Info about Hole Is Mine:

Official game description:
Hole Is Mine is an **incremental adventure** about purifying a divine Hole. Dive inside and launch your Mini'Ohs to mine for you. **Extract** impurities, **upgrade** your power, and **find** hidden secrets to grow the Village, customizing your Mini'Ohs with incredible powers. The Hole Has Spoken!
Break the Hole to extract its impurities!
Use Shelly to **drill** your way down while **managing** and **caring for your Mini'Ohs**.
**Find** secrets within the Depths, **rebuild** the Village and **grow** the community!
**Equip** your Mini'Ohs to grant them incredible powers. **Experiment** and find the best combinations!
Keep **going down** while **numbers go up**.
**Together, we are stronger!**
**Features**
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*   Addictive incremental progression.
*   40~ Depths with dangers and secrets to find.
*   Customize and build your Mini'Ohs with 500+ different equipment combinations.
*   300+ upgrades to discover.
*   Accompany your Mini'Ohs in the search of truth! (~5.0h of gameplay).
**Discord**
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Join our Discord server to stay up to date with the latest news and share your feedback with us. You can find the link in the sidebar!

Release date: Aug 10, 2026

Categories: Incremental Game, Idle Game, Resource Management, Minion Management, Upgrade System, Exploration, Endless Mode


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 4.0h
  - Story completion: 4.0h
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: Multiple reviews consistently report 4-5 hours to complete the main game, supporting a game completion and story completion of approximately 4 hours. One review explicitly mentions spending 0.5 hours after completion to unlock all talents, suggesting a small endgame activity, but since only one source provides this, endgame is set to 0.5 hours. No evidence for typical session length.
- Time-to-fun:
  - Summary: The game is generally considered fun from the outset due to addictive incremental mechanics and good pacing, although a small subset of players find the early game too tedious to continue.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: tedious start
  - Unlock drivers: N/A
  - Conditions: player's tolerance for early content pacing; alignment with store page expectations
- Player Archetypes:
  - Pacing-Conscious Veteran (no buy)
    - Motivation: Consistent power growth without frustrating plateaus
    - Playstyle: Efficient grinder who seeks smooth progression and avoids time-wasting mechanics
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Astro Prospector
  - Casual Idle Enjoyer (sale)
    - Motivation: Relaxation and passive progression with minimal effort
    - Playstyle: Idle, casual, play in short bursts
    - Experience: newcomer
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Endgame Completionist (buy)
    - Motivation: Achieving a satisfying conclusion and maximizing late-game power
    - Playstyle: Methodical progression focused on building up to full power and completing all content
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Cute art style praised (weight 0.72): Multiple reviewers highlighted the cute, cartoonish art style as a key positive. The charming visuals of the creatures and world significantly enhance the overall enjoyment.
- Throwing creatures is fun (weight 0.64): The core mechanic of throwing the Mini'Ohs creatures is described as enjoyable and satisfying. Players find the act of tossing them around to be a central source of fun and engagement.
- Highly addictive gameplay (weight 0.54): Reviewers consistently describe the game as addictive and time-consuming, often losing track of time while playing. The combination of incremental progression and engaging mechanics creates a compelling loop.
- Positive overall impressions (weight 0.44): The game receives strong overall positive feedback, with reviewers calling it quite fun, good, and an enthusiastically enjoyable experience. Many express high satisfaction with the game's quality.
- Satisfying progression pacing (weight 0.42): The progression system is praised for being well-paced, with increases and unlocks that keep the game engaging. Players appreciate that gradual character strengthening leads to satisfying progress.
- Enjoyable ending and story (weight 0.4): The game's ending is lauded as great and even moving, with one reviewer nearly brought to tears. A proper, well-crafted conclusion adds to the positive experience.
- Value for the price (weight 0.34): Players feel the game offers good content and value for its price, with some mentioning a reasonable cost under $30. The amount of gameplay and features justifies the purchase.
- Rich skill tree and customization (weight 0.32): The game features a rich skill tree and various strategy, cultivation, talent, and skills options. Players can create synergies with masks, tools, and suits, adding depth and replayability.
- Good content after main story (weight 0.32): There is substantial content after the main story, including an endless mode and natural achievement unlocking. Players can unlock all talents within half an hour post-story, extending playtime.
- Improved since playtest (weight 0.3): The game has significantly improved since the playtest version, with features like the drill with charges evolving from the original backpack mechanic. This shows responsiveness to feedback and polish.
- Relaxing and chill experience (weight 0.26): The game is repeatedly noted as relaxing and easygoing, often played while doing other activities. Its low-stress nature and gentle pacing contribute to a calming experience.
- Great soundtrack and audio (weight 0.24): The soundtrack and sound design are highlighted as excellent, adding to the overall appeal. Nice music and sound effects enhance the gaming experience.
- Naming creatures adds fun (weight 0.22): The ability to name Mini'Ohs after Steam friends is seen as an enjoyable feature. This personalization allows players to add a layer of humor and connection to the game.
- No AFK element (weight 0.22): Reviewers appreciate that the game does not require AFK grinding; it remains interactive. Players must constantly engage by throwing creatures, even as automation increases.
- Humorous and unique themes (weight 0.22): The game features humorous elements, including tentacles and a sacred hole, adding a unique charm. This humor contributes to the overall fun and memorable experience.
- Easy to learn (weight 0.2): The game is easy to pick up and understand, making it accessible to new players. Its lightweight nature and straightforward mechanics add to its appeal.
- Russian language support (weight 0.12): The inclusion of Russian language support is viewed as a positive, making the game more accessible to a wider audience. This is a notable feature for non-English players.
- Each level has unique features (weight 0.12): Each level in the game has its own unique features, preventing monotony. This variety helps maintain player interest throughout the game.

