
"HOLEHOLE" is a relaxed adventure game where players freely explore a map, collect objects, and assist residents through conversations. The game features a visual novel-style storytelling experience and allows players to progress at their own pace.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Absolutely boring.
Story is sweet but the overworld repeats itself after like the 5th iteration and the cutscenes consist of singular images sometimes with loading screens which make going through it after you have seen it all on the overworld kinda annoying.
incredibly artistic it will make you feel
good game!
Historia muy buena, banda sonora amplia y personajes bonitos, los únicos defectos son: los controles son HORRIBLES de usar, son planeados para jugar con mando. Segundo: no hay NSFW, si es por lo que venias a los comentarios no?
[h1]Ryan George Style Pitch Meeting: The Hole-In-One Cut[/h1] The setting has now devolved into pure visual madness. The looping 3D grid layout is completely surrounded by massive, 2D hand-drawn portraits of incredibly shapely, soft furry characters looking intensely cozy. The Snatcher is floating upside down, frantically signing contracts with a pink gel pen. The Conductor is using a megaphone to shout at a cloud about visual composition. Jackie Chan is uncomfortably balancing a decorative porcelain grandfather clock on his chin while doing a split between two floating platforms. Uncle is aggressively throwing handfuls of green mung beans at the Publisher's head. Hak Foo is hanging by his ankles from a neon sign, posing gracefully. Publisher: So, you have a very specific, hand-drawn, looping furry exploration project for me today, my aesthetic friend? Game Designer: Yes, I do, your grand excellence! It’s called HOLEHOLE, and it is going to make the internet absolutely drop to its knees! Publisher: Oh, really? What do you do in HOLEHOLE? Game Designer: Well, tis straightforward, you just keep going forwards but there are little secrets to find! You are essentially on a quest to explore every single nook, cranny, and... hole... this world has to offer! Publisher: ...What? Game Designer: What? Publisher: Well, okay then! Conductor: Look at the sheer scale of this character silhouette, it’s completely filling the frame and hogging all the visual real estate, you absolute peckneck! The Snatcher: Oh, I think it's exquisite! A game that completely traps you in a loop of unadulterated yearning? You walk into the void, you fall into a hole, and you like it! It’s foolproof! Publisher: Is it hard? Is there a giant learning curve with complex resource management, high anxiety, or inventory sorting? Game Designer: Super easy, barely an inconvenience! Publisher: Oh, really? Game Designer: Yeah, you just walk forward, look at magnificent things, and fall deeper and deeper into the atmospheric hole we’ve prepared for you at your own casual pace. There's zero stress, zero pressure, and absolutely nothing to distract you from the view! Publisher: Well, okay then! That works. Uncle: AIYA! One more thing! If the players are spending all their time staring at the glorious shapes of these rabbit holes, who is going to help Uncle research the ancient scrolls?! Game Designer: Well, the magic is entirely in the character sprites, Uncle. Uncle: (Squints closely at a nearby floating 2D art asset) ...Aiya! Okay, Uncle sees the vision now. Those proportions are definitely a supernatural phenomenon. Magic must defeat magic, but these designs are defeating Uncle’s ability to think clearly! Hak Foo: WHITE CRANE SPREADS ITS WINGS! The utter density of the extra thickness in this room has altered my center of gravity entirely! Game Designer: Hey, shut up! Hak Foo: ...Fair enough. (Immediately goes back to tracking an invisible laser pointer) Publisher: Now, you mentioned the narrative is completely abstract and presented through cryptic visual novel segments. Why would you make the plot so incredibly vague and hard to piece together? Game Designer: Because! Publisher: Fair enough! That’s what we’re going with! Game Designer: Exactly. Players are just going to dive headfirst right down the rabbit hole! Publisher: Oh, like Alice in Wonderland? Game Designer: Well, yes, except in our version, Alice is a remarkably curvy, highly aesthetic furry lady, and instead of a Mad Hatter, everyone is just Mad Thirsty! Publisher: Wow wow wow. Wow. Anthropomorphic fairy tales are tight! But wait, when you say "rabbit hole," are people going to think of that incredibly viral, hypnotic blue-haired pop-star anime