A Game About Feeding A Black Hole similar games & best alternatives

A Game About Feeding A Black Hole

PC (Microsoft Windows), Linux, Mac • 2025

Should you play it?

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

What works
  • Relaxing and satisfying gameplay
  • Well-paced progression and upgrades
  • Multiple game modes with more planned
  • Polished visuals and sound design
  • Good value for price
Things to keep in mind
  • 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

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • There's Poop In My Soup

  • Save Jesus

  • Super Mustache

  • Space Rock Breaker

  • Spring Falls

  • Hero of the Kingdom III

  • Insect Swarm

  • Keep on Mining!

  • Max Manos

Hidden Gems

Less popular games with surprisingly high similarity

  • Faerie Solitaire Remastered

  • Hero of the Kingdom: The Lost Tales 2

  • Diorama Builder

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    Duet

  • Growth

    Dice People

  • Progression

    Black Hole Fishing

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

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

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

A Game About Feeding A Black Hole: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. It leans lower than usual among comparable games on Survival, Creativity, Thrill.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • 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 Atomik: RunGunJumpGun Atomik: RunGunJumpGun

    "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 Deadlight Deadlight

    "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 12 Labours of Hercules IV: Mother Nature (Platinum Edition) 12 Labours of Hercules IV: Mother Nature (Platinum Edition)

    "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 resource management, but overall progression is linear and predictable."

    Capsule for Execute Execute

    "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 Who Needs a Hero? Who Needs a Hero?

    "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 emphasis on accumulating upgrades, fish traits, and black hole size through repeated prestiges."

    Capsule for Black Hole Fishing Black Hole Fishing

    "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 Resident Evil 7 Biohazard Resident Evil 7 Biohazard

    "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

    "Gameplay involves colliding and destroying smaller celestial bodies, but in a non-graphic, abstract manner."

    Capsule for Drifter Star: Evolution Drifter Star: Evolution

    "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."

Last update: 01/06/2026