
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.
Modeled estimate, not a reported figure. How we estimate →
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 · 10 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 730 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Divertido para jugarlo un fin de semana
this game made me got anatidaefobia
wish i could give a mixed rating game was cool up until phase 3 ish, where it kind of just became a slog to get the the ending, [spoiler] the last couple segments had zero reason to be in there though, def felt like they were just random ideas to pad for time [/spoiler]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
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 732 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of my favorite feed the hole games (if thats what you can call these types of games) If you like berry bury berry youll love this. i love the tycoon like progression and having to use your own creativity and building to automate it Uncovering secrets is always my favorite. Im hardly even deep into this game and ive found so many cool secrets. Great job devs keep it up
You ever just had a desire to F I L L H O L E
extrramly fun and addicting
Only game where you can send ducks at light speed to feed the corporate hole 10/10
[h1]インクリメンタル×工場自動化[/h1] 他のレビューでも触れられている通り、初めのアヒルが一番楽しいと感じました。 理由は、クリッカーらしさよりも自動化のライン作りに比重が傾いているせいだと思います。 一定金額以上稼ぐと、レジやらピニャータを生産できるようになりますが、どんどん生産物の耐久性が下がっていきます。 つまり、自動化ラインをより正確なものにしないといけません。 ベルトコンベアのようなものがあれば全く苦に思わなかっただろうし、ライン構築にまつわる物品のコストが低ければ楽しめたと思いますが、ことごとく不便です。 おそらくほとんどの方がファンの風とスリックパネルに頼ると思いますが、そのせいで斜め方向に物品を送るのが難しいです。 それだけでなく、普通のパネルが100$に対して、滑るパネルは2000$、4倍の大きさだと40000$といった具合に明らかに価格設定がおかしい。 レジまではほとんどの方がこの不便さに耐えられると思いますが、ピニャータは1度の衝撃で粉々になるため上記の不便さが致命的になります。 ピニャータが解放された時点で一番大きな箱には5個程度しか入らないし、ストレスが凄まじい。 開発者もバランス調整を間違えたと悔いているようですが、全くその通りだと思います。 アップデート前は構築したラインが強制的に破壊される要素があったみたいですし、明らかにユーザーの需要を勘違いしています。 個人的に、生産物の耐久性を失くせばもう少し楽しめたと思います。
Down it goes!
So interesting game!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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