27% Promise (279)
17% Needs Work (176)
1050 Reviews Recommended 595 Shows Promise 279 Needs Work 176
Positives favorite Addictive 402sports_esports Gameplay 334replay Replayability 258groups Multiplayer 160update Updates 139speed Performance 125lightbulb Originality 94gamepad Controls 84palette Graphics 82volume_up Audio 82auto_awesome Polish 49menu_book Story 31
Negatives mop Slop 135touch_app Clicker 112slow_motion_video Unoptimized 108autorenew Idle 93construction Unfinished 80bug_report Buggy 53smart_toy Generated Art 35hourglass_top Load Times 27help Confusing 23error Errors 23gamepad Bad Controls 20report Stolen 20paid Pay to Win 6
trophy 820
May 2026 0 post
Needs Work
My Prestige 20 was deleted du to not importing to eternal instead of seasons, my pets and everything are also gone. lame
UnfinishedUnoptimizedSlopErrors
trophy 1115
Feb 2025 0 post
Recommended
suprisingly addictive, little lost at start tho on how to progress
GameplayStoryAddictiveReplayabilityUpdatesConfusing
trophy 6295
Jan 2024 0 post
Needs Work
I don't know why people play this game. Not fun in my opinion.
UnfinishedSlopIdle
trophy 1625
Apr 2026 0 post
Needs Work
Deleted my 20 something prestiges
ConfusingErrors
trophy 525
Jul 2022 0 post
Needs Work
The problem is not the game but people would play this
SlopClickerIdle
trophy 855
Apr 2026 0 post
Needs Work
It's a waste of time by design, feels like a vibe-coded asset dump
AddictiveSlopGenerated ArtIdle
trophy 4990
Oct 2025 0 post
Shows Promise
scratches that itch
MultiplayerAddictiveReplayabilitySlopGenerated ArtPay to WinLoad TimesBuggyIdle
trophy 2035
May 2026 0 post
Needs Work
Banned for being on the leaderboard and not part of their friend group then got a ccused of hacking - I don't even know how or why you would hack in sandbox
Gameplay
trophy 465
Jul 2026 0 post
Recommended
like this game
GraphicsAudioGameplayMultiplayer
trophy 410
Aug 2024 0 post
Shows Promise
looks like shit but has number go up
AddictiveClicker
trophy 1800
Apr 2026 0 post
Recommended
As if im addicted to this now!
MultiplayerAddictiveReplayabilityUnfinished
trophy 1675
Jul 2022 0 post
Shows Promise
Bring back slime heaven
AddictiveConfusing
trophy 4929
Apr 2026 0 post
Shows Promise
Fun enjoyable game, can get boring fast
GameplayMultiplayerPerformancePolishAddictive
trophy 3642
Dec 2024 3 posts
Shows Promise
Like it is a good game i guess, i dont feel paticularly like i enjoy the ammount of clicks, automation and resources the game throws at you but it is a solid experience
OriginalityAddictiveSlopClicker
trophy 1050
Dec 2022 0 post
Recommended
Good. I like this.
AudioGameplayReplayability
trophy 1175
Apr 2026 0 post
Recommended
Fun game to play!
GameplayUpdates
trophy 2307
Dec 2022 0 post
Shows Promise
Promising, addictive game, i like it
GameplayMultiplayerAddictive
trophy 1640
Jul 2023 0 post
Shows Promise
basic idle game + idle grind. no end game so after you unlock everything around prestiege 20 it's pretty boring.
MultiplayerIdle
trophy 3455
Jun 2026 0 post
Shows Promise
Good game nothing fancy but turn your brain off type of chill out and cut the grass with a nice beer.
GraphicsAudioGameplayMultiplayerOriginalityAddictiveUnfinished
trophy 3660
Jun 2026 0 post
Shows Promise
PC goes brrrrr on a 3080 even at low settings. needs some performance fixing.
GameplayOriginalityUnoptimized
trophy 1400
Oct 2025 35 posts
Needs Work
roblox slop, but hey. money is money I get it
AddictiveUnfinishedSlopStolenClicker
trophy 2100
Nov 2024 0 post
Shows Promise
So full disclosure: I'm kind of a sucker for a good idle/incremental game. Hell, I currently have Synergism running in my browser as I'm typing this. But unfortunately S&box as a platform seems to have attracted a LOT of idle and incremental games, and they're now taking the top slots on the most played list, which is kind of depressing honestly. As an idle/incremental game, this is okay. It's fine. I've played significantly better. But as a symbol for a whole creative platform? The one that's earned the most attention, playtime and money out of all of them? It's sad.
