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A Game About Feeding A Black HoleEventsDay 3 Patch Notes + Developer Update
In-game event

Day 3 Patch Notes + Developer Update

A Game About Feeding A Black Hole · published 17 Dec 2025, 23:20 UTC · build 21231329

All eventsPlayers around this dateRead on Steam

First off, we must say a huge THANK YOU to you for playing our game. Cory and I are blown away by how many of you have played and fed the Black Hole, but it’s still hungry, so we must keep on feeding it!

If you haven't already please leave us a Steam review, it really helps us a lot!

Over the past two days, we’ve been prioritizing fixing bugs, UI/UX issues, and adding quality-of-life improvements (you can find today’s changes listed below). That’s left us with little time to focus on adding the bonus game modes we had planned for this week and next. So we’ve updated our target dates to now show “COMING SOON” instead of a specific date. To be honest, I think those dates were a bit too ambitious for a two-developer team like ourselves, and to be even more honest, we didn’t think the game would blow up like it did.

Now, to be clear, we designed the main game mode to be the full game, and toward the end of development we realized we could add even more content for you with these additional modes. We came up with some quick and fun mini modes for commutes or lunch breaks, and as we kept talking, Cory and I realized that we could probably even make some modes that would be good enough to have been the main game mode.

Some might call this last minute scope creep, but in the weeks leading up to release we focused in on executing our vision for the main game mode and planned to work on the additional modes post-launch. But then the game blew up, and now we are here. So moving forward, we won’t promise a specific date, but instead we can promise that we will keep adding game modes and new content.

With that being said, here’s a taste of a few ideas that we are cooking up.

Electric Clicker Mode: 

What would it be like if every time the breaker clicked it would also shoot out lighting like the electric asteroids and stars?

Roguelike Mode: 

What would it be like if each time you bought an upgrade you instead got to choose 1 out of 3 random upgrades with random values based on a randomly rolled rarity.

Full Idle Mode: 

What would it be like if the clicker had a mind of its own and auto-targeted nearby asteroids or what if you could recruit minions who would break asteroids for you?*These ideas are all works in progress and subject to change.Do you have ideas? We want to start coming up with modes which really push the bounds of what this game is and has to offer. So while we can’t make any promises that we’ll add your idea, we’d love to hear them.


For the rest of the week we are going to keep fixing bugs, UI/UX issues, and quality of life stuff. But we will also see if we can get a new mode or two added (no promises, but we will do our best).Cheers,
Andy (Aarimous)

Patch Notes

Bugs:

  • Fixed a bug where achievements were not working for Mac

  • Fixed a bug where at 150% text scale you could not see the Play Epilogue button

  • Fixed some text typos for in game text and Steam achievements

  • Fixed a bug where the Epilogue achievement could pop up more than once

  • Fixed a bug where the comets could sometimes not make you auto crit

Changes:

  • Added a sensitivity slider to the setting menu so you can now adjust how fast/slow the breaker moves when using a controller/Steam deck

  • Change the upcoming game modes to now show "COMING SOON" instead of a specific date. We were simply too ambitious with the data and as a two dev team we need to make sure we are realistic with our timelines

  • Changed the logic so that Upgrade Tree based achievements will now be checked after you unlock an upgrade. Previously it would check when you started a run.

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