I first heard about Hole through a YouTube recommendation, and to be honest, I didn’t expect much. It looked like a short-lived curiosity—maybe 20 minutes of fun at best. But at $4.99, I figured it was worth a shot. I’m glad I took the plunge, because Hole delivers far more than I anticipated. What seemed like a gimmicky indie shooter quickly revealed itself to be a tightly designed and surprisingly immersive experience.
The first thing that stands out is the game’s aesthetic. It leans into what I like to call “modern retro”—low-poly, pixelated 3D visuals reminiscent of the PlayStation 1 era, enhanced by filters that give it that nostalgic, almost dreamlike feel. It’s the kind of look that makes you say, “this is what I thought games looked like as a kid.” And unlike the majority of actual games from that era, Hole feels great to play. It’s impressive to see more indie devs embracing this style, not just for its nostalgic appeal, but for how it forces smart, focused design within graphical limitations.
Gameplay-wise, Hole doesn’t hold your hand. You're tossed in with little instruction, making every decision feel tense and meaningful. It has a hardcore extraction shooter vibe—think Escape from Tarkov but stripped of player-versus-player anxiety and “bush campers.” The AI here is aggressive and unrelenting, creating a constant sense of danger. The opening level takes place in a surreal, liminal office space, very backrooms-esque. It’s eerie, unsettling, and it sets the tone perfectly. I suspect future updates will expand on this with new biomes, which would be a fantastic direction for the game.
The map layout itself seems fixed, but the exit locations vary, keeping runs fresh even if the environment doesn’t fully shift. It gives off roguelite energy—you expect things to change with each run. Maybe they do, maybe they don’t. It’s hard to tell when every corridor looks like the last. Still, the random placement of enemies and exits adds just enough uncertainty to keep you on edge. And then there’s the "blueberry man"—an unsettling, mysterious enemy who seems to be more myth than fact… but I’m not saying his name three times to find out.
Combat in Hole is surprisingly tight. While faster-paced than most extraction shooters, there's still a tactical edge. You can’t just run and gun; stealth and positioning matter. Once you gather enough coins and data, you can return to the hub area to upgrade your base. I unlocked a staircase that led to a mission-giving room—basic objectives like eliminating enemies and collecting masks, but satisfying nonetheless. From what I’ve seen, there are upgrades in the pipeline, including optic attachments and more advanced gear.
Movement feels like a more forgiving version of Tarkov—not as heavy, but still deliberate enough to make you think before sprinting into danger. It strikes a solid balance between realism and playability, which is crucial in a game where every encounter can end your run.
All in all, Hole is a gem. It’s weird, eerie, addicting, and most importantly, fun. It surprised me in all the right ways, and I’m genuinely curious to see how far the dev takes it. For five bucks on Steam, it’s an easy recommendation—especially if you're a fan of extraction shooters, retro aesthetics, or just want to try something different. Just… watch out for the blueberry man. (That's twice now I've said his name.)