UpdatesSlopClickerIdle
trophy 1125
Jun 2026 0 post
Needs Work
its just mowing the lawn it's aight man but there's actual games in s&box and this is all people wanna do
GameplayAddictiveSlop
trophy 665
Jun 2026 0 post
Needs Work
As a game, not entertaining. It is a time sink with little payback unless you are farming the rewards. Your time is worth more than that. No hate on to the devs. Some people like doing that.
trophy 1370
Jun 2026 0 post
Recommended
gud
GameplayMultiplayerAddictiveReplayabilityUpdates
trophy 4070
May 2026 0 post
Recommended
very fun game and has surprisingly good performance for how much grass there is
GameplayOriginalityPolishAddictiveReplayabilityControls
trophy 360
Jun 2026 1 post
Needs Work
10000% AI slop. Their entire codebase looks like this: using System.Collections.Generic; namespace Sandbox; /// <summary> /// Host-only periodic janitor that defends against runtime-spawn-flood /// attacks. Cheaters can call <c>GameObject.NetworkSpawn()</c> on any prefab /// they pull from the bundled resources - there's no engine-side cap and our /// in-code spawn paths (drones, tools) all live behind client-side checks the /// tampered client just removes. Result: a malicious client clones the drone /// or tool prefab in a tight loop, calls <c>NetworkSpawn()</c>, and crashes /// the host with GameObject churn. /// /// What this fixes: /// * Caps tool GameObjects to a sane per-player ceiling. Legit max is /// <see cref="LegitToolsPerPlayer"/> (one cached object per /// <c>ToolType</c>); anything above that is excess and gets culled. /// * Caps <see cref="SellingDrone"/> count per player to whatever the /// player's perma/pet maximum is. Drones spawned outside the host's own /// <see cref="PlayerData.RequestSpawnDrone"/> validator end up with the /// spawning client as network owner instead of the host - easy to /// detect (TargetPlayer mismatch or excess count) and destroy. /// * Late-joiner visibility bug: drones/tools that were client-spawned by /// a now-disconnected cheater would have stayed in-scene for current /// peers but never reach late joiners (orphan replicas). This sweep /// destroys those too. /// /// Driven by <see cref="NetworkSession.OnUpdate"/> on the host - no separate /// scene Component required (one less moving part to misplace in the .scene /// file). Cadence: <see cref="SweepIntervalSeconds"/>. Sweep itself is cheap /// (one <c>GetAllComponents</c> walk per type, dictionary group by creator). /// We deliberately don't run every frame - burst storms get cleaned up /// within a few seconds, which is fast enough that the host doesn't crash /// but slow enough that the sweep cost is negligible. /// /// The universal sweep attributes by <c>CreatorId</c> rather than current /// owner so a cheater can't escape the count by transferring objects onto a /// victim (<c>AssignOwnership</c>) or orphaning them (<c>DropOwnership</c>) - /// see <see cref="PanicKickFloodingConnections"/>. /// </summary> public static class SpawnGuard { /// <summary> /// How often the janitor scans for excess spawns. Trades reaction-time-to- /// flood for steady-state CPU. Cheater spawning at hundreds/sec piles up /// objects between sweeps before destroy - still well under host OOM at /// realistic flood rates. Stays under the 30s ConnectionGracePeriodSeconds /// so panic-kick still fires on the first post-grace sweep without skipping /// a window. /// /// 5s (was 15s) for faster flood reaction. Measured cost is negligible: a /// full-scene walk over ~7k objects (including destroying a 4k-object flood) /// runs in ~4ms, well under the 20ms tick budget, once per interval. /// </summary> public const float SweepIntervalSeconds = 5f; /// <summary> /// Per-player ceiling on cached tool GameObjects. Legit code path stores /// one per <c>ToolType</c> in <c>EquipmentManager.spawnedTools</c>, /// so 11 is the natural max (shears + scythe + 4 mowers + 2 tractors + /// harvester + angel sword + saw gun + hell scythe). Cushion to 16 to /// allow for a few in-flight respawns during normal switching without /// false-positive culling. /// </summary> public const int LegitToolsPerPlayer = 16; /// <summary> /// Hard panic ceiling - total networked GameObjects owned by one /// connection. Empirical: a freshly-joined legit player carries ~140 /// networked objects on first sync (PlayerData + 11 cached tools + /// drones + per-player grass-patch network state + projectiles). The /// original 100 threshold was tuned blind and false-positive kicked /// real players the instant they joined. 500 gives ~3.5× legit /// cushion which is still well below DoS-flood territory (cheater /// flooding GameObjects pushes thousands per second; 500 ceiling is /// hit within a few hundre
UnfinishedBad ControlsSlopGenerated ArtClickerIdle
trophy 540
Jun 2026 0 post
Needs Work
I can see this game tests a lot of features out. But it's hardly a game worth playing at all. It feels like a simple playground for creators instead of being a game.
UnfinishedClickerIdle
trophy 885
May 2025 0 post
Recommended
git
Gameplay
trophy 2800
Jun 2026 0 post
Shows Promise
grAss
Audio