
Feed rubber ducks to a corporate void. Build physics contraptions. Chain combos for profit as the Maw grows hungrier... and larger. Brutalist PSX satire meets first-person sandbox chaos.
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Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best FR #54, worst UA #95 · 11 markets collected
US · last 30 days
About

You are a new intern at a company with a very simple task. Craft rubber ducks and feed them to the pit.

At the center of the facility waits the Maw – a vast corporate hole with an appetite that only grows larger the more you feed it. Make ducks, throw them in, earn your place.

The company is watching. The pit is growing. Ducks will not be enough.
Unlock new tools, produce stranger objects, improve your workflow, and build increasingly chaotic physics-based systems to keep up with demand. With each phase, the Maw expands, the facility shifts, and your responsibilities become harder to explain.

Eventually, simple production turns into assembly. Objects begin to connect in unexpected ways. Your work stops feeling like a job. Where are you? Who’s your employer? Why are you doing all this?
FEATURES
Build absurd physics-based production lines and feed products to the Maw
Start with rubber ducks, then unlock stranger products, tools, and automation systems
Use magnets, fans, panels, pistons, launchers, and more to optimize production
Chain combos and improve throughput for higher payouts
Watch the Maw grow larger as production escalates
Explore a brutalist PSX-style corporate facility
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 707 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Project P.I.T.T. feels like a disorienting mess of ideas all crammed together. It's trying to be a physics-sandbox game where you have this freedom to create and automate to your heart's content, but it's bogged down by the lack of actual engaging mechanics and the need to fit into the Feed The Pit style of gameplay. I'll start by talking about the core gameplay loop. The game is split into phases, each phase introduces a new product that you need to create a contraption for. The first two phases act as a tutorial where you get into the headspace of the game. The game hands you some tools and a variety of panels to build some funnels for the products, allowing you to get a grasp on the rest of the game. It's a decent enough loop and the first two phases are to the point and get the job done. However, it's when you get to phase 3, that the game starts to fall apart. Phase 3 is almost double the length of phase 1 and 2 combined, it takes so long to get through without any real point in it being so long. The actual content of phase 3 is pretty much identical to phase 1 and 2. You're given new tools, although most are pretty useless, and you do the same thing, build contraptions. There is really nothing here substance wise that justifies the increased length for phase 3. Also, when I played, phase 3 had a destruction event which caused you to redo everything you’ve built, but this has since been patched out, and I’m indifferent to the change. Now, if you manage to make it to phase 4, you’ll be met with what I think is the most baffling decision in the entire game. Phase 4’s product requires one of each of the previous phases' products. In theory, it's not a bad idea. This could have been used as an opportunity to have the player get creative and use the full games toolset to create some elaborate contraptions. Instead, it's tedious and annoying. You aren’t given a good enough toolset to actually build anything interesting. In my case, I made some janky setup that was just barely able to automate production, then I slapped the proxy intern on the mixer and called it a day. The only saving grace is that Phase 4 is the shortest of all the phases once you get that automation up and running. In no way did I have fun thinking of how to solve this challenge. It was simply an obstacle to me completing the game. There are tons of issues that all stem from this, but I’ll focus on the two most severe. [b] Building [/b] The worst aspect of Project P.I.T.T. is actually having to build the funnels and contraptions. Now, if you have a sandbox game like this, building should be fun and should actually make the player want to go out of their way to experiment and create these crazy contraptions to interact with the physics systems. Instead, in this game, building feels like a chore and is needlessly time-consuming. Instead of spending the time actually building something cool, you're spending most of your time hauling 50 panels, 10 fans, and whatever else in order to actually build something for the different machines. I think Project P.I.T.T. could benefit from an actual build menu, something similar to Satisfactory, where you have a catalog that you can select what you want to build, and then you can build that object. No picking up and hauling different objects, just simply select what you want to build, and build it. However, even if there was a build menu implemented, there is another issue with building. A little later in the early game, you unlock the ability to stick, snap, and orientate objects. Now that's great and all, but there is very little customization to the snap and orientation settings, which leads to inconsistent results and, again, spending needless time trying to get everything to snap into the correct positions. Also, during my time playing the game, while moving around different objects, sometimes they would just stick randomly, and I would have to then click on the object again and move it around. It's just another inconvenience. [b] Tools [/b] What is a sandbox game if not for a playground of imagination, and you know what facilitates that imagination, the tools you are given. The tools you are given and the quality of them shape what you can create. Project P.I.T.T. gives you a decent amount of tools, but in reality you're only going to be using about a third of them. I could go on and on and list each individual tool here and how useless they are, but I’ll just say this instead. From the 24 sub menus under the tools tab, I used tools from about 8 of those submenus. Now, a variety of tools is great for a sandbox game right? So why did I use so few? Well, I tested out each new tool I unlocked to see if there was something I could use them for, and I tried to use them, but each and every time I was just like, this is so pointless, I can just use this other tool I already unlocked, and when I did have an idea for something that could utilize a new tool, I said “Do I really feel like spending an hour stripping everything down, then spending another 3 hours trying to make something with this shoddy building system?”