Common complaints:
- Progression blocks before bosses (weight 0.48): Several clusters highlight that progression is artificially gated before bosses due to insufficient upgrades or uncollectable materials, forcing players to grind repeatedly to advance. This includes being stuck at a fixed damage point and needing multiple runs to upgrade the skill tree, which reduces the sense of achievement and makes victories feel expected rather than earned.
- Final boss flawed mechanics (weight 0.46): The final boss has multiple issues: it becomes unresponsive for half an hour due to a bug, throws at its teeth/mouth have no effect, and guidance is poor, leaving players stuck without knowing what to do. This creates a frustrating and unclear end-game experience.
- Manual operations overwhelm players (weight 0.37): The game demands frequent manual actions, such as controlling five characters with a whip, leading to hand-eye coordination difficulties and fatigue. This RTS-like micromanagement prevents the game from being played idly, contradicting its idle-game classification.
- Tedious beginning sections (weight 0.37): The start of the game is considered tedious, boring, and hard, causing players to doubt the relaxing nature promised. There is a period around the first boss where players barely get stronger for about 20 minutes, which dampens initial engagement.
- Short and tedious level design (weight 0.36): The game is a bit short with too few main story levels, and later stages have many deep layers that are tedious to navigate. This combination leads to a lack of content and repetitive, time-consuming progression.
- Repetitive grinding required (weight 0.28): The game forces players to repeatedly grind a few levels to gather resources, especially after 33 floors or when entering new caves where skills are insufficient for smooth progression. This repetitive loop is tedious and time-consuming, detracting from the overall enjoyment.
- Resource requirements spike high (weight 0.27): Upgrade resource costs increase dramatically from dozens to hundreds, particularly at Level 4, making progression feel unfairly slow and hindering player advancement. This spike creates frustration and makes upgrades feel out of reach without excessive grinding.
- Late-game performance issues (weight 0.27): After 33 floors, the game becomes very laggy and performance-dependent, with endless mode offering only lag rather than difficulty. This technical degradation undermines strategic play and frustrates players in the later stages.
- Inconvenient object throwing controls (weight 0.26): Selecting objects to throw is inconvenient, and the gameplay of throwing items to mine and throwing the backpack feels lame. These mechanics are clunky and detract from the core gameplay experience.
- Minion AI problems (weight 0.26): Minions get tired easily, sleep after digging a few tiles, and can be knocked out by monsters, hindering progression and requiring constant supervision. This makes automation unreliable and adds unnecessary frustration.
- Upgrade system blocked early (weight 0.26): Inability to upgrade blocks progress and leads to being stuck, with the tech shop on the first level under construction and unopenable. This early lockout prevents players from advancing and exploring game systems.
- Lack of growth and excitement (weight 0.25): The game lacks in-run growth elements and a sense of exhilaration, making progression feel flat and unfulfilling. This absence of meaningful progression reduces long-term motivation and enjoyment.
- Late-game automation lacking (weight 0.24): Late-game automation convenience of the idle game is somewhat lacking, requiring frequent manual operation in new caves until mid-stage. This undermines the idle aspect and increases player effort.
- Misleading Steam page representation (weight 0.16): Players feel the game is nothing like what the Steam page shows, leading to unmet expectations and disappointment. This disconnect between marketing and actual gameplay damages trust and overall satisfaction.
- Cloud save sync failure (weight 0.16): Cloud save shows as latest and synced, but the game only displays a new game button, failing to sync saves from other devices. This is a critical bug that undermines the promise of cross-platform progression.
- Tedious equipment management (weight 0.15): Switching outfits and organizing equipment takes too much time, adding unnecessary friction to the gameplay loop. This slows down progression and contributes to the overall feeling of tedium.
- Poor room clear marking (weight 0.14): The marking of fully cleared small rooms is not obvious, causing players to lose track of progress and waste time in already-explored areas. This lack of visual clarity hampers efficient navigation.
- Drill cannot break water bricks (weight 0.14): In early stages, the drill cannot break bricks in water, limiting mining options and forcing players to take longer routes. This restricts gameplay variety in the early game.
- Inaccurate translation issues (weight 0.14): The translation is inaccurate and ignores the original text, leading to confusion and misinterpretation of game instructions and story elements. This diminishes the overall narrative and user experience.
- Noisy late-game sound effects (weight 0.13): Sound effects become a bit noisy in the late game, contributing to player fatigue and discomfort. This audio issue detracts from the overall experience during prolonged play sessions.

