Game review
Fill The Void
7.5 / 10
- Developer
- Morph
- Publisher
- Morph
- Released
- 8 September 2026
- Platforms
- Windows, macOS
- Genre
- Casual
- Monetisation
- Paid up front, no in-game purchases; bundle discount available with other MorphLand titles
- Players
- Local and online co-op and versus modes, with custom skins
The short version
Fill The Void hands players a growing black hole and a set of small, themed dioramas — a butterfly sanctuary, a bowling alley, a coconut orchard, an underwater casino, a hibachi restaurant — and asks them to suck up everything they can before time runs out, spending earned credits on gravitational upgrades, double and wall jumps, cosmetic skins and new levels. Its early review sample is small but entirely positive and consistently describes the same thing: a quick, arcade-style loop, clearly influenced by Katamari Damacy and Hole.io, that reviewers say stays satisfying across repeat sessions rather than wearing thin.
The one substantive caveat inside that positive sample is about content volume rather than quality: one reviewer specifically notes the built-in level count isn't large, a gap the game tries to offset with a level editor and online sharing that most of the sample doesn't discuss in depth. With only six reviews at time of writing, how well that user-generated pipeline actually works in practice isn't something this review can confirm from outside actual play.
Biggest strengths
- A satisfying, physics-driven "grow and consume" loop that reviewers consistently compare favourably to Katamari Damacy and Hole.io
- Short, self-contained levels well suited to quick sessions, with real completion and scoring depth for players who want to push further
- Distinctive, memorable themed dioramas — reviewers specifically name-check a bowling alley and an underwater casino level as favourites
Biggest weaknesses
- At least one reviewer specifically flags that the built-in level count isn't large, leaning on the level editor to extend playtime
- The review sample is small — six reviews at time of writing — so how the level editor and online sharing perform in practice, and how the game holds up over a longer play period, aren't yet independently confirmed
- Multiplayer modes are listed on the store page but not discussed in any depth by the current review sample, leaving their quality unverified from outside actual play
Who it's for: Fans of short-session physics collectathons in the Katamari Damacy mould who want a cheap, replayable arcade loop, and who are comfortable relying partly on user-made levels once the built-in dioramas are exhausted.
Our recommendation: A confident recommendation at its current discount for genre fans, with the one honest caveat that its built-in level count is reported as modest, so how satisfying the long-term loop is may depend more than usual on the level editor and its community output.
7.5 / 10
Introduction
Fill The Void, developed and published by Morph, released on Steam on 8 September 2026 at NZ$7.67 during its launch discount. It's a physics-driven, incremental 3D platforming collectathon: players control a black hole that starts small and grows by consuming objects scattered across small, richly themed dioramas — a butterfly sanctuary, a bowling alley, a coconut orchard, an underwater casino, a hibachi restaurant among them. Credits earned from consuming objects unlock gravitational upgrades, traversal abilities like double and wall jumps, cosmetic skins, and additional levels, on top of a gallery system for displaying what's been collected. Local and online co-op and versus multiplayer modes sit alongside the core single-player loop, and a built-in level editor lets players create and share their own dioramas. It's a small, brand-new release with a correspondingly small but entirely positive early review base: six total reviews at the time of writing, all six of them positive.
A quick, satisfying arcade loop with real range in its themes
What comes through consistently across Fill The Void's review sample is how specifically reviewers describe the loop's pacing and feel, rather than offering vague praise for "a fun little game." One reviewer frames it in terms of session length and arcade lineage directly: "Quick satisfying game with a lot of replayability. Arcade feel. Reminds me of older games that just start and you play... The levels are short so I can mess around after dinner and not lose the evening, but there is challenge and completion stuff there for people who want it." Another draws the same genre comparison more explicitly: "Fill the Void is Katamari meets Hole.io and it does it well! There is even a progression system so if a level is 'beatable but not really well' you can return later and do better!" A third reviewer highlights a specific mechanical detail that adds tension to what could otherwise be a purely passive consuming loop: "the ability to level up the black hole while hvaing timers on how long you can adds a fun urgency to it."
