HOLE artwork$4.9993%Very Positive
Extraction pick

HOLE Guns jam, microwaves extract

You jump through a floating microwave, grab cash and data while armed enemies close in, then find the microwave again to get out alive. Guns jam, reloads need care, and staying longer means tougher fights.

Is HOLE worth it?

HOLE is worth it if…

  • you like short, tense raids you can finish in under half an hour
  • you like fiddly gun handling where jams and reloads decide fights
  • you like replaying small maps to unlock guns, attachments, and upgrades

Screenshots

Jump in through the microwave, get out the same way

Each run starts when you step up to a floating microwave oven and jump into the hole. Inside are three maps — an office, sewers, and an apartment block — all with an uncanny, liminal look and enemies that spawn without end.

You move through, pick up cash and data, finish tasks, and watch the clock in your head. When you have enough, or when the shooting gets too thick, you track down the microwave again and jump back home. It keeps the classic extraction question intact: leave now with what you hold, or risk one more room.

Guns that jam when you push them

The shooting is deliberate and punishing. You chamber the first round by hand, overheating makes jams more likely, and a stuck gun mid-fight means clearing it while someone is lining up a headshot.

Early runs feel brutally hard because you die fast. Unlocks and better gear tilt things back toward you, to the point where the first maps turn much easier. You can even switch upgrades off for a harder run. Between raids you spend currency at your base to open new weapons, mods, and rooms, which gives every exit a clear purpose.

What should you know before jumping in?

How long is a run, and how much is there to unlock?

A stage takes 5 to 30 minutes with no time limit, and unlocking all three stages takes around 2 to 3 hours. Beyond that there are four guns, attachments, ammo types, base rooms, and passive upgrades to earn, good for roughly ten hours before tasks start to loop. It is a compact game that runs out of new places to go.

Do you lose your guns if you die?

No. This is a gentler take on extraction: death ends the run and costs you what you carried, but your unlocked weapons and upgrades stay yours. That makes it suit extraction fans who want the stay-or-leave tension without the usual fear of losing a full kit.

Is it scary?

It is tense and unsettling rather than full of jump scares. The maps have a strange, empty look, enemies make distinctive sounds you learn to track, and sudden gunfire from behind can make you flinch. The fear comes from being fragile, lost, and unsure where the exit microwave is.

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