
Swallow the entire arsenal of weapons you find, use them to defeat bosses, and become the biggest black hole!
Modeled estimate, not a reported figure. How we estimate →
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About

Eat whatever is in your path! Move fast, absorb everything in sight, and grow BIGGER! Grab as many weapons as you can before time runs out, then blast away your final target. The bigger your hole, the more powerful you become!
Pick a cool skin, zoom through fun levels, and see if you can swallow it all before the clock hits zero!

Exciting levels packed with stuff to gobble up
Animated skins to make your black hole look awesome
Crazy power-ups to help you grow even faster
Challenge mode where you consume a whole town
Epic battles against huge bosses
Easy controls so anyone can play
Simple rules and tons of fun!
Ready, set, SWALLOW! How much can you eat before time runs out?
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
---{ Graphics }--- ☐ You forget what reality is ☑ Perfect ☐ Beautiful ☐ Good ☐ Decent ☐ Okay ☐ Bad ☐ Very stylized ☐ They're what they should be for what the game is ☐ MS Paint could make something better ---{ Gameplay }--- ☐ Fantastic ☑ Good ☐ It's just gameplay ☐ Meh ☐ Bad, but playable ☐ Just go watch paint dry ---{ Audio }--- ☐ Eargasm ☐ Amazing ☑ Very good ☐ Good ☐ Not to bad ☐ Alright ☐ Bad ☐ My ears are bleeding ---{ Audience }--- ☑ Babies ☑ Young kids ☑ Young teens ☑ Older teens ☑ Adults ☑ Old people ☑ Anyone with a decent maturity level ☑ Anyone with a lack of maturity ☑ Anyone that is alive ☑ No one, not even your dog ---{ PC Requirements }--- ☐ Check if you can run paint ☑ Potato ☐ Just average ☐ A little better than average ☐ Good ☐ Decent ☐ Better than good ☐ Fancy Pants Rich Boy ☐ NASA ---{ Difficulty }--- ☐ Can choose your difficulty setting ☐ No difficulty needed ☐ Just press 'W" ☐ Easy ☑ Medium ☐ Easy to learn / Hard to master ☐ Significant brain usage ☐ Hard ☐ Verry Difficult ---{ Grind }--- ☐ Nothing to grind ☑ Only if you like to collect things ☑ Only if you care about steam achievements ☐ Isn't necessary to progress ☐ Only if you care about rankings/placements/leaderboards/etc. ☐ Average grind level ☐ A little grindy ☐ Too much grind ☐ You‘ll need a second life, maybe some macros, & a will to live for grinding ---{ Story }--- ☐ Story? What story? ☐ No Story ☐ Twilight was a better love story than this ☑ Average ☐ Good ☐ Lovely ☐ It‘ll replace your life ---{ Game Time }--- ☑ 1-2 Hours ☐ 2-5 Hours ☐ 5-10 Hours ☐ 10-20 Hours ☐ 20-50 Hours ☐ 50+ Hours ☐ 100+ Hours ☐ To infinity and beyond ---{ Replayablity }--- ☐ You won't even finish it the first time ☐ None, once was enough ☐ Not that kind of game ☑ You don't stop playing this kinda game, ever ☐ Maybe once or twice, to try something new ☐ You'll want to get every single possible ending & secret there is ☐ You'll pick it up every few years, but never finish a whole playthrough ☐ A lot, just to romance everyone, pick new options. try new classes, etc ---{ Price }--- ☐ It’s free! ☑ Worth the price ☐ If you have some money to blow ☐ Wait for it to go on sale for the 100th time ☐ Ask someone to gift it to you instead ☐ You could also just burn your money ---{ Bugs }--- ☐ Circumstantial (PC specs, internet, save/install location, etc.) ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ Game Size }--- ☐ Very low ☑ Low ☐ Average ☐ High ☐ Too much ---{ Worth It }--- ☐ Hell no! ☐ If you have a lot of cash ☑ Worth it! ☐ Get it now! ☐ Life is not complete without this game! ---{ TEXT }--- A game I've played on my phone before but here it's different, NO ANNOYING ADVERTISEMENTS + great game! ---{ 9 / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☑ 9 ☐ 10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
good game i 100% it
Attack Hole takes an absurdly simple concept and transforms it into an unexpectedly addictive arcade experience that thrives on chaos, speed, and pure visual satisfaction. Developed by Homa Games SAS alongside Redline games and published by QubicGames, the game embraces the type of straightforward gameplay loop commonly associated with mobile titles while successfully adapting it into a fast-paced pick-up-and-play experience on PC and console platforms. At first glance, the premise sounds almost comically ridiculous: players control a moving black hole whose sole purpose is to swallow weapons, explosives, ammunition crates, tanks, and military equipment before using the collected arsenal to destroy gigantic enemies. Yet despite how simplistic that idea initially appears, the game manages to maintain a surprisingly entertaining gameplay rhythm that keeps players engaged through constant progression, escalating destruction, and satisfying visual feedback. One of the game’s greatest strengths is how immediately accessible it feels. There are no complicated tutorials, deep narrative setups, or difficult systems to memorize. Players understand the objective within seconds of starting the first level. The black hole begins relatively small, only capable of consuming tiny objects scattered across the environment. As more items are absorbed, the hole gradually increases in size, allowing larger weapons and machinery to be swallowed. This creates a steady and highly rewarding sense of escalation within every stage. Something as simple as moving from collecting handguns and grenades to devouring rocket launchers, artillery cannons, armored vehicles, and entire weapon stockpiles becomes genuinely satisfying because the game constantly rewards movement and efficiency. The growth mechanic taps into a very primal gameplay satisfaction loop where players always feel stronger and more capable with each passing moment. The pacing plays a huge role in why Attack Hole works so well. Levels are intentionally short and built around strict timers, forcing players to think quickly about movement and prioritization. Every second matters because collecting stronger weapons directly affects performance