Key art for Chop Chains

Game review

Chop Chains

6.5 / 10

Developer
Blasted Games
Publisher
Blasted Games
Released
10 April 2026
Platforms
Windows, macOS
Genre
Incremental
Monetisation
One-time purchase ($5.99)
Players
Single-player only

The short version

Chop Chains is a compact incremental game about chopping trees, upgrading axes, and prestiging through a skill tree to become the ultimate lumberjack. This review's research found a "Mostly Positive" review sample built on real satisfaction with a well-paced, finishable-in-one-sitting core loop, cut against a specific, repeated complaint that the prestige system offers little real reward, later addressed by a dedicated endgame update.

Biggest strengths

  • This review's research found the core chop-upgrade-prestige loop praised as "very fun and satisfying," with reviewers specifically noting it can be finished in a single sitting rather than requiring long idle waits like many genre peers
  • A day-one difficulty spike in the game's "Trials" challenge mode was addressed within roughly a day of launch, with the developer reducing difficulty across every trial in direct response to feedback
  • A dedicated "Super Prestige" update introduced an entirely new endless progression loop, complete with a new currency and unlockable artifacts, directly targeting the game's most common late-game complaint

Biggest weaknesses

  • This review's research found a specific, recurring complaint that base prestige upgrades offer little real benefit, with one reviewer writing "the developer has no appreciation for your time whatsoever" because prestiging didn't meaningfully speed up returning to a prior power level
  • Several reviewers described the game hitting an endgame wall around the 15-hour mark, before the Super Prestige update existed, saying the game "lacks a robust endgame to keep players engaged once the initial novelty wears off"
  • Two specific achievements, "Mini Slime Army" and "Tree Tour," drew repeated complaints for relying heavily on random number generation rather than skill or planning, with one reviewer calling the grind for them "too much goodwill" to keep a positive review

Who it's for: Fans of short, focused incremental games (Melvor Idle-adjacent, but leaner) looking for a finite experience rather than an endless idler, especially completionists who don't mind chasing fiddly achievements.

Our recommendation: Recommended for incremental fans wanting a tight, low-commitment loop, especially now that the Super Prestige update has added a real endgame progression system beyond the base skill tree, but achievement completionists should know a couple of specific achievements are notably RNG- or patience-heavy.

6.5 / 10

Chop Chains casts you as an aspiring lumberjack, chopping trees, upgrading axes, and eventually prestiging through a Void Skill Tree to unlock ever stronger tools and abilities. Developed and self-published by solo studio Blasted Games, it released on 10 April 2026 for $5.99 on Windows and macOS, following a lengthy public demo and a Steam Next Fest appearance beforehand. This review's research found a "Mostly Positive" review sample (203 of 260 total, 78.1%) built on genuine satisfaction with the core loop's pacing, complicated by a specific, well-documented complaint about what happens once players reach the end of the base content.

A finishable, satisfying loop reviewers contrasted with typical idle games

The clearest praise in this review's research centered on pacing: reviewers repeatedly noted, often approvingly, that Chop Chains doesn't demand the long idle waits typical of the incremental genre. One reviewer who'd followed the game since its demo wrote it "did not disappoint. Very fun and satisfying progression loop. The game can be finished in one sitting, there are no need to idle for long periods," going on to share specific optimization tips for other players. Another called it "cool," specifically praising that some achievements required "actual thinking," a distinction reviewers drew against lower-effort incremental games where achievements just tick over with time.

A prestige system several reviewers found genuinely unrewarding

Set against that praise, this review's research found a specific, pointed complaint about the game's core prestige loop. One reviewer wrote bluntly that "the developer has no appreciation for your time whatsoever," explaining that unlike most incremental games, "prestige upgrades are a joke" here because they don't meaningfully speed up returning to a previous power level after resetting. A second reviewer echoed the same specific critique: "getting back to the point you were at before prestige takes an absurd amount of time. And the impact of prestige is minimal." This wasn't a vague "needs more balance" complaint — both reviewers pointed at the exact same structural issue independently, which this review's research treats as a genuine, well-corroborated design weakness rather than an isolated gripe.

A day-one difficulty spike, fixed within a day

This review's research found one launch-week complaint resolved unusually fast. Blasted Games' own post-launch history shows a "Trials Difficulty Update" and an "All Trials Difficulty Reduced" notice posted within roughly 24 hours of the game going live, responding directly to early player feedback about a punishing challenge mode. It's a small fix relative to the deeper prestige and endgame complaints, but a clean, fast example of a solo developer actively watching launch-day reaction and acting on it immediately rather than waiting for a scheduled patch cycle.

