Berry Bury Berry
Grow berries, toss them down an ominous hole, unearth why nobody leaves this accursed garden. First-person incremental with a horror heart.
by Get(Color) Games · 2026-01-29 · Steam
The premise of Berry Bury Berry is a sentence you will repeat to people: a juicy first-person incremental game about growing berries and tossing them down an ominous hole. That is it, and that is everything. Get(Color) Games released it on 29 January 2026, and the community response was immediate and enormous, with the r/incremental_games launch thread calling it the best incremental game the poster had ever played and press coverage landing it among the year's Steam success stories.
What the loop feels like
You grow a berry, you toss it in the hole, and the hole pays out. The physics are bouncy and imprecise in the best way, and the throw is the whole verb. That's Berry Bury Berry.
The hole gets bigger, the berries get stranger, and the garden's one rule, that nobody leaves, starts to feel less like lore and more like a lease. That's Berry Bury Berry.

The systems doing the work
First-person is the innovation: incrementals are usually viewed from god-height, a spreadsheet with weather, and this one puts you in the garden with your hands on the fruit. The daily cycle adds structure, with a bedtime you need to honour to bank your funds before exhaustion steals the day's efficiency. The expanding hole is the spine: deposits physically enlarge the abyss and unlock structural shifts across the garden.
Automation arrives as toys with great names: a collection vacuum, berry buddies, star wands and auto star-orb poppers, each converting manual labour into background income. The endgame belongs to the sledgehammer, which breaks garden boundaries, opens hidden rooms and eventually exposes a secret computer terminal, and that is where the game reveals its second genre: a murder mystery woven around a fictional children's show, Miss Rainbow's Berry Patch, with computer puzzles, hidden tapes and multiple endings. Community advice follows the structure: sleep on schedule, buy the vacuum and buddies early to free yourself for exploring, and start swinging the sledgehammer once the economy is stable, because the narrative progression hides behind the walls.
Where it stumbles
The consensus criticisms are about the destination rather than the journey: some players find the underlying story falls flat into predictable tropes once the weirdness starts unravelling, and the trajectory of both narrative and progression can be guessed early. And the core loop, tossing berries into a void, is repetitive by design; if you are not already a fan of number-go-up games, no amount of atmosphere will make the tenth hour different from the first. It is a niche product, even by incremental standards.
Playing it today
Live on Steam from Get(Color) Games with a free demo, full controller support and a playable-at-your-own-pace mode, around 7.79 EUR at check. Windows, single-player. The reception has been overwhelmingly positive, which for a game about feeding a hole is its own punchline.
The verdict
The most interesting incremental release of early 2026, and the genre's proof that the numbers-go-up loop survives contact with first-person dread. The toy is satisfying, the horror is economic rather than cheap, and the mystery under the garden gives the grind a reason. Feed the hole. Ask fewer questions.
Gameplay videos
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