Gravity Hole is what happens if you take the black hole from Solar Smash and hand you the controls. You are a dark circle on a busy playing field. Everything smaller than you can be eaten, and every object eaten makes you bigger. The catch is that size costs speed, so a black hole that swallows too much too quickly ends up heavy and sluggish while faster rivals pick off the bonuses. Runs are quick and the loop is easy to learn in one attempt.
It is built in Unity WebGL and loads once, then runs entirely in your browser. There is a short loading bar the first time; after that, restarts are instant. The field is a bright, cartoonish version of space rather than a realistic one, which suits the pace: this is a game about quick decisions, not about staring into the void.
How to Play Gravity Hole
On desktop, click and move the mouse; the hole follows. On a phone, swipe in the direction you want to go. Contact with anything smaller than your current size absorbs it. Contact with anything larger costs you. Bonuses appear as marked pickups and give a temporary burst of speed, which is the main way to catch things that are otherwise out of reach.
Your size is shown by your outline, and the size of everything else is shown the same way. The comparison is visual, not numeric, so the skill is in judging it quickly. After a few runs the judgement becomes automatic; the first two or three runs are mostly about learning what a safe margin looks like.
What Is on the Field
The field holds three kinds of things. Debris: small objects scattered everywhere, safe from the start and worth a little each. Rivals: other holes, controlled by the game, that grow the same way you do and are dangerous until you outgrow them. Bonuses: marked pickups that give speed. Debris is the fuel of the early game, rivals are the prize of the late game, and bonuses are what let you switch between the two.
Small Objects First
The opening should be spent on the smallest debris on the field. It is plentiful, it is safe, and it gets you past the size where medium objects become edible. Ignore the large rivals at this stage completely; they are not a threat if you do not go near them, and they are not food yet.
Sweep through debris fields in long lines rather than darting from piece to piece. The hole is fast when small, and a straight run through a cluster picks up a dozen pieces for the effort of one movement.
Managing Speed
Growth slows you down. Once you notice the hole dragging, change your approach: instead of chasing, position yourself where objects are drifting towards you and let them come. Save speed bonuses for moments when a valuable target is just out of range rather than using them the instant they appear.
A large, slow hole in the middle of a debris field does fine. A large, slow hole chasing a small fast rival across an empty field wastes the whole run. Know which situation you are in and play accordingly.
Gravity Hole Tips
Eat in straight lines. Turning wastes momentum, so sweeping through a row of objects in one pass is more efficient than picking them off one by one with sharp corners.
Watch the rivals' sizes, not their positions. A rival that was dangerous a minute ago may now be smaller than you, and rivals are worth a lot when swallowed. Check the comparison every time one comes close.
Bonuses near a big rival are bait. If grabbing one puts you in reach of something larger, let it go.
Use the edges. Rivals tend to gather where the debris is thickest, which is usually the centre. The edges are quieter and safer for the early growth phase, and you can move inward once the centre is no longer dangerous.
When a rival is close to your size, wait. A few more pieces of debris on your side settles the comparison in your favour, and the rival is not going anywhere fast either.
Getting a Higher Score
Score comes from total mass consumed, and the big jumps come from eating rivals. A run that grows patiently, keeps some speed in hand and then takes two or three rivals late on will beat a run that eats fast and stalls. Longer survival also matters, so avoid risky contact when the score is already good.
The very best runs follow a shape: quiet debris collection on the edges, a move to the centre once medium objects are safe, then a deliberate hunt for the rivals one by one, smallest first. Each rival eaten makes the next one safer, and the last one on the field is usually the largest prize of the run.
Common Ways to Lose
Misjudging a close comparison is the main one. Getting caught from behind by a rival while focused on debris in front is the second. Using a speed bonus to chase something and arriving next to a larger rival is the third. All three come down to the same thing: keep half an eye on the whole field, not just the object you are heading for.
Using the Speed Bonuses Well
A speed bonus lasts a few seconds and roughly doubles how fast you move. The obvious use is catching a rival that is slightly smaller and faster than you, and that is the best use. The second-best use is escaping: if a larger rival has closed in from behind, a bonus taken at the right moment gets you clear. The worst use is taking one because it is there. A bonus grabbed with nothing to chase and nothing to flee is wasted, and worse, it moves you across the field quickly at a moment when you were not looking where you were going.
Bonuses respawn, so there is no need to hoard the positions. Note where they appear, leave them, and come back when you have a reason.
Judging Close Calls
When two outlines look nearly the same size, the safe rule is to assume you are the smaller one. Circle at a distance, eat whatever debris is nearby, and check again in a few seconds. Most of the time the comparison has tipped your way by then. Losing a run to a coin-flip contact is the most frustrating way to lose, and the fix is simply to refuse the coin flip.
Desktop Versus Mobile
Mouse steering is precise and makes the close comparisons easier to manage. Swipe steering on a phone is quicker for sudden direction changes. Either works well, and the game supports both landscape and portrait, with landscape giving a wider view of the field and earlier warning of rivals.
Why It Belongs Here
The black hole is the most popular weapon in Solar Smash for a reason: watching it pull a planet apart never gets old. Gravity Hole lets you be the black hole for a few minutes, and the moment a rival that was hunting you a minute ago disappears into your outline is the same satisfaction from the other side.
Gravity Hole FAQ
Why did I lose when I touched something?
It was larger than you at that moment. Size differences can be small and hard to judge; give close calls a wider berth.
Does it need a fast connection?
No. It is a single-player game built in Unity WebGL and loads once, then runs locally.
Landscape or portrait?
Either works. Landscape shows more of the field and makes rivals easier to spot early.
How long is a run?
Two to five minutes for most. A run that clears every rival can go longer, but the field empties out and the game winds down naturally.
Do the rivals get smarter?
No. They follow simple rules, mostly heading for the nearest food. That predictability is something you can use: a rival heading for a debris cluster will be there when you arrive.
Desktop: click and move the mouse to steer. Mobile: swipe to steer. Absorb small objects first, grab speed bonuses when you can.