animation that completely took over the internet with its looping, bouncy choreography? Game Designer: Oh, they are absolutely going to make that connection immediately, sir! The overlap between people who love looping rabbit holes and people who appreciate spectacular character animation is a complete circle! Publisher: Well, that sounds like a glorious setup. Game Designer: Oh, it’s a glorious hole indeed, sir! Publisher: ...What? Game Designer: What? Publisher: Well, okay then! (A glowing pink portal bursts open in the center of the room. Honest Trailer Voice Guy steps out, wearing a giant velvet tuxedo, holding a gold-plated microphone, speaking in a booming, chest-vibrating bass voice) Honest Trailer Voice: Get ready... to dive headfirst... into a world of pure... unmitigated... aesthetic longing. Experience the loop... embrace the cozy mystery... and stare directly into... BEEEEEWWWWWWBSSSS! Publisher: Wait, who is that? And what did he just say about the character designs? Game Designer: Ah! That brings me to our main selling point, sir! The art style features beautifully designed, highly expressive, incredibly curvy furry ladies! Publisher: Oh? Game Designer: Oh, yes. They are spectacularly stylized, exceptionally well-proportioned, and absolutely packed with visual personality. They have a very distinct, soft silhouette that keeps the player completely engaged! It’s a whole experience, sir! A whole lot of plot! (Aku from Samurai Jack suddenly rises from the floor, his massive shadowy form towering over the entire room, flaming eyebrows flickering with intense corporate approval) Aku: DID SOMEONE SAY... EXTRA THICCNESS?! EXCELLENT! HAHAHAHA! THE VISUAL DENSITY OF THESE CHARACTERS HAS CREATED A GRAVITATIONAL PULL THAT EVEN I, AKU, CANNOT ESCAPE! IT IS A HOLY EXPERIENCE! OR RATHER... A HOLE-Y EXPERIENCE! HAHAHAHA! Publisher: Wow wow wow. Wow. Curvy furry ladies are tight! Game Designer: They sure are! The community is going to focus on them a whole lot! Jackie Chan: I don't want any trouble! But honestly, traveling down this specific furry wonderland features remarkably clear, well-saturated art that is very easy on the eyes! Publisher: Now, what happens if the player gets stuck in the loop forever and can't find the secrets because the level layout keeps resetting? Game Designer: Whoops! Publisher: Whoopsie! Game Designer: Yeah, some players might find the repetition a little frustrating, but finding those hidden secrets is part of the charm! They'll just keep falling down the rabbit hole of our design! Publisher: Very considerate! So, to recap: it’s a casual, visually clear, highly artistic walking experience with zero pressure, a beautiful soundtrack, zero stress, and a massive emphasis on highly aesthetic, soft, shapely animal characters where you just keep going forward? Game Designer: That’s exactly what it is! Publisher: And there are absolutely no complicated combat setups or stressful layout designs to deal with? Game Designer: None at all, sir! It is completely designed for pure, unadulterated aesthetic appreciation. The Snatcher: Just let them run in circles forever staring at the fluffiness while I take their souls! Publisher: Well, that sounds incredibly relaxing. Game Designer: It really is! You just let the lovely, soft imagery wash completely over you. Aku: YES! LET THE EXQUISITE COZINESS AND MAJESTIC SHAPES CONSUME THE ENTIRE MARKETPLACE! Publisher: And the internet won't get mad that it's an abstract art piece instead of a traditional action game? Game Designer: Oh, some of them definitely will, but then they'll see the character art and completely forget why they were complaining! Publisher: Oh, the visual distraction strategy! That is an incredibly effective corporate move. Hak Foo: ANGRY EAGLE STRIKES THE WALLET! Visual distraction is the ultimate tactical maneuver! Game Designer: It works every single time, sir! Publisher: And what about the soundtrack? Is it going to stay completely cozy and atmospheric? Publisher: Well, I am completely on board. Let’s release it on Steam immediately! Game Designer: Wow wow wow. Wow.
"It's Raining" — Roy Mustang
[b]Jump on in and explore the hole![/b] [i]We've all been stuck in a hole at one point[/i], I think this game captures how that feels perfectly! Talk to [i]hole dwellers[/i] and collect [i]edible[/i] items as you discover what lies in the hole! [i]Trust me[/i], that hole is [i]definitely worth exploring![/i]
Fever Dream
Yah.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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