
You get a fruit every fixed hours of game time, each fruit is different it ranges from rarity, fruit and a multiplier to your basket clicking. You can also chop any unwanted fruit into fruit bits and use those to craft another fruit Each fruits and bits can be traded and sold.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Finish review on my youtube channel Ryu Potter. cool simple
Um jogo simples de clickar na cesta com fruta mas é só isso (não da item). ;-0
trash
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Я не буду разглогольствовывать о том насколько жанр кликер это "плохо", потому что все и так очевидно. Перед нами очередной "шедевр" порождения волны кликеров, чем он отличается от других? Только в каких-то мелочах, которые не особо влияют на геймплей. Да тут есть мультипликатор кликов, который значительно упрощает выбивание одного миллиона достижения, но этого мало для качественной работы, а тем более революции в жанре кликера. Думаю что не могу рекомендовать, есть кликеры куда качественнее.
6\6
Залетел, убил 10 челов с дабл бара и 5 челов с авп, пришел домой, зашел в катку
很无聊的点水果游戏。
Fruits CLicker
游戏优化很不错,很流畅,全成就很容易的,可以通过游戏里的掉落物来提高每秒点击量。
[h1]A Simple Idea That Never Fully Becomes a Game[/h1] Fruits is a very small, casual indie title built around basic interactions and an intentionally minimal presentation. From the outset, it feels like a lightweight experiment rather than a fully developed game, something designed to test a concept or mechanic, but never expanded far enough to sustain long-term engagement. The gameplay loop is extremely simple. You interact with fruits through basic actions, often repeating the same tasks with little variation. There’s no meaningful challenge, strategy, or progression to speak of. While the game is easy to understand and requires no learning curve, it also fails to provide a sense of purpose or reward. After just a few minutes, you’ve essentially seen everything it has to offer. Visually, Fruits is clean but barebones. The art style is functional, relying on simple shapes, flat colors, and minimal animation. Nothing looks broken, but nothing stands out either. The presentation feels closer to a prototype or a placeholder than a finished product meant to captivate players. Audio design follows the same minimalist approach. Sound effects are sparse and repetitive, and there’s little to no music to establish mood or atmosphere. This makes the experience feel quiet and empty, reinforcing the sense that the game lacks personality. Where Fruits struggles most is value. Even as a low-cost title, the lack of content, depth, and replayability makes it hard to recommend. It doesn’t do enough to justify repeated play, nor does it offer creativity or humor strong enough to compensate for its simplicity. In the end, Fruits feels unfinished, not in a technical sense, but in design ambition. It may appeal briefly to players who enjoy ultra-minimal experiences or experimental indie projects, but most players will likely move on quickly, feeling unsatisfied. [h3]The Good:[/h3] - Extremely simple and easy to pick up. - Clean, functional visuals with no technical issues. - Low commitment — can be tried and completed quickly. [h3]The Bad:[/h3] - Almost no gameplay depth or progression. - Very limited content and replay value. - Lacks personality, challenge, or meaningful engagement. [h3]Ratings:[/h3] [b]Overall:[/b] 4 / 10 [b]Visual:[/b] 5 / 10 [b]Gameplay:[/b] 3 / 10 [b]Story:[/b] 1 / 10 [b]Audio:[/b] 3 / 10 [b]Playability:[/b] 6 / 10
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.