stimulation
0.0 per second
Click to generate dopamine and unlock upgrades
Rain Sounds
Tap to play
Lo-fi Beats
Tap to play
stimulation
0.0 per second
Flip a CoinHeads or tails? Flip with satisfying animations
Roll DiceRoll virtual dice with satisfying animations
Infinite CraftStart with four elements. See how far it goes
Reflex TapStop the bar at the center - one tap, pure reflex
I'm Not a RobotProve your humanity in hilarious ways
Spend Bill Gates' MoneyCan you spend $100 billion?
The Password GameCreate the impossible password
Which Country Fits You?Discover your perfect country match You click a button and get a point. You spend points on things that make the screen more stimulating: sounds, effects, animations, a second thing to click, a stream running in the corner, then more of everything at once. Within a few minutes the page is producing more sensory input than any interface reasonably should, and you are still clicking.
It is a joke about attention, and the joke is that it works on you while you are in on it. Every upgrade you buy makes the page objectively worse to look at and you keep buying them anyway.
Clicker games are built on a very old behavioural finding. Rewards delivered on a variable schedule, where you know something is coming but not exactly when or how much, produce far more persistent behaviour than rewards delivered predictably. That is the same mechanism behind slot machines, and it is why an idle game with no story, no skill and no ending can hold attention better than things with all three.
The second ingredient is a visible progress bar that is always nearly full. There is always one upgrade just out of reach, so there is never a natural moment to stop. Cookie Clicker, released by Julien Thiennot in 2013, established most of the grammar the genre still uses, and this is a deliberately overstimulating riff on it.
Stimulation Clicker is a parody of an attention economy that pays for engagement rather than satisfaction. Autoplay, infinite scroll, notification badges and streak counters all use the same machinery, and the reason this game feels uncomfortable rather than merely silly is that you recognise the pattern from apps you use every day.
If you want the opposite experience, Pop It in free mode has no score, no upgrades and no progression, and Water Sort Puzzle has no timer at all. Both are deliberately boring by comparison, which is rather the point.
It gets loud. Check your volume before you start, particularly if you buy the audio upgrades. Progress is saved in your browser so you can come back to a screen you have already ruined, and there is no account and nothing sent anywhere.
An idle clicker where you spend points on upgrades that each add another layer of sound, motion and visual noise, until the page is producing more sensory input than any interface should.
Mainly variable reward schedules. Rewards you know are coming but cannot predict exactly produce far more persistent behaviour than predictable ones, which is the same mechanism behind slot machines. There is also always one upgrade just out of reach, so there is no natural moment to stop.
Yes, in your own browser. There is no account and nothing is sent to a server.
Yes, and it gets loud once you buy the audio upgrades. Check your volume before you start.
Not a conventional one. The game is finished when the page becomes unbearable, which is deliberately the win condition rather than a failure.
The attention economy. Autoplay, infinite scroll, notification badges and streaks all use the same reward machinery, which is why the game feels uncomfortable rather than just silly.