
Build a drug empire with your last $50. Buy production, upgrade it, and hire workers to automate.
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About
You play as a man who has lost everything: his job, his wife, and any sense of stability.
With your last $50, you buy a single weed plant with one goal in mind: build a drug empire.
Click to harvest. Every click brings you closer to your goal: becoming RICH.
Tired of your outdated gear? Upgrade your equipment to increase your production speed.
Clicking is good. Automating is better. Hire botanists, chemists, and packers to do the dirty work for you and generate passive income.
All that money just to sleep on a filthy mattress? No thanks! Use your hard-earned cash to upgrade your apartment: live in style and boost your employees' productivity.
Buy properties to expand your business: more space, more production, more money.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Looks nice and that's about it, there is no gameplay in this title, progression is the most boring, most basic type of incremental gameplay you can imagine, this should've been a flash game at most. It takes 2 hours to "beat" it.
Ignore the 5 hours, I left it running. This is about an hour long with no real content. No decision making involved, as everything is priced in basically the order you'd want to buy them anyway.
Top down, incremental version of Schedule 1. Entertaining if you like idle and simple games. Optimization could be better, as it doesn't feel super smooth, and the game size is huge for the content. Still worth the price though!
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Hours played at review time, across 20 reviews with recorded playtime.
look i'm not saying its a bad game. its not. but from the tags it has i was expecting cookie clicker but with a drug theme. it is not that. so right of the rip it took a hit to my favorability. and with how short the game is with zero replay worth i cant give it a good score. i don't like steams thumbs up and down so for the record id give the game a 4 out of ten. but what is there is very well done. and i could not find a single bug with what it does have and for only a couple of bucks i dont hate it but its just not what i was hoping for.
Weed Clicker is a simple idle-clicker game built around a familiar rags-to-riches premise. You begin as a man who has lost everything — his job, his marriage, and any sense of financial security. Armed with just $50 and a single weed plant, your goal is straightforward: grow your operation, automate production, and build a profitable drug empire. The concept is hardly revolutionary, but that's not necessarily a bad thing. Weed Clicker knows exactly what type of game it wants to be. Rather than overwhelming players with complex management systems or deep simulation mechanics, it focuses on delivering a straightforward progression loop that is easy to understand and satisfying to watch unfold. At the start, everything revolves around clicking. Every harvest generates money, every upgrade increases efficiency, and every purchase pushes you a little closer toward bigger profits. The gameplay is intentionally simple, making it easy to jump into without any learning curve. Within minutes, you'll understand everything the game expects from you, allowing you to focus entirely on progression and optimization. As your income grows, the game gradually introduces automation. Instead of manually harvesting forever, you can hire workers such as botanists, chemists, and packers to take over various tasks. This transforms the experience from an active clicker into a more traditional idle game, where strategic investments become more important than constant interaction. Watching your operation generate money while you focus on upgrades creates a satisfying sense of momentum, even if the mechanics themselves remain relatively basic. One of the game's stronger aspects is its progression system. Your apartment can be upgraded, providing both visual improvements and productivity bonuses for your employees. New properties become available as your empire expands, giving players larger production spaces and additional opportunities to increase profits. While these systems aren't especially deep, they provide enough milestones to keep the player engaged throughout the game's relatively short lifespan. The overall experience gives off strong mobile idle-game vibes, and that's likely intentional. The constant flow of rewards, upgrades, and income increases creates the same "just one more upgrade" feeling that has made clicker games popular for years. Whether that's a positive or negative will largely depend on personal preference. Players looking for a deep business simulator may find the gameplay too simplistic, while fans of idle and incremental games will likely appreciate the straightforward design. Visually, Weed Clicker performs better than expected for a small-scale project. The graphics are clean, colorful, and functional. Nothing here will impress from a technical standpoint, but the presentation is polished enough to support the gameplay loop without becoming distracting. Menus are easy to navigate, upgrades are clearly presented, and progression remains easy to follow throughout the experience. Content is where the game's limitations become most apparent. A typical playthrough lasts around three to five hours, depending on how efficiently you progress. While the game includes ten achievements that provide additional goals for completionists, there simply isn't enough content to sustain long-term engagement. Once you've unlocked the major upgrades and seen the progression systems unfold, there's little reason to continue beyond achievement hunting or personal satisfaction. However, context matters. This is a solo developer's first game, and when viewed through that lens, many of the shortcomings become easier to understand. The lack of content is noticeable, but it feels more like the result of limited scope rather than poor design decisions. The core systems function well, the progression feels rewarding, and the game accomplishes what it sets out to do without overpromising. Perhaps the most encouraging aspect is the potential shown by the developer. While Weed Clicker is relatively small in scale, it demonstrates a solid understanding of incremental game design and player progression. If future projects build upon these foundations with more content, deeper mechanics, and longer-term goals, there is every reason to believe the developer's next release could be a significant step forward. At just £4, the game offers good value for money. You can comfortably get several hours of entertainment from a single playthrough, unlock all ten achievements, and experience everything the game has to offer without feeling like you've overpaid. It's not a game that will keep you busy for dozens of hours, but it doesn't need to be. In its current state, Weed Clicker is a simple, enjoyable idle game that delivers exactly what it promises. It lacks depth and long-term content, but its accessible gameplay, satisfying progression, and affordable price make it easy to recommend to fans of clicker and incremental games. More importantly, it serves as a promising first effort from a developer who clearly has room to grow. Rating: 6.5/10 A short but enjoyable idle-clicker experience with solid progression, fair pricing, and promising foundations for future projects.
Well what can I say, I stumbled upon this game just looking through new releases and boy did I find a great game at a great price. While I completed the entire game in just over an hour, I had a lot of fun playing the game and making some content. The gameplay is smooth, the graphics are great. It is the small things in the game that I enjoy, the workers, how detailed they are, the storage shelves that get more and more product on them the more you upgrade, and the furniture that looks amazing in the end game. Great story line, great first game! This game could be expanded on greatly and could be a decent hit moving forward. Britto
Last $50 is a nice lil chill game that doesn't really need much effort into playing. From start to finish, I had no issues. I would've liked a few more text messages as you hit some milestones, but all-and-all, for 5 bucks this game is worth it. It's a short game if you stay focused, longer if you dont spend money on certain upgrades. Congrats to the dev of completing your very first game c:
I was afk a lot and beat it in 2.4 hours. But all in all its pretty decent for $5, so go ahead and buy it!
Very boring. No real choices to be made, the only thing you do is occasionally click. The graphics look interesting, but everything else is just boring.
Decent short little game that reminde me of Drug Wars. The pacing is really steady, and I didn't feel any stress with the progression. 2.2 hours to 100%, and I was being casual. You could probably get the 100% in abouit 2h.
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Players by region
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