eventually you'll make it to the finish line. There are a couple of downsides, of course - the various modes in the game feel quite similar to each other, and if you watch the screen for too long, you might feel a slight dizzy sensation, but these are minor issues. I think this game will appeal to all fans of incremental games - after all, that's exactly what you came here for, isn't it?
I got all the achievements because I decided it was easy enough. It's not even hard. It's just a chore. Thinking back on it, this whole game just felt like one long chore. Playing demo mode (which is required to get an achievement. an achievement in this game is essentially replaying the demo. chore) made me realize that if I played the demo for this game, then bought the full game, I'd feel kinda cheated by how the full game felt barely improved over the demo. The main selling point the game has over the demo is its plethora of modes... most of which are just lazy reshuffles of existing mechanics. Which are all required for 100%. The best mode was roguelike mode, which actually compelled me to try and replay it a few times. The rest are mediocre. Four of the modes are just "main game but shorter". One is "main game but no game".
I don't think this was written by humans. This has that oddly abstract, poorly cohesive feeling that AI written games has.
this is one of those times where it would be nice if you could have more nuanced reviews than "recommend/not recommend" on steam. The base game mode is a solid idea, executed cleanly in a fun and satisfying way. It's worth the 2 hours it takes to finish, and I would recommend the base game mode to anyone who likes incrementals. Unfortunately, the game is bloated with a bunch of extra game modes, which seem to be there purely to pad the playtime and achievement list (only 2 of the 38 achievements take any kind of intentional effort or input, the rest are either for normal progression of the base mode, or for finishing one of the extra game modes once). 7 of the 8 available extra modes can be described purely as "what if the normal game mode was shorter and less interesting". This list includes such innovative game modes such as, "what if one of the normal powerups was always active, and the upgrade tree was harder to navigate on controller", "idle mode where we removed the whole upgrade tree and you don't have to touch the game at all to eventually win", "literally just the demo of the game as a separate mode". This is the part of the game that puts it into not recommend territory. Even more unfortunately, the one game mode that sounds like a good idea needs to be very heavily rebalanced. It's a rougelike mode, but the issue is that most of the upgrades you can get are mostly useless, so you end up just rerolling until you get one if the 2-3 upgrades that is strong enough/scales fast enough to get you a win. Most unfortunate of all, every time you finish the game in any mode, a pop-up comes out that says "buy my newest game pwease 🥺", which is the fastest way to ensure I will never buy your newest game. The base of this game was really good, but the longer I played to finish the achievements, the more bitter I got, and now all I have left is the wish that they would have just put the base mode out by itself.
An incremental clicker game, WITHOUT CLICKING is in itself a huge innovation.. Kinda goes to show, what gaming have become... The game in itself is a neat concept, but it lacks a lot.. The development tree is very linear, making the game extremely linear. You really don't have much in terms of a choice. When you get to the lasers point of the game, the game becomes pretty unplayable, with the absurd amount of brightly flashing colors on the screen. The game is a good idea with bad execution.
非常爽快的增量游戏,模式很多,标准模式的数值设计得恰到好处,每打一次都有相应的天赋可以点,天赋树只有一个方向,可以说哪里亮了就点哪里,这对选择恐惧症的人来说非常友好。破珠者模式加入了类似打砖块的玩法,宝珠在小行星之间来回碰撞非常解压。肉鸽模式比较一般,既没有增量游戏的爽感又没有肉鸽游戏的深度。电月模式很不错,每一次点击都能连锁放电,升级速度也很快。
fun game
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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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