Gameplay feedback:
- Incremental progression core mechanic (weight 0.99): The game is fundamentally an incremental game with gradual growth, unlocks, and items. Multiple reviews consistently highlight this as the central gameplay loop.
- Throw to mine mechanic (weight 0.89): Players pick up and throw their creatures or backpack to mine resources, with creatures eventually tiring and requiring another throw. This is a core interactive loop that is both unique and engaging.
- Endless mode after story (weight 0.48): After completing the main story, players unlock an endless mode for continued farming and challenges. This extends replayability beyond the campaign.
- Minions clear levels (weight 0.46): Minions are used to clear levels, often with lazy behavior requiring re-throws or hits to resume work. This adds a management layer to the gameplay.
- Lazy miner creatures (weight 0.46): Creatures are lazy and fall asleep, needing to be thrown again to resume mining. This quirky behavior adds a management challenge.
- Quick and RTA-friendly (weight 0.36): The game is designed for quick rounds and real-time attack (RTA) play, with no AFK element. This makes it suitable for speedrunning and active play sessions.
- Hole with tentacles (weight 0.27): A distinctive feature is a hole containing tentacles, which serves as a unique mechanic or character element. This stands out as a memorable part of the game.
- Skill tree with automation (weight 0.27): A skill tree includes damage upgrades and automation skills, allowing minions to help each other as skills improve. This enhances strategic planning.
- Four equipment types (weight 0.27): Equipment comes in 4 types, each with combination recipes for crafting. Equipping items is necessary for effects, and stacking is possible.
- Upgrade resource system (weight 0.26): There is a resource-based upgrade system with escalating costs, allowing players to improve skills and equipment. This is a typical incremental mechanic.
- Pikmin-like gameplay (weight 0.26): The game involves throwing to break walls and progress, drawing comparisons to Pikmin. It shares the strategy of directing a group of creatures to perform tasks.
- Bosses in caves (weight 0.26): Each cave contains a boss, and defeating bosses often requires specific damage thresholds. This provides combat challenges within the mining exploration.
- Timed cave runs (weight 0.26): Cave runs are limited by a timer, and players collect resources to increase time and attack power. This adds urgency and strategic resource use.
- Name Mini'Ohs after friends (weight 0.25): Players can personalize their Mini'Ohs creatures by naming them after Steam friends, offering a social and customization element to the gameplay.
- Incremental mining with skills (weight 0.17): The core loop involves mining resources to upgrade skills, blending incremental progression with active mining mechanics.
- Tired minions need re-throw (weight 0.17): Minions follow and mine but get tired, requiring the player to throw them or hit them with the backpack to resume. This is a key management mechanic.
- Story mode tutorial (weight 0.16): The story mode serves as a tutorial lasting about 3 hours, gradually introducing mechanics and progression. It prepares players for the endless content.
- Backpack digging mechanic (weight 0.16): Players use a backpack to dig blocks, which is a distinctive alternative to traditional mining tools. This mechanic is central to resource collection.
- Level-based grinding progression (weight 0.16): The game employs level-based progression with grinding to advance, typical of incremental games. This provides a steady sense of progression.

