
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.
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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?
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 140 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
peak
broken whenever i attempt to enter it works fine but every time i click the resume run it brings me back to steam fix this bug
fun and relaxing. Great game for winding down after work!
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Languages: English, German, Spanish - Spain, Arabic, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Hindi, French
Hours played at review time, across 141 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i love this games idea but after you rebirth i think (i havent played this game in a month) its just not good, i bought this on release and i enjoyed the start but this game is boring. theres no reason to play more of it.
I don't care about the obvious "vibe coded" thing. People screaming "AI MADE IT!" are just envious because they have a Max 20x account and still can't ship anything! 🥶🤷 As for the game itself, it's a bit boring. The early progression isn't very interesting and it doesn't really give me a reason to keep playing.
Concept is amazing, visual is nice, but numbers doesn't work.
I like this game, it has some cool ideas and balancing the stability is a cool concept, but there could definitely be some improvements. Would be nice to get some sort of a way to see exactly how much range of mass you are outputting, the one in game is worthless because it doesn't tell you how high it might go which could cause a collapse you didn't intend. There are some other improvements that could be added too, but to be honest, the lack of updates and communication since release is offputting, and I hope they update the game with improvements and content soon or at the very least communicate with the players. Otherwise I will have to turn this into a negative.
AI slop
a bit boring but it looks okay and for an idle game its fun
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.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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