during the combat phase against enemy bosses. The time pressure prevents the gameplay from becoming passive or mindless. Instead, players are encouraged to route themselves efficiently through each environment, memorizing where valuable weapons are located and determining the fastest ways to maximize growth before time runs out. This simple layer of strategy adds more depth than expected and creates moments where players genuinely improve their performance through practice rather than relying solely on upgrades. Visually, the game embraces bright colors, exaggerated animations, and clean arcade-style presentation. The environments are simple enough to remain readable during chaotic gameplay but detailed enough to avoid feeling lifeless. Explosions are intentionally oversized, weapons are exaggerated in scale, and the black hole itself creates a constant sense of destruction as objects disappear into it at increasing speed. The art direction understands that the game’s core appeal lies in visual satisfaction, and nearly every design choice reinforces that goal. Watching dozens of weapons vanish into the hole within seconds while the environment erupts into particle effects creates a hypnotic rhythm that becomes surprisingly difficult to stop playing. The visual feedback during growth moments is especially effective because the player can physically feel their increasing power through both animation and gameplay functionality. Sound design contributes heavily to the arcade atmosphere as well. Weapon pickups, explosions, environmental destruction, and combat effects all produce exaggerated audio feedback that makes every action feel impactful. The soundtrack focuses on energetic and upbeat tracks that maintain momentum without becoming distracting. While the audio design may not be especially sophisticated, it accomplishes exactly what the game requires by enhancing the sense of speed and chaos during gameplay. The combination of visual spectacle and explosive sound effects gives the entire experience an almost toy-like quality, where every action is exaggerated purely for entertainment value. The boss battles help give structure to the progression loop and prevent the game from becoming nothing more than an endless collection simulator. After gathering as many weapons as possible, players transition into combat phases where all the stored firepower is unleashed against giant enemies and heavily armored targets. These sequences create a satisfying payoff for the collection phase because players directly see the results of how efficiently they performed earlier in the level. The more weapons consumed, the greater the offensive power during combat. Watching enormous enemies collapse under a barrage of missiles, gunfire, and explosives feels rewarding even if the combat mechanics themselves remain fairly simple. The bosses also introduce visual variety and larger-scale spectacle that helps maintain player interest over longer sessions. Another surprisingly effective aspect of Attack Hole is its progression system. Upgrades allow players to improve movement speed, increase growth rates, extend timers, and boost overall efficiency. Unlockable skins and customization options add additional incentives to keep replaying stages. While none of these mechanics are particularly groundbreaking, they are carefully tuned to create a constant stream of rewards. The game understands how to maintain player engagement through short-term progression goals, and as a result it becomes very easy to fall into the familiar “just one more round” cycle. Even when levels repeat similar structures, the promise of faster runs, higher efficiency, and stronger upgrades keeps the experience enjoyable for longer than expected. At the same time, the game’s mobile-inspired structure does introduce some noticeable limitations. The gameplay loop, while satisfying, eventually reveals how little mechanical complexity exists beneath the surface. Most levels revolve around the exact same process of swallowing objects under time pressure before fighting a boss. New environments and cosmetic changes help create visual variety, but the underlying mechanics evolve only slightly throughout the experience. Players searching for deep strategy systems or major gameplay transformations may find the formula repetitive after several hours. The progression systems help extend longevity, but they cannot completely disguise the repetitive foundation supporting the game. Attack Hole may not revolutionize arcade gaming or provide endless long-term depth, but it excels at delivering highly accessible fun in short bursts. The satisfying growth mechanics, explosive visual presentation, energetic pacing, and addictive upgrade systems combine to create a game that is far more entertaining than its absurd premise initially suggests. For players who enjoy casual arcade experiences focused on destruction, progression, and nonstop momentum, Attack Hole offers an enjoyable and polished experience that succeeds through pure gameplay satisfaction rather than complexity. Rating: 6/10
It's a decent little game I suppose, it gets boring very quickly though. I can only imagine how ad-riddled this game is on the mobile version. Progression is slow, timing is slow, hole can be glitchy. I'm literally just carrying on now to get all the achievements, I'm not having fun. One massive annoyance; you cannot skip the boss battle if you failed to get the power. This needs changing. It's VERY, VERY annoying having to fight the boss EVERRY DAMN time.
Should've listened to the bad reviews
goood
pinche juego todo bugueado, la verdad que es entretenido al inicio, pero mientras mas avanzas , la curva de dificultad aumenta mucho, todo porque esto es un juego de celular, que te quiere tirar anuncios para mejorar tus cosas donde no hay anuncios. esta rara la cuestion.
Divertido para pasar el rato.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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