Tingus Goose
Tingus Goose is what happens when you cross a standard idle clicker with a fever dream about body horror. Originally a mobile game, it launched its “premium” PC version on December 1, 2025 (or November 20, depending on the region). Developed by Sweaty Chair and featuring the grotesque, hand-drawn art of animator “Master Tingus,” it tasks you with growing a goose tree out of a human torso. It’s weird, it’s gross, and it’s surprisingly addictive.
Babies, Blossoms, and Body Fluids: Core Gameplay
- The Goose Tree Loop: The premise is simple but disturbing: you water a goose neck that is growing out of a human patient. As the neck extends, it spits out “babies” (tiny humanoids). These babies tumble down the neck like a Pachinko machine, bouncing off obstacles to generate cash. You use that cash to water the goose, making it grow taller to reach the “other goose” in the sky.
- Blossom Strategy: As the goose grows, “blossoms” sprout along its neck. These are your active gameplay elements. Some blossoms act as trampolines to bounce babies back up (generating more hits), while others clone babies or apply status effects. Strategic placement of these blossoms turns the chaotic tumbling into an optimized engine of profit.
- Specimens & Synergies: You can equip “Specimens”—mutated organs or creatures—that act as passive modifiers. For example, one might make babies explode into cash when they hit the bottom, while another might turn them into ghosts. Combining the right specimens with the right blossom layout is key to maximizing your “calcium” income.
- Ascension Mechanics: Like most idle games, you eventually hit a wall and must “ascend” (prestige). In Tingus Goose, this is often contextualized as “rejuvenating” the patient or moving to a new, weirder world. Each reset grants DNA currency to upgrade permanent stats in the root system skill tree.
- Hand-Drawn Horror: The visual style is the star. Everything wiggles, pulsates, and squelches. The art style is reminiscent of Ren & Stimpy or Bill Plympton cartoons—uncomfortable, detailed, and fascinatingly ugly.
Wie es sich rechnet
Tingus Goose is a clicker that relies on shock value and visual flair.
| Spiel | Hauptunterschied |
|---|---|
| Cookie Clicker | Cookie Clicker starts cute and gets eldritch. Tingus Goose starts eldritch and stays there. Mechanically, Tingus is more active due to the physics-based “pachinko” element of the falling babies, whereas Cookie Clicker is purely about math and upgrades. |
| We Are Illuminati | Both games use conspiracy/weird themes. However, We Are Illuminati is a standard “buy building, wait for timer” idle game. Tingus Goose feels more like a pinball machine where you are constantly tweaking the layout of the board (the goose neck) to maximize flow. |
| Welt der Schmiere | While not an idle game, Tingus Goose shares the squishy, physics-