The individual dioramas draw specific, affectionate praise rather than being treated as interchangeable backdrops. One reviewer singles out particular favourites by name: "favorite level is hands down Clams Casino, but the bowling one has a special place in my heart too," while also crediting the game's music directly: "I love the music so much, super unique and zen." Presentation and technical stability are reported cleanly across the sample — "runs well, no issues" — and more than one reviewer specifically frames the game's replay value as a standout: "you can just keep playing it over and over, and it doesnt get old. now to try to beat all my scores!"
The one real caveat: how much is actually here
Set against that warmth, the sample's one substantive piece of critical feedback concerns content volume rather than execution quality. One detailed, otherwise enthusiastic review is specific about this: "There aren't a TON of built in levels, but there is a built in map editor and you can share your creations as well as try out other peoples!" That's a fair, precisely stated observation rather than a complaint dressed up as praise, and it matters for how a prospective buyer should think about the game's long-term value: the built-in dioramas are, by the reviewer's own account, a relatively short official campaign, with the level editor and its community pipeline doing real work to extend that further.
Whether that community pipeline is actually active and well-populated three days after launch isn't something a six-review sample can settle, and it's worth stating that gap plainly rather than assuming the best case. Similarly, the store page lists local and online co-op and versus multiplayer modes with custom skins, but none of the current reviews discuss actually playing them — a real, specific unknown for anyone buying primarily for the multiplayer angle rather than the single-player collectathon loop the reviews do consistently describe.
At NZ$7.67 during its launch discount, with a further bundle discount available alongside other MorphLand titles, the financial risk of finding out firsthand is modest even if the built-in campaign does turn out to be on the shorter side. That framing matters specifically because every review currently on record treats the price as fair or better for what's there, rather than treating a short official campaign as a value complaint in its own right — the concern reviewers raise is about how the game sustains interest after that campaign, not about whether the asking price matches what's included at launch.
Verdict
Fill The Void delivers exactly what its short, unanimous review sample describes: a satisfying, well-paced physics collectathon that wears its Katamari Damacy and Hole.io influences openly and executes them with real charm, distinctive level themes, and a soundtrack reviewers specifically single out. Its one honest limitation — a modest built-in level count offset by an as-yet unverified community level-sharing pipeline — is worth knowing going in, and its unverified multiplayer modes are a genuine open question rather than a confirmed strength. At its current discount, this is a confident recommendation for physics-collectathon fans, provided expectations for content depth are set by what six honest reviewers have actually reported rather than the store page's full feature list.
Wanderer callout
The specific design tension here — a modest built-in campaign extended by a community level editor rather than a large authored one — is the same trade-off Wanderer's own player-driven systems lean on deliberately: a small, well-made core experience that gets meaningfully larger through what the community builds on top of it, rather than trying to author everything up front.
Pros and cons
Pros
- A satisfying, physics-driven "grow and consume" loop that reviewers consistently compare favourably to Katamari Damacy and Hole.io
- Short, self-contained levels well suited to quick sessions, with real completion and scoring depth for players who want to push further
- Distinctive, memorable themed dioramas — reviewers specifically name-check a bowling alley and an underwater casino level as favourites
- A built-in level editor with online sharing, letting players build and try community-made content beyond the base game
- Local and online co-op and versus multiplayer modes with custom skins, alongside the core single-player loop
- Reported to run smoothly with no technical issues across the review sample
Cons
- At least one reviewer specifically flags that the built-in level count isn't large, leaning on the level editor to extend playtime
- The review sample is small — six reviews at time of writing — so how the level editor and online sharing perform in practice, and how the game holds up over a longer play period, aren't yet independently confirmed
- Multiplayer modes are listed on the store page but not discussed in any depth by the current review sample, leaving their quality unverified from outside actual play
- No stated post-launch content roadmap is visible on the store page