Ever played Hole.io and thought "this needs more chaos and toilets"? That's basically what you're getting here. You control a black hole that eats everything on the map—stickmen, toilets, random objects—within a tight time limit. Your goal is simple: grow your hole big enough to consume an entire army before the clock runs out, then use your loot to upgrade and do it all over again with bigger crowds.
Getting started takes about five seconds, but resisting "just one more round" is the real challenge.
You drag your purple hole around a flat arena using either keyboard arrows on desktop or your finger on mobile. Anything smaller than your hole gets sucked in—stickmen, toilets, debris. Move fast because enemies will literally run away from you, and the 25-second timer doesn't care about your strategy.
Here's the twist: the stickmen aren't just standing there. They sprint away the moment they see you coming. You need to corner them, predict their paths, and grow fast enough to catch the bigger units before time runs out. Miss too many and you fail the level.
After each round, you dump your earnings into three permanent upgrades. Size makes your hole bigger from the start. Time adds precious seconds to the clock. Power lets you swallow tougher enemies. The costs inflate quickly—what starts at 100 coins jumps to thousands within a few levels. You'll also see ad-powered boosters (+5 seconds, magnets, speed boosts) that feel almost mandatory later on.
This is built for ultra-casual mobile players who want mindless fun in 30-second bursts. Kids will love the goofy Skibidi Toilet branding and instant action. If you're looking for depth or strategy, keep scrolling—this is pure reflex-based consumption with zero learning curve. Perfect for killing time on the bus or between classes.
It's frantic in short bursts but gets repetitive fast. The low-poly stickmen and flat hexagonal floor scream "budget mobile game"—think bare-bones Unity asset pack with minimal lighting. There's no music worth mentioning, just generic sound effects when you gobble up enemies. The dopamine hit comes from watching the crowd shrink and your hole grow, but after about 10 minutes you realize you're just doing the same thing with slightly bigger numbers.
Your progress saves automatically through browser cookies, so don't panic if you close the tab—just don't clear your cache. Performance-wise, this runs on a potato. The graphics are deliberately stripped down for maximum compatibility with low-end Android phones, which means it loads instantly and never lags, even on older hardware.
A shameless Hole.io clone with Skibidi Toilet theming slapped on top. Fun for a few rounds, then the grind kicks in.
Responsive enough for what it is—no lag, no weird hitboxes. The mobile joystick is thumb-friendly.
Developed by John Hany and released on January 26, 2026. It's clearly targeting the hyper-casual mobile market first, with the browser version feeling like a quick port.