. Ultimately, I just stuck to a bare-bones setup of regular, cushion, and slick panels, as well as some fans. Maybe doing so wasn’t the most efficient, but the time I would have spent building probably evens it out. There are also a subset of tools which are equippable, and I did not use a single one of those except for early on when I used the broom. Want to know why? There is no equipment/hot bar. This means that if you want to use an equippable tool or multiple equippable tools, you have to pick the tool up, use it, and then if you want to interact with an object or use another tool, you then have to put the tool down, and repeat. It's so tedious, like if you are giving me a bunch of equippable tools but making them so tedious to actually use, then what is the point of using them? Whenever I saw an interesting equippable tool, albeit there wasn’t too many, I just felt discouraged from using it, knowing how tedious it would be to manage it. So, those are all the issues with the core gameplay loop, and it's quite a lot. Underneath it all, I feel like there is a great deal of potential here as a physics-sandbox game, I can see the vision. A fully fleshed-out, physics-sandbox game like this with a lot more focus on its mechanics and automation could be pretty great. However, Project P.I.T.T. is not that and is instead bogged down by the Feed The Pit style gameplay and the lack of actual freedom when it comes to building creative or fun contraptions. You end up only doing the bare minimum to finish the game, because there really isn’t anything that interesting at its core. Okay, now it's time to rant about the game's “secret” ending, and how much I despise it. The parkour segment, while it had an interesting idea, is a confusing mess with no clear indication as to what needs to be done or what can be done in order to progress. It's then followed up by a frankly baffling mining minigame that is just extra tedium added to this already tedious game. The secret ending is honestly just so bafflingly designed and not worth the time. Had to cut it short for the Steam review, but I talk more about it on Backloggd: https://bckl.gg/v5PN
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 709 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a cool concept, but it feels really unpolished and gets really boring for long stretches. The start of the game is really slow and takes a long time to get into any actual content beyond holding left click on the duck machine and walking ducks over to the pit. Once you unlock fans and panels it's pretty fun building a setup to automatically feed the ducks into the hole. But once that works, you're just stuck holding left click and doing literally nothing else for half an hour until you reach phase 2. Phases 2 and 3 are basically the same thing: spend 10 minutes building a setup to automatically feed products into the hole, then hold down left click until you finally reach the next phase. Phase 4 is where the game completely breaks down and where I gave up. You need to combine one of each product in a horizontal spinning couldren lifted of the ground to make anomalies, but whenever you put more than a couple products into the cauldron, trying to add another will send it flying all the way across the factory for some reason, making the process extremely tedious. On top of that, products keep freezing in mid-air, and my money will occasionally just reset to $0 for no apparent reason. There is also a laundry list of smaller glitches I've found that I couldn't even begin to write all of down here. Despite all of this, I made a setup to semi-automatically produce anomalies and struggled with the weird physics for a couple of hours to make around 100 of them. I'm now [b]5 PERCENT[/b] of the way through phase 4. Another major complaint is the menus. They're very hard to read, weirdly fit to the screen, and completely disorganized. Some of the most important and useful settings are hidden several submenus deep. For example, there's a setting that automatically holds down left click for you so you can craft products automatically. That seems like a pretty major feature, yet the game never tells you about it, and you would only find it by digging through three sub-menus in the confusing options menu. Please playtest and polish this game. It would be fun, but right now it's buried under way too much waiting, janky physics, bugs, and confusing UI.
Great game. I don't get the negative reviews. If you spent 5+ hours building automated contraptions and they were destroyed pre-update--why leave a negative review if you obviously didn't read the game's description? "Brutalist PSX satire meets first-person sandbox chaos". This game did not state anywhere that you would not be punished or forced to rethink/rebuild your designs. Disappointing that the developer had to pivot a game stage that encouraged creativity and problem solving. This specific mechanic (now removed) would have shown that who or...what you're feeding was purposefully hindering your progress. You have to rebuild when you unlock better tools for better combos anyway. I feel like a dev shouldn't have to bend backward to save potential sales because a loud minority don't understand that they aren't entitled to have the experience tailored to them rather than the way that was intended by the creators. Also, if you have a good PC and your frames are dropping like crazy...you should probably know that it isn't a problem with your GPU and no matter how good your GPU is, automation and incrementals are CPU heavy. Maybe don't leave 3000 ducks/cash registers on the ground and your frames won't dip. I play 260hz 2k. Only time my frames dipped were when major bottlenecks in my logistics chain caused huge pileups. Overall, I just finished the secret ending and...wow. Great job dev team. I love the atmosphere, the depth, the experience, and especially the freedom and creativity provided with all of the "off the rails" tools. Glad I played the demo and picked this up on day 1. Completely satisfied gamer right here.