Performance notes:
- Performance drops after floor 33 (weight 0.16): Players report significant lag after reaching floor 33, which impacts gameplay experience. This suggests potential optimization issues in later game stages.

Recommendations:
- Suitable for incremental game fans (weight 0.38): The game appeals to fans of incremental/idle games, especially those who enjoy real-time-attack (RTA) play styles or want a casual experience while multitasking. It is recommended for players who like collecting and progression mechanics.
- Enjoyable with cute companions (weight 0.26): The game offers an enjoyable experience with cute companions at a good price, and players enjoy giving them names and watching the story. Another reviewer recommends it for the last story content.
- Must-buy for one-session players (weight 0.26): It is a must-buy for incremental game enthusiasts who want to complete the game in a single playthrough. The game features a proper ending, which adds value.
- Best as manual idle title (weight 0.25): Players suggest playing the game manually rather than fully automating it to get the best experience. It is described as a time-passing small game at a low price.
- Positive recommendation overall (weight 0.24): A general favorable recommendation is given, noting the game's good price point and enjoyable content. One reviewer calls it a must-buy at the current price.
- Alternative suggestion noted (weight 0.22): Some feedback recommends Astro Prospector as a cheaper and great alternative, and one reviewer refunded the game, implying a lack of recommendation. These mixed signals suggest some players may prefer other titles.

Other player notes:
- Short story mode (weight 0.36): The story mode lasts about 3 hours and can be played through in one sitting. This short length is considered acceptable for the price.
- Comparable to Astro Prospector (weight 0.27): Reviewers compare the game to Astro Prospector by the same company, which they consider cheaper and a great game. Some even like this game more than Astro Prospector.
- Completion time around 4 hours (weight 0.26): Players report that the game can be completed in about 4 hours, even at a relaxed pace. This short clear time is acceptable given the price.
- Steam friends involvement (weight 0.24): Steam friends are integrated into the gameplay experience, adding a social element. This unique feature personalizes the game and increases enjoyment.
- Compared favorably to messy coffee game (weight 0.14): The game is compared to another coffee-themed title that is considered a mess, while this game is surprisingly good. This contrast highlights the game's quality.
- Time-consuming and captivating (weight 0.14): The game is time-consuming and captures players' attention for hours, indicating strong engagement. This is a positive sign of addictive gameplay.
- Cave descent narrative (weight 0.14): The game revolves around descending into a cave to break a curse and rebuild a home, providing a clear narrative goal. This story-driven approach appeals to players who enjoy objectives.
- Addictive like Astro Prospector (weight 0.14): The game is described as addictive, similar to 'Astro Prospector', indicating high replayability and engaging mechanics. This comparison suggests long-lasting appeal.
- Unlike Pikmin (weight 0.13): The game is explicitly compared to Pikmin but is noted as being unlike it, which provides reassurance to players who might be wary of similar games. This distinction is highlighted positively.
- Has art, music, sound (weight 0.13): The game features art, music, and sound, contributing to its overall polish. This is noted as a positive aspect of the experience.
- Low difficulty (weight 0.13): The difficulty is not very high, making it accessible to a wide range of players. This is seen as a positive or neutral aspect.
- Uncertain future updates (weight 0.13): After clearing the game, the future update direction is unclear, which may concern players seeking long-term support. This uncertainty is noted but not heavily criticized.
- Minions wear equipment (weight 0.13): Minions can wear equipment obtained from treasure chests, adding a customisation element to the gameplay. This feature likely enhances the strategic depth.
- Not typical incremental game (weight 0.13): The game differs from typical incremental games because it requires player command, offering a more active playstyle. This sets it apart from the genre's usual idle mechanics.
- From Coffee Star Miner team (weight 0.13): The game is created by the team behind 'Coffee Star Miner', giving it a pedigree that players may trust. This connection might attract fans of the previous title.
- Russian language support (weight 0.12): The game supports the Russian language, which is a notable feature for Russian-speaking players. This expands accessibility.
- Desire for plushies (weight 0.12): A reviewer expresses hope that the developer releases plushies, indicating strong attachment to the game's characters or themes. This shows community enthusiasm beyond the game itself.
- Translation similar to Coffee Star (weight 0.12): The translation quality is comparable to that of 'Coffee Star', implying it may be of moderate quality. This is a neutral observation regarding language support.

