

Let It Consume
Ibon Studios · 2026 · Incremental, Idler, Casual, Pixel Graphics, Management
PC
Mostly Positive76% · 50
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About Let It Consume
Let it consume is a short incremental game about running a dark cult and satisfying an ancient, hungry presence.
Grow your cult
Manifest minions to serve your will, each one filled with faith, guilt, and other resources to extract.Perform dark rituals
Sacrifice your followers to strengthen your idol, unlock new upgrades, and uncover forbidden powers.Gain faith, guilt and souls
Balance devotion, resources, and sacrifice to keep your cult thriving as your idol’s appetite grows.Unlock unique powers
Watch your rituals become faster, your power stronger, and your idol ever more demanding.Enjoy:- Active incremental gameplay focused on sacrifice and resource management
- Expanding upgrade tree of dark abilities and rituals
- A short but unique incremental experience
- Atmospheric soundscape and ambient music
- Simple controls, perfect for mouse-only play
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Of all the Nodebuster clones I have played, this is one of the very weak entries. There are many fundamentally design issues I can see that are either undercooked or requires redesign: [h2]General[/h2] - The game is very spawn RNG dependent even at late game. Spawn is sparse and the game never provides a way to deal with that. In typically Nodebuster clones (even serious early-game offenders like A Game About Feeding A Black Hole), you stop running into spawn RNG issues very quickly because spawn density ramp up rapidly, and additional mechanics are often chain reaction which helps mitigate spawn variances. This game, however, has spawn RNG issues from the start to end game. Minion density ramp-up is very slow (and caps at a point too insufficient to cover up possible spawn RNG variances), minions keeps running around, and it's hard to concentrate on dense spots to maximize resource gain. - As mentioned in another review, the game, for being a Nodebuster clone, is linear in a bad way: the trees are not linear, however every sub-tree have some nodes that massively boosts your resource gain (which you have no way to tell on first playthrough, btw). They are so crucial, you have to…1 found this helpful
Hm. 100% in 3 hours (technically 2 if that, as I spent the first hour the game was open fairly distracted by a couple of other things.) I'm having a hard time figuring out whether or not to recommend this. It's definitely an expansion beyond the demo, but functionally not by much. Adds the fear mechanic and the challenge mode, the former of which is another feature, but isn't really a "mechanic" per se. The latter is a mode where you have to "balance your upgrades" but unless I mindlessly nailed it first try, there's absolutely no "balancing" necessary in challenge mode as long as you just.... make the amount of souls/faith required for the upgrade. This is an expansion from the demo in a VERY "yeah, it's all there on paper...." way. Being honest, I can't say the little bit of added material really does anything for me that the demo didn't, other than pad the runtime out an extra ~40 minutes. It's tricky because even a fun lil time waster deserves support, and who knows how well this would've been received if I hadn't played the demo first. But it's $5 for a game I 100% completed in ~2 hours that's a singular game feature away from basically being the demo. I'd say 2 features, bu…
Nice short incremental, worth the the price imo. You can probably 100% it in a few hours.
Good value.
This is simply a super boring idler. Tedious and panifully grindy with no meaningful upgrades (just click any). The story should be somehow interesting, I guess ?
great game but not exactly worth $5, more like a $2 first project, would love to see more content to justify the price.
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