
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 · 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 721 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
rotating simulator
it's like if they made a clicker game but more inconvenient and less satisfying
Did not enjoy the game. the demo was the core game play. this just feels like they forced the idea further. Most of the time it felt like I was just sitting there holding down a button waiting until I could finally unlock the next thing. I don't mind a grind, but there needs to be something happening during that grind to keep me interested. The building is probably the most interesting part of the game, but it's also pretty janky and can be frustrating to use. The graphics are fine, nothing amazing but nothing I'd really complain about either. There's basically no story at all, so there's not much pushing you forward besides unlocking the next upgrade, which goes back to the main problem of those upgrades taking way too long to get.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 723 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
非常不错,前期节奏略慢,但是能开始自动化后就开始爽了,而且终局的解密和不一样的玩法会让人眼前一亮
Project P.I.T.T. takes a wonderfully strange idea and develops it into a compelling mixture of physics experimentation, automation, incremental progression, and corporate satire. You enter an unsettling workplace as a new intern with what initially appears to be the easiest assignment imaginable: manufacture rubber ducks and throw them into a gigantic hole known as the Maw. That simple instruction quickly becomes the foundation for something much larger. The Maw continuously demands more, production becomes increasingly complicated, and the facility begins revealing an atmosphere suggesting that your employment situation is considerably stranger than it first appeared. The basic gameplay loop succeeds because manual labor gradually gives way to creative engineering. Early tasks establish the importance of producing objects and delivering them into the pit, but progression provides increasingly elaborate tools for automating that process. Magnets, fans, panels, pistons, launchers, and other devices can be arranged into improvised production systems. Rather than demanding one predetermined solution, the physics-based design encourages experimentation. A carefully organized machine can work beautifully, while an unnecessarily ridiculous contraption may accomplish exactly the same objective through bouncing objects, aggressive launching, and barely controlled chaos. Optimization provides another layer of satisfaction. Increasing throughput and chaining successful deliveries together can generate better payouts, encouraging players to reconsider inefficient arrangements. The result captures some of the pleasure associated with factory-building games without requiring an enormous industrial complex. Small improvements can have noticeable consequences, and watching a previously awkward manual process become a functioning automated system creates a strong feeling of progression. Importantly, efficiency does not eliminate creativity. Players remain free to construct sensible production lines or embrace deliberately absurd solutions simply because watching the physics simulation handle them is entertaining. Progression also expands beyond rubber ducks. Stranger products and additional machinery become available as responsibilities increase, eventually transforming straightforward production into assembly. Objects begin interacting and connecting in less predictable ways, forcing established solutions to evolve. Meanwhile, the Maw physically grows as it consumes more products. This creates a clever visual representation of the game's central theme: increased productivity never truly satisfies demand. Every improvement simply establishes a new expectation, turning the player's pursuit of efficiency into part of the satire. The corporate setting gives these mechanics considerably more personality than they would possess in a conventional automation sandbox. There is something inherently funny about treating the feeding of rubber ducks into an enormous void as legitimate employment, but the humor gradually develops an unsettling undertone. The company is observing your performance, the facility changes, and your assignments become progressively harder to rationalize. Questions surrounding the employer, the purpose of the facility, and the player's actual circumstances create an underlying mystery without distracting from the sandbox gameplay. Its visual identity reinforces that uncomfortable atmosphere. The brutalist facility uses a deliberately retro PSX-inspired aesthetic, combining imposing architecture with rough, stylized visuals. The result suits both the comedy and the mystery. Industrial surroundings make the absurd production machinery feel strangely official, as though someone genuinely designed an entire corporation around feeding an insatiable hole. The retro presentation also gives the environment a distinctive personality while complementing the increasingly surreal direction of the experience. Another strength is how naturally the satire emerges from player behavior. Automation games frequently encourage players to chase greater efficiency simply because optimization is satisfying. Here, that instinct becomes part of the joke. The company demands higher output, the Maw demands additional products, and players willingly respond by designing increasingly effective machinery. The better you become at your job, the more unreasonable that job becomes. It is an amusing commentary on endless productivity and consumerism without requiring the game to abandon its playful sandbox foundation. There is still an intentionally repetitive element at the heart of the experience. Players fundamentally produce, manipulate, assemble, and deliver objects repeatedly, meaning those who have little interest in automation or experimentation may find the structure less appealing. Physics systems can also introduce unpredictability into carefully designed arrangements. Yet that unpredictability frequently works in the game's favor. Watching an elaborate machine barely function can be just as amusing as seeing a perfectly optimized system operate flawlessly. Failure often becomes an invitation to redesign rather than an outright punishment. Froke deserves credit for building the gameplay and thematic ideas around the same central concept instead of treating the unusual premise as a disposable joke. Pretty Soon serves as publisher, and the overall presentation feels focused on giving this peculiar concept its own recognizable identity. The combination of first-person interaction, incremental upgrades, physical objects, automation tools, dark comedy, and environmental mystery makes the experience difficult to categorize neatly, which is ultimately one of its strengths. Steam Deck compatibility is encouraging but deserves some qualification. Steam's compatibility-filtered search currently includes the game among titles with Steam Deck compatibility classifications, while the store also provides SteamOS and Linux support. However, the accessible store information does not clearly expose which specific Deck rating applies, so it is safer not to claim a definitive Verified or Playable badge here. The straightforward first-person controls and relatively compact sandbox structure nevertheless make it conceptually well suited to portable sessions, particularly for players interested in experimenting with production layouts away from a desktop. Ultimately, this is an inventive indie sandbox that understands how to turn a ridiculous premise into meaningful gameplay. The satisfaction of improving production lines works alongside the pleasure of creating machines that are unnecessarily complicated, while the expanding Maw provides both a progression target and an increasingly ominous reminder of what all that productivity is accomplishing. Its humor, retro brutalist presentation, physics systems, automation mechanics, and mysterious corporate setting complement one another rather than feeling like unrelated ideas. Players who enjoy physics sandboxes, incremental progression, automation puzzles, unconventional simulations, and dark workplace comedy should find plenty to appreciate. What begins as an absurd assignment involving rubber ducks gradually becomes a strangely absorbing cycle of invention, optimization, escalation, and curiosity. It is funny when your machinery works, often even funnier when it fails spectacularly, and intriguing enough to make feeding the Maw feel like more than another repetitive workplace obligation. Rating: 8/10
у мамы также
Метлу зачем занерфили? P.S. Перепроверил. В демке экипирование на E работает, в полноценной версии нет, "совокупляйся" с физикой.
I really wish more games were like this. What genre even is this? Automation, horror, speedrun, parkour, minecraft, sandbox, duck, tycoon? Yeah. Play this game. Subverts your expectations.
It sadly becomes worse and more tedious the further you go on instead of the opposite. I understand the idea is to have whacky stuff for automation, but it simply does not land in practice. It's just tedious and unpleasant
I MUST FEED THE PITT, THE DUCKS ARE WHISPERING TO ME
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $452.2K | 1.5K | 89% | $14.99 | |
| $452.4K | 6.8K | 98% | $4.99 | |
| $452.1K | 714 | 90% | $19.99 | |
| $452.4K | 2.4K | 79% | $4.79 | |
| $451.9K | 1.2K | 81% | $19.99 | |
| $451.9K | 846 | 86% | $14.99 |