Black Hole Fishing is an absurd incremental game about catching, breeding, and perfecting SO MANY fish. Catch a fish, optimize its traits, then stock your pond with it as you pour fish and science into an endless singularity!
What players are saying
▼ Not recommended8 hrs
I can't in good faith recommend this game at the moment. The early game was interesting enough and the writing is good, but around the lategame things just fall apart really badly. There are performance issues, questionable balancing choices, and a lot of bugs that ruin the experience. (On the initial release your money could easily overflow into the negatives, preventing you from buying anything.)
The dev is active, so maybe these will get fixed in the future. Until that happens though, I'd recommend keeping your distance.
I did not enjoy my time. A good portion of the mechanics/areas in this are not actually meaningful and are best ignored, and it does feel like progress is slowed by throwing irrelevant things in front of the player and hoping they don't figure it out. The late game is then a process of simply twiddling your thumbs and waiting hours to accumulate a certain amount of mass because the dev has weight caps for fish that you can't improve on. The ending, as well, is a simple "The end" and nothing more.
This game sucked me in. The humor is on-point, and I've loved discovering more of the story bit by bit as I go along. It seems like there's a lot of endgame content to discover, you won't get through it all in just a few hours!
Changelog: Added FPS Limiter Added Bleach achievement to prevent confusion for new players (code is added, I will set up the actual achievement soon) Added more story beats on compression events Added 2 new animations for prestige and game won Fixed achievement triggering early Ensured that windowed mode always shows the window border Added custom fish names (and fixed hatchery name replication). Notes: This patch contains the first real additions to the game since launch, along with a few bug-fixes. This mostly appeared in the tutorial/story text and related animations. The ending is a little better, but I'm still playing with a few final elements. I have a small story beat planned at the ending isn't really foreshadowed, so I'm adding a few more small bits of text throughout the game to support it. I am close to done with the OST integration as well. Once these smaller changes are in, I'm going to start focusing more on the first major update. This will take some time (probably a month or two), so if you are interested in being involved, consider hopping on the Discord server for more frequent updates. I'm always looking for players who want to try out new builds before they go live. https://discord.gg/4S3mfzNenY TL:DR - If you enjoyed the game and are waiting for a big update before playing again, this isn't it. I'm working on something a bit more substantial that will be worth coming back to. If you're looking for an excuse to play the game again, there are a few new bits of text and animations to discover, but no major mechanical changes.
Thank you everyone for an amazing launch! (and for 250 reviews)!So, Black Hole Fishing is my first game ever. I feel like the launch week was a bit rough (lots of bugs and issues right away), but in general, I am still happy with how things went! We managed to hit 1,500 concurrent players (which is a bit crazy to me), and we are now past 250 Very Positive reviews. ːsteamhappyːI am continuing to work on the game full-time right now, so expect more updates in the coming weeks. I’m focusing on smaller updates at first, but I do have my first major post-launch update planned as well, which should dramatically extend the end-game. I have been dealing with a fair bit of burn-out (working nights and weekends with a newborn will do that to you), but I've been resting a bit more and am starting to recover. In general, I want to finish critical patches quickly (responding to critical feedback), and then I hope to slow down and set a more comfortable update cadence going forwards. With that said, I wanted to talk through the short and mid-term road-map a bit today. Overall, the game doesn’t offer enough onboarding, so a major focus for the few weeks will be on the tutorial system and tool-tips, along with the Codex itself.I have been working on a proper conclusion to the game (the "you win" end screen was rushed and is disappointing), but I want to ensure that the changes are good before releasing them, and I didn't want to delay a roadmap announcement any further. Expect another game update in the next few days with these changes.Also, there are now compatibility modes when you launch the game. If you can launch the game without issues, then you can safely ignore this. I added the option to address the "I am stuck on the boot screen" issue that some players were seeing.What's next:I won't put any concrete dates on the calendar quite yet since scope is hard to estimate, but in general expect the following soon (ideally within the next week):Updated game story and better ending...
Changelog: Fixed an issue from the last patch which causes some cards in the hand to be invisible under certain circumstances Multiple performance updates - frame rate is up to 3X lower :) Mainly targeted hatchery and fish scoring Notes: I'm hoping that this will be my last small patch after launch. I have a few areas of the game that I want to re-visit, both parts that were rushed in the final month of development (like the game over screen), and areas where I've gotten feedback from players (looking at balance across the mid-game and late game, along with ongoing improvements to the Codex and tutorials/tool-tips. My current goal is to start releasing one patch per week instead of every 1-2 days so I can include some larger changes and provide time for testing. Expect more roadmap details early next week.
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