The endgame-depth complaint, answered with a dedicated update

The more significant complaint — that the game "hits a bit of a wall" after roughly 15 hours and "lacks a robust endgame," in the words of one detailed review — got a substantive, later response. Patch 1.0.5, the "Super Prestige & Artifacts Update," introduced what the developer describes as "a new endless progression loop" available once the base Void Skill Tree is fully completed, adding a new currency and a set of unlockable, upgradeable artifacts governing everything from axe damage to tree spawn rate. A subsequent update added new languages and additional artifacts "based on your feedback," alongside an unusually personal note from the solo developer thanking players directly: "I have never been this happy making games, and it's entirely because of you." That's a meaningfully more concrete answer to the endgame complaint than a vague promise of "more content soon."

Two specific achievements drew real completionist frustration

Not every complaint in this review's research was about core systems. Two named achievements, "Mini Slime Army" and "Tree Tour," came up repeatedly as unusually reliant on random number generation rather than skill, with one reviewer writing that chasing them was "too much goodwill on my part to leave a positive review" despite otherwise wanting to recommend the game. Achievement data corroborates this directly: of 81 total achievements, the easiest sits at 99.5% completion, but "treeTour" specifically sits at just 8.3%, a steep drop consistent with reviewers' description of it as a genuine outlier rather than simply "the hardest achievement" in a normal difficulty curve. A separate, smaller complaint targeted the skill tree's interface directly, with one reviewer noting it becomes "very difficult to read once you start unlocking multiple nodes," making it hard to distinguish active upgrades from ones still available to buy.

Steady, transparent post-launch support from a one-person studio

Beyond the specific fixes already covered, this review's research found a broader pattern worth noting: Blasted Games shipped roughly ten numbered patches in the months following launch, alongside a dedicated performance update, new leaderboard functionality, and localization into seven additional languages including Serbian, Czech, and Ukrainian. That's an unusually steady cadence for a $5.99 solo project, and the patch notes themselves consistently name specific bugs and specific player-reported issues rather than bundling changes into vague "various improvements" language. Combined with the developer's habit of publicly thanking the community and explaining the reasoning behind upcoming systems before they ship, this review's research found a support pattern that reads as a real asset for a small, focused release rather than the kind of one-and-done launch smaller incremental games sometimes get.

Chop Chains reads as a well-crafted, appropriately scoped incremental game whose core loop clearly satisfied most of the people who played it, held back from a higher score by a prestige system that a meaningful share of reviewers found genuinely disappointing rather than merely underwhelming. The Super Prestige update is a real, substantive answer to the deeper of those two complaints, and the developer's fast response to smaller issues like Trials difficulty suggests a solo studio paying close attention to its small but engaged audience — worth keeping in mind for anyone who bounced off the base game before that update existed.

Pros and cons

Pros

  • This review's research found the core chop-upgrade-prestige loop praised as "very fun and satisfying," with reviewers specifically noting it can be finished in a single sitting rather than requiring long idle waits like many genre peers
  • A day-one difficulty spike in the game's "Trials" challenge mode was addressed within roughly a day of launch, with the developer reducing difficulty across every trial in direct response to feedback
  • A dedicated "Super Prestige" update introduced an entirely new endless progression loop, complete with a new currency and unlockable artifacts, directly targeting the game's most common late-game complaint
  • The developer's own patch notes and community posts read as unusually personal for a one-person studio, directly thanking players and explaining upcoming changes in specific, concrete terms rather than vague roadmap language

Cons

  • This review's research found a specific, recurring complaint that base prestige upgrades offer little real benefit, with one reviewer writing "the developer has no appreciation for your time whatsoever" because prestiging didn't meaningfully speed up returning to a prior power level
  • Several reviewers described the game hitting an endgame wall around the 15-hour mark, before the Super Prestige update existed, saying the game "lacks a robust endgame to keep players engaged once the initial novelty wears off"
  • Two specific achievements, "Mini Slime Army" and "Tree Tour," drew repeated complaints for relying heavily on random number generation rather than skill or planning, with one reviewer calling the grind for them "too much goodwill" to keep a positive review
  • A confusing skill tree interface was flagged specifically, with one reviewer noting it becomes "very difficult to read once you start unlocking multiple nodes," making it hard to tell active upgrades from available ones

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Visuals 6.5 / 10
  • Progression 6 / 10
  • Interface 5.5 / 10
  • Story 2 / 10