
Turn trash into cash in a dystopian world! Fill Up The Hole is a short incremental game where you build a city, automate garbage production, and toss it into a magical hole for profit.
Modeled estimate, not a reported figure. How we estimate →
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About
Fill Up The Hole is a short incremental game where you help peons create as much garbage as possible and toss it into a hole. Watch your village grow and evolve as you unlock visual upgrades and new features.
Throw Garbage
Your peons automatically gather garbage and throw it into the hole. The more they throw, the more progress you make!
Create a Village
Expand your village, put your peons to work, and maximize the amount of garbage produced and thrown.
Upgrade
Unlock upgrades and abilities to enhance your buildings and peons.

Produce trash in different ways
Find the best way to put it in the hole
Acquire different resources and upgrades
Expand your base by taking the time to remove rocks
Create and upgrade different buildings
The order of the buildings can make a difference
Enhance the abilities of your peons
Gain new research, talents, and skills
10+ unique buildings
Skill tree of upgrades to explore
Experiment with different strategies
Short experience (around 2h30m playthrough)
Two endings
Extended and relax mode (for players who prefer a longer or more idle experience)
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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
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This is clearly Gnorp pilled. But its not Gnorp fun. Whereas Gnorp has charming presentation, interesting upgrades and a simple core looping system, this has... none of that. The presentation is bland. Your guys have no personality, the music is boring, all descriptions are all just "thing does X". Its so boring. The core gameplay just does not feel well designed. Your goal is to throw items to the right. You can do this yourself, except when you can't; it just stops working at some point for no apparent reason. How you do this is by making your little dudes and waiting for them to move ♥♥♥♥. However; You can't control where your guys actually want to move. And buildings will create trash for no apparent reason despite that not being their purpose. The lowest level, near worthless trash, but your guys will STILL run after it obsessively. This leads to tons of wasted time. The primary building for making cash is the factory. You make it.You stick dudes in it... that's it. There's no synergy with other buildings, no units beyond the basic guy, etc. Best you can do is put the compressor next to it and catapult next to that so they can all suck each other off, but the sucking is weaker than your moms. Buiildings lose durability over time, giving you a yellow resource when they break. Unless you put another building next to them and man it. But then how do you get the yellow stuff? I dunno. Same for the mode which turns this mechanic off. All this means is every so often you remake the same building. Also, most buildings feel pointless, as even with a maxed house, you simply do not have enough guys to pick up all the trah being produced and EVERY building needs to be filled and grows in number needed when leveled. You're better off ignoring some of them and leaving people on the floor. You also need to unlock buildings, passive bonuses, etc via a skill tree. Game does not signpost this. Hope you notice it. Similarly, there's a training building you can find in that tree. Hope you find it; theress no indication this exists beyond finding it. Once you get this, you can train your guys to move faster, carry more, break rocksfaster, etc; very important. HOw do you run it? You click level up and add guys, just like everything else. *yawn*., Very important building I didn't even know was a thing for like 3 avalanches. Avalanches themselves happen when you fill the hole. They break all your buildings, but do not give the yellow reward. So you just spam remake everything. and now its no longer close to yellow break This is fun... how? You can turn this to just doing 30% damage in the skill tree. If you find the right node. Which is in no way signposted. Skill tree also costs a mix of cash, RP (research points, gained by, you guessed it, mass upgrading a building, putting peoplle in it and ignoring it), yellow (breaks), blue (avalanches) and red (stupid) resources seemingly at random. So its very common to be stuck until the next avalanche or similar. The RED ones, apparently, you gain via doing minigames the game briefly mentions in the help menu but does not adequately explain, state give you these red things, state its once per building or state HOW to do the minigames. How do you do them? You alt tab out and read the steam guide. THESE are used to summon portals to do some ♥♥♥♥ I did not care enough about to find out. Apparently its tied to a good ending. In a world with 0 hint of lore or character. Who cares? This is a fairly bad, consistently poorly designed game that isn't fun enough to want to actively interact with, but the breaking mechanic and the fact buildings can get blocked if they make too much trash to keep up with (why? I don't know, because fun is bad?), your guys can die (when and how? Dunno. Just buy the upgrade to turn this off) and buildings break and need rebuilding and the need to break rocks to gain more spaces to place anything (again, why, I don't know) and minigames all mean the game wants you to be actively interacting with it; its an idle game that refuses to let you idle and an active game that's less fun than the average idle game. The choices made here are baffling. Why is the skill tree such a mess? Why is so much so poorly explained (we can add clouds being clickable for resources to the list; game just tells you you get +5% clouds or similar), why isn't training room something we're actively directed to? Why does basically every building just boil down to sticking guys in it and ignoring it, when our pool of guys is so limited even maxed?
It's really bead for an incremental game, I feel like it needed more time in the oven to better develop progression
Super fun game. Simple but very addicting. I completed several times.
Хороший короткий инкрементал. Показалась интересной механика soft-reset. Очень похожа стилистически на (the) Gnorp Apologue.
Overall a nice short incremental game that has a nice style to it.
100% completed ~ 10 hrs
This was a nice, short game that gave me some fun during my Sunday morning. The mechanic of the buildings having durability and dropping trash after exploding helped me feel like I could explore new strategies and play around with the placement of the buildings without being punished for it. The only part that was a little boring was getting the good ending after getting the bad ending. [spoiler] I spent a good half an hour to an hour getting all of the research nodes and other achievements before figuring out that you needed to do minigames on the buildings to get the red shards. If I were to give constructive feedback, I would say add some sort of indicator showing that the building will drop the red shard once you do the minigame. As it was I found my self doing the minigame a few times before I figured out the shard would drop. [/spoiler]
For a few bucks, I got 9 solid hours of fun. Worth it.
Fun little incremental game,especially for the price. Short and to the point campaign of about 4~ hours.
You've played dozens of games like this. What I would call cookie clicker adjacent. Fill up the hole. That's the point. Just keep doing it. I think it could be more fun, more entertaining but it's cheap so I guess it's fine. Honestly this would be a great game if it was made for a retro console.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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