Banana Clicker
by Unknown
★ 43%
Price
$2.99
Avg Players
0
Reviews
14
Released
Mar 28, 2023
2DCasualCharacter CustomizationClicker
What players are saying
▲ Recommended
0 hrs
To quote Winton Overwat:
No, I do not want a banana
▼ Not recommended
268 hrs
DO NOT BUY!
I had over 50 hours in the game.
I was making over 10B/sec passively.
Turned off the game after saving it and when I launched again nothing works.
Options screen makes a noise like an air actuated piston and nothing else.
All progress was lost.
Uninstalled and reinstalled and no difference was observed.
Just another POS, broke AF, EA game.
UPDATE 23 Feb 2025
I have 267 hours in game.
I started from scratch, again today after reading the devs pitch to fund Banana Clicker 3.0 through kickstarter.
Wanted to see if it was still a broken AF pos in early access still.
It is, with the only difference is most, but not all, of the achievements work now.
That said.
None of the 'Clicker' achievements work.
Not Clicker 5 clicks/sec, Clickathon 10 clicks/sec, Chill Out 15 clicks/sec & Hello Arthtitis 20 clicks/sec.
Neither achievement associated with 'Shady Dealers', Well well well 10 Shady Dealers or What are you hiding? 50 Shady Dealers, work.
The two achievements for 'Suitcases' don't work.
Both Business is good buy 10 Suitcases and 47 buy 50 suitcases.
The achievement 'Cheater' didn't trigger when I used an auto-clicker, so it's broke too.
Do not fund more of this dev's delusions.
Still NOT recommended.
▼ Not recommended
0 hrs
Some achievements dont work and the game won't be updated as it's undergoing legal issues according to the Discord. I mean that's unfortunate but they're still willing to take your cash.
Refunded and you should avoid it, there's better (and worse) clickers out there.
Reviews are by Steam users, hosted on Steam.
Latest updates
🍌 BANANA CLICKER UPDATE! 🍌Hey everyone!Here’s a full rundown of what’s currently live and what’s coming to the live version soon.What’s Now Live:🛒 Shop & Inventory UpdatesBrand new inventory screen — all your items in one place.UI/UX adjustments for smoother shop navigation.Items to gamble for.🎨 UI polish & bug fixesCleaner menus across the game.Various stability and structure fixes.🧪 New NPC: Dr. Pittsworth Interact with him for new dialogue, missions, and shop content.🍌 Banana Slice System Unlock unique slices and watch them stack up on screen.🎉 Achievements Track milestones, earn rewards, and show off your banana-collecting progress.What’s Coming to Live Soon:💫 Cosmic Bananas & New Ways to Earn Them Next major update (Nov 1st) will introduce cosmic bananas with exciting new mechanics.🎯 More Challenges & Unlockables Additional objectives, events, and collectible systems are on the way.💬 NPC Expansions & Community Features New characters, dialogue, and community-driven content to keep the game growing.
\Hey folks! Just wanted to drop a quick update on some under-the-hood progress I’ve been making.I’ve started wiring them directly into the game loop with a brand new mission screen for each NPC. The idea is simple:Each NPC you meet (like The Dealer, shown above) comes with their own set of missions/objectives.Complete all of their missions and you’ll unlock the next NPC, expanding the roster of characters you can interact with.Unlocking a new NPC means fresh shop inventory, new dialogue flavor, and of course more missions to chase.This structure gives the game a clear sense of progression: you’re not just collecting bananas endlessly, you’re working toward character-driven milestones. It also ties perfectly into the new EventBus system — objectives are just listeners on events like “collect X,” “unlock Y,” or “obtain Z.” That makes adding new mission types super easy without touching old code.Sneak peek For a while, a lot of the game’s logic was hooked up through a big, centralized event manager. It worked fine early on, but as I kept adding features it started to feel like a messy switchboard — everything talking through the same tangle of wires. Adding new objectives or unlockables meant touching fragile code, and that slowed me down.So I ripped that out and replaced it with a new EventBus system. What that means for the game:Modular objectives – I can now build new goals (like “collect 50 bananas” or “grab a rare skin”) just by hooking into the right event, without rewriting old code.Unlock foundations – Characters, gear, utilities… all of these now share the same structure, so future unlocks will be way easier to add.Room for growth – Achievements, stats, new resource types, etc. can all plug into the same event flow without bloating the core.From your perspective, this mostly means faster iteration and more variety: new objectives and unlocks can be added quickly, and systems are less likely to trip over each other.I’ll be using this backbone to roll out more t...
Hey everyone,It’s been a little while since the last update — thank you all for being patient while I’ve been building away. I’m excited to let you know that a brand-new Playtest build is now live! 🚀What’s inside this build?✨ New content and features to explore🎨 Aesthetic redesign⚡ Performance improvements to keep the game snappyThis is still a work-in-progress, and your feedback is what makes the game better. If you run into issues or just want to share thoughts, please hop into the discussions — I’m reading everything and will be updating regularly. How to join the playtestHit the Request Access button on the store page if you haven’t already.Steam will add you to the Playtest branch, and you can jump right in.Thanks again for sticking with Banana Clicker. It feels great to be posting here again, and I can’t wait to hear what you think of this build. Let’s make this clicker the most fun banana-powered game out there. 🍌💛
Posts come from Steam's official announcements feed.