
How To Grow a Black Hole is about... well... how to grow a black hole. Manage your black hole, feed it to gain mass, and prevent catastrophic collapses. Compete globally or against your friends to achieve the biggest black hole. Maybe you'll be #1.
Modeled estimate, not a reported figure. How we estimate →
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About

How To Grow a Black Hole is a chill incremental game about feeding, upgrading, researching, and barely controlling the most dangerous cosmic object imaginable.
Start small, feed your black hole, increase its mass, unlock new ways to grow, and push the numbers higher and higher until everything starts getting completely unreasonable. Just make sure things do not spiral too far out of control, because catastrophic collapses are very much part of the experience.
It is not a hardcore astrophysics simulator. It is a weird, satisfying, slightly stupid game about turning a tiny gravitational problem into an enormous one on purpose.
A little absurd. A little terrifying. Oddly hard to stop playing.
Feed your black hole and watch its mass climb.
Unlock upgrades that let you feed it faster, grow it larger, and push the numbers into ridiculous territory.
Research new systems to automate growth, improve efficiency, and keep the chaos moving.
Prevent catastrophic collapses when your black hole becomes a little too unstable.
Compare your black hole’s size and mass to real-world objects, which starts out interesting and gets unsettling fast.
Unlock bite-sized black hole facts, including why even a tiny one would be an unbelievable health hazard.
Compete globally or against friends to see who can grow the biggest black hole.
Hi, I’m Noah. I made this game in my free time because black holes are genuinely insane, and the idea of raising one like the world’s worst cosmic pet sounded too fun not to make.
I love games with giant numbers, satisfying progression, and simple ideas that slowly get out of hand. This started as one of those ideas that would not leave my brain alone, so I turned it into a real game.
I’m also hoping this project helps support the bigger and more ambitious games I want to make in the future. So by playing it, you are not just feeding a black hole. You are also helping me keep making games.
If you like incremental games, upgrades, research trees, leaderboards, cosmic horror treated a little too casually, and numbers that eventually stop feeling reasonable, this is probably for you.
If you are looking for strict realism and perfectly accurate astrophysics, this probably is not that. It is inspired by real black hole concepts, but mostly it is about making a cosmic problem worse because it feels good to watch the number go up.
How To Grow a Black Hole is a chill incremental game about feeding a black hole, keeping it stable, and trying to grow it bigger than everyone else’s. It is simple, strange, satisfying, and built around one important question:
How big can you make it before everything goes wrong?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Arabic, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Hindi, French
Engagement
Hours played at review time, across 71 reviews with recorded playtime.
Reviews
Themes across 71 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
perfect time consumer just gotta stare at a black hole as my auto upgrades do their job or sleep with the game closed and auto upgrades do their job this game is just amazing
fun and relaxing. Great game for winding down after work!
Definitely worth the entry price - great looking game with a unique approach where you need to balance two main chokepoints: matter going into the disk, and matter absorbing from the desk to the center. Balancing these two things gets more difficult the faster and further you go, with the roguelike elements unlocking additional upgrades with multiple runs. This is where the wheels start to fall off, however. The automation system you unlock is useless as far as I can tell; it's functionally a run-ender if you turn it on. The timing on the matter going in to the disk is randomized, and you end up with huge swings that you can't control and eventually can't progress past (maybe I'm just getting too deep into my runs without unlocking enough upgrades). There are upgrades that are locked behind a certain number of runs, which is just grinding for grinding's sake, not progression. The upgrades are all tweaking sub-parameters that affect the two main chokepoints, but how these upgrades affect the outcome is never explained properly. There's a solid progression game here, if updates can fix some of these things, and the UI is nice.
good idle farm
This game is great, hope it gets more content over time. Amazing if you love space and incremental games.
AI slop
Had fun for a good long session when first purchased. Login the next day, save progress reset. No matter what I do (verify/re-install files) I am prompted with no progress for a game with 7hrs 59minutes away time, and no save of any progress on research tree. A blank slate every time i start the game. Seems like this needs fixed quick or I'll be applying for another refund with Steam, first one rejected b/c +2hrs.... I'll fill out another request if this is not fixed quick, and the 2+hrs excuse will not fly again. Currently the game is in a broken state on release and it will not save any progress for me. :(
Honestly the best idler game I've ever played. Great audio and visual features. I know I only have around 10 hours played but i played the beta and have watched this game grow. That may seem like my review is biased but I'm an upfront and blunt person and wont sugar coat anything. With that being said, this is a 10 out of 10 and 100% recommend
Vite fais le tour
slop
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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