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A Game About Feeding A Black Hole

PC (Microsoft Windows), Mac, Linux • 2025

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Quick resume

A short incremental game about feeding a Black Hole matter by destroying Asteroids, Planets, and Stars.

Global score

89/100

Genres

Casual, Indie

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    Pros

    • Relaxing and satisfying gameplay
    • Well-paced progression and upgrades
    • Multiple game modes with more planned
    • Polished visuals and sound design
    • Good value for price

    Cons

    • Linear upgrade tree limits player choice
    • Lack of idle mode at launch
    • Short main game length
    • Limited depth and complexity
    • No multiplayer or social features

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can choose tower types, upgrade paths, and allocate upgrade points, but some upgrade choices are permanent and require careful planning."

      Capsule for Day D: Tower Rush Day D: Tower Rush

      "Players choose upgrades and upgrade order, though upgrade tree is mostly linear with limited branching choices."

    • Competence

      Game with the same Competence vibe

      3

      "Players feel effective as upgrades increase power and progression is steady, but gameplay is simple and repetitive."

      Capsule for Piñata Go Boom Piñata Go Boom

      "Players feel effective as upgrades improve performance and progression is satisfying, though gameplay is simple and not highly skill-demanding."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal progression and individual play; no mention of ranked modes or direct player-vs-player competition."

      Capsule for Superhero Simulator Superhero Simulator

      "Focus is on personal progression and pacing; no mention of ranked modes or direct player-vs-player competition."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report long play sessions, replayability through multiple modes, and ongoing developer support encouraging habitual play."

      Capsule for War for the Overworld War for the Overworld

      "Players report wanting to keep playing, with multiple game modes and planned updates encouraging habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no cooperative or multiplayer elements mentioned."

      Capsule for Hollow Knight Hollow Knight

      "Single-player experience with no cooperative or multiplayer elements mentioned."

    • Creativity

      Game with the same Creativity vibe

      -3

      "Upgrade paths are linear with limited branching and no creation or customization beyond choosing upgrades."

      Capsule for Deep Space Cache Deep Space Cache

      "Upgrade tree is linear and choices limited; no significant player-driven creation or customization."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; purely individual experience."

      Capsule for Ion Fury Ion Fury

      "No evidence of exerting control or superiority over others; purely individual experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Many players describe the game as meditative and relaxing, providing a way to escape stress and real-life worries."

      Capsule for Duet Duet

      "Players describe the game as relaxing, meditative, and a way to unwind or escape real-life stress."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for fun and relaxation, with no indication of obligation or external pressure."

      Capsule for Tasty Blue Tasty Blue

      "Players engage voluntarily for fun and relaxation, with no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Some experimentation with upgrade paths and strategies, but mostly following established routines."

      Capsule for Coin Flipper Coin Flipper

      "Some experimentation with upgrade order and strategies, but overall upgrade path is mostly linear and predictable."

    • Exploration

      Game with the same Exploration vibe

      -3

      "Limited exploration; game consists mostly of repeated levels with incremental upgrades rather than discovering new areas."

      Capsule for Nodebuster Nodebuster

      "Game modes and upgrade paths are known and linear; limited discovery or new area exploration."

    • Expression

      Game with the same Expression vibe

      -4

      "No character or environment customization; presentation is standardized and minimalistic."

      Capsule for YEAH! YOU WANT "THOSE GAMES," RIGHT? SO HERE YOU GO! NOW, LET'S SEE YOU CLEAR THEM! YEAH! YOU WANT "THOSE GAMES," RIGHT? SO HERE YOU GO! NOW, LET'S SEE YOU CLEAR THEM!

      "No character or environment customization; presentation is standardized and minimalistic."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Imaginative setting of orbiting planets and black holes with fictional mechanics."

      Capsule for Orbt XL Orbt XL

      "Engages players in a cosmic, imaginative setting of feeding a black hole, though gameplay is abstract and simple."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; purely solo play."

      Capsule for CARRION CARRION

      "No social or community features; purely solo play."

    • Growth

      Game with the same Growth vibe

      4

      "Strong focus on progression through skill tree upgrades and resource accumulation; players experience clear growth."

      Capsule for Dice People Dice People

      "Players experience clear progression through upgrades and skill tree, with personal improvement in game efficiency."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay requiring mouse movement; no physical activity or health-related features."

      Capsule for Max Manos Max Manos

      "Sedentary gameplay with mouse movement; no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires active attention and multitasking during gameplay sessions; not designed for passive play."

      Capsule for Cats & Cups Cats & Cups

      "Requires active mouse movement; no idle mode yet, so not suitable for passive play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interaction or relationship-building elements."

      Capsule for Into the Breach Into the Breach

      "No social interaction or relationship-building elements."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management features; single-player experience."

      Capsule for LIMBO LIMBO

      "No leadership or group management features; single-player experience."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression through unlocking ships, upgrades, and expanding galaxies."

      Capsule for Beat Hazard 3 Beat Hazard 3

      "Strong emphasis on accumulating upgrades and increasing black hole power through progression."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Calm, meditative pacing with soothing visuals and music; some moments of tension but overall relaxing."

      Capsule for Keeper Keeper

      "Frequently described as relaxing, chill, and meditative with satisfying pacing."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visual and audio feedback with colorful, clean graphics and satisfying sound effects enhancing player experience."

      Capsule for Multiplayer Platform Golf Multiplayer Platform Golf

      "Enjoyable visual and audio effects with pleasing animations and sound design enhancing player experience."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Obey the Voice™ Obey the Voice™

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      1

      "Minimal narrative and lore; story serves as backdrop rather than deep immersion."

      Capsule for Shardpunk Shardpunk

      "Minimal narrative; some mention of epilogue and modes but no deep story immersion."

    • Strategy

      Game with the same Strategy vibe

      2

      "Some strategic choices in upgrade paths and resource management, but overall simple and incremental."

      Capsule for Deep Space Cache Deep Space Cache

      "Some strategic choice in upgrade order and prioritization, but overall upgrade path is linear and straightforward."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Gameplay is mostly calm and predictable with minimal suspense or risk."

      Capsule for Cat on a Diet Cat on a Diet

      "Gameplay is mostly calm and predictable; some moments of excitement but no sustained suspense or risk."

    • Value

      Game with the same Value vibe

      4

      "Players feel the game offers good value for price with enjoyable gameplay and ongoing updates."

      Capsule for 8-Bit Armies 8-Bit Armies

      "Players generally feel the game offers good value for its price with satisfying gameplay and ongoing updates."

    • Violence

      Game with the same Violence vibe

      2

      "Combat and destruction are part of gameplay but presented in a stylized, non-gratuitous manner."

      Capsule for Skill Legends Royale Skill Legends Royale

      "Gameplay involves destruction of celestial bodies, but in a stylized, non-graphic, and abstract manner."

    • Survival

      Game with the same Survival vibe

      -4

      "No real threat or failure state; gameplay is stable and low risk."

      Capsule for Clicker Heroes Clicker Heroes

      "No threat or failure state; gameplay is stable and low-risk."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Creativity, Exploration, Expression, Story. It leans lower than usual among comparable games on Survival, Competition, Thrill.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026