what's the video game equivalent of blue balls? whatever it is, this is that. the game is fun up until the end of phase 3. before that, you've found the core gameplay loop and created automated structures to carry your products where they need to go, only being slightly slowed down by the manual crafting stations. in the back of your mind you're likely thinking phase 3 has gone on a little too long, but you believe you know what the game wants and it's been pretty fun up until this point. the problem is when the new product comes in, you have to combine the last 3 into a cauldron crafting station and then manually craft said product. it's here where the other shoe drops and the game completely disrespects the time you've invested, while gameplay grinds to a halt. all that automation you made? tear it down and do it again to redirect it to the cauldron, and this time it's even slower. you can try to force all the items into the cauldron drum but it wont ever work right, meaning you need to load all three ingredients BY HAND after taking down all your creations just to get the right products to be left in the vicinity of the cauldron, THEN craft the product, THEN carry the products to the pit. I did the math and you'd have to do this well over 2,000 times, manually, by hand. You have to place more than 6,000 items into the cauldron yourself. click drop click drop click drop. there is also a second pit that needs these same products and nowhere does it tell you this is the case. I spent 6 hours pushing rubber ducks and cash registers into the upper pit only to realize I wasted my time yet again. so not only am I expected to do this thousands of times for the phase 4 pit, but I must do it all AGAIN for the pit that is hundreds of feet in the air. At this point i gave up. If the game cannot respect my time then I cannot respect it. (Good thing this all happens well over 2 hours in so I can't get a refund... hmmm I wonder if that was by design and there's no consequences for phoning it in after you have enough playable hours, hmmm.) what starts as a fun assembly "points go up" kind of game with a quirky sub-plot quickly devolves into something that forgets what it is in favor of disrespecting your time and pulling the rug out from under you on hour 10. this couldve been a very fun and relaxing game but sadly the dev lost the plot at the last second. I look forward to the developer learning from this as many players are sharing the same sentiment. missed it by that much, but it's a good attempt at making a fun game, all the pieces are mostly there, it just feels like the dev stopped playing their own game at the end and figured it would be good enough to phone-in the last 1/4 of it.
I’d more likely give this a mixed review than a negative one. Cool idea, cool presentation, but honestly, probably my least favorite incremental game I’ve played. I’m a huge fan of both incremental and automation games, but this game is, above all else, just... tedious. I had high hopes going in, but I can’t say I enjoyed a single moment of the experience. For $10, you might as well give it a shot and see if you vibe with it. I won’t be refunding it, though, as I can tell a lot of love and passion went into this project, and I’d like to see what this developer has in store for the future.
This is a really enjoyable game up until the fourth act, at which point you are forced to manually tear out everything you've made and rebuild from scratch with a deeply janky placing system that only becomes more frustrating the more you try to use it. Besides that, during the literal hours your automation is offline while you rebuild, the game will regularly flash warnings and threats across your screen (which make sense from a story perspective) that really just add insult to injury for a deeply frustrating change in the gameplay loop. I finally quit playing when I realized that I was frustrated, annoyed, and didn't have to be either of those things when I was playing a game for fun. This isn't a game I'll return to.
I feel like this game has so much potential with it's automation, but as many others have shared, this game is too clunky and tedious to feel like you are getting any meaningful progression. Manual gameplay is quite boring. Most of my progress came from holding left click to make things to throw into the pit while watching YouTube, which gets old pretty quick. Combos seem cool at first, but they end up not feeling very rewarding imo. You think the game would get more fun after you get more automation unlocks, but I would argue it actually gets worse. Most of your time will be spent running back and forth to grab one item and walk over to where you want to place it. Why not have an inventory to carry the building materials and other tools? And by the time you finish setting up your automation ideas, the pit will expand, and now you have to adjust it all and upgrade it... It just isn't a fun gameplay loop. The shop upgrades are kinda eh. The story also takes quite a bit of time to get through, although I gave up playing in the middle of Phase 2, so maybe it needed more time to flourish. I personally think this game needs to make some drastic changes to the core of the game to make it feel more rewarding and intentional. Until then, I wouldn't recommend it.
I love playing a game about using physics to funnel stuff into a hole, only for the game to require object jumping up huge heights to be met with a broken Minecraft minigame that stops you from finishing it.
Progression is ♥♥♥♥, the unlocks are weirdly paced, when you unlock something you already managed to do what you needed to do without the tool you just unlocked so that 11k tool is useless since you already have 2m things should tell you what you need to unlock them or they should unlock when you have enough money for them
Good god, where do I even start? This game hooked me from start to finish. I'm almost positive the people negatively reviewing this game only THOUGHT they wanted to play an automation game. The amount of QOL the game gives you throughout is PLENTY enough to keep you from doing anything even remotely tedious. I had an absolute blast automating each line of items, and improving logistics when given news toys for completing hidden quotas. I did the secret ending first as there were things to do while money stacked up in that regard and it was a satisfying little ending. The automation in ACT 4 was a little tricky to wrap my head around, but being given the cannon made ACT 4 a walk in the park. It was genuinely rewarding tearing out different lines of automation to rebuild them in a more efficient way with the new fun gadget the game give, of which there are soooooo many. Seriously loved every second of this game and will indeed be going back to it. Do not let the negative reviews fool you, this game is slightly tricky, but it has so much love put into it; and in many ways this game will help you get there in the end. Thank you Project P.I.T.T
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