Emotions:
- Frustration (weight 0.16): The game frustrates players through a harsh early difficulty curve, particularly at the first boss where progression feels stalled, combined with severe resource cost spikes that force repetitive grinding. Technical issues like lag after floor 33 and inability to sync cloud saves add to the annoyance, as do misleading Steam page descriptions and inconvenient object selection.
- Enjoyment (weight 0.14): Players enjoy the game because it is fun, cute with adorable Mini'Ohs, and offers quick, incremental rounds. The synergies and pacing keep the game engaging and never boring, with enjoyment increasing from the mid-game onward.
- Satisfaction (weight 0.09): Satisfaction comes from the satisfying incremental mechanics that provide a sense of achievement through slow growth, allowing idle progress while doing other activities. The ending and natural achievement earning, along with throwing Mini'Ohs, are specifically highlighted as satisfying.
- Amusement (weight 0.08): Amusement arises from humorous scenarios involving tentacles and friends, the comical depiction of the hole mechanic, and the lazy minions with funny names from Steam friends. Organizing the game's chaos also provides amusement.
- Excitement (weight 0.06): Excitement is driven by the addictive and satisfying late-game, the anticipation of spending more time and hoping for plushies, and specific moments like catching a fish. The game is even preferred over Astro Prospector.
- Addiction (weight 0.06): The game is described as addictive, with one player even calling it dangerously addictive, indicating a strong hook that keeps players coming back.
- Love (weight 0.03): Love for the game stems from the overall experience and the fun of throwing creatures, as well as having greatly enjoyed the prologue and playtest versions.
- Confusion (weight 0.03): Confusion arises from not knowing what to do at the final boss and from the tech shop on the first level being under construction and unlockable, leaving players without clear guidance.
- Disappointment (weight 0.03): Disappointment results from the translation not being faithful to the original text, and from a lack of in-run growth and unexpected outcomes that do not meet expectations.
- Annoyance (weight 0.02): Annoyance is caused by later stages having many deep layers that become tedious to navigate, making progress feel repetitive.
- Nostalgia (weight 0.02): Nostalgia is triggered by naming Mini'Ohs after Steam friends, which evokes 18th century nostalgia and personal connection.
- Relaxed (weight 0.02): The gameplay is described as relaxing, providing a calm and stress-free experience for players.
- Boredom (weight 0.02): The start of the game is tedious and boring, which may discourage players early on before the game becomes more engaging.
- Relief (weight 0.02): Relief is felt because the game is not similar to Pikmin, which is reassuring to players who may have had concerns.
- Liking (weight 0.02): The game is liked for its enjoyable flow, good throwing mechanics, and progression system that keeps players engaged.
- Joy (weight 0.02): Joy comes from seeing minions flying through the screen while clearing levels, a visually pleasing and satisfying moment.
- Relaxation (weight 0.02): The game is described as super chill, providing a relaxing atmosphere and soothing gameplay.
- Coolness (weight 0.02): The game is considered very cool, indicating a strong positive impression of its style and features.
- Acceptance (weight 0.02): Acceptance comes from the short game length being acceptable given the price, making it a fair trade-off for players.
- Fun (weight 0.02): Fun is derived from strengthening characters and gradually progressing, which gives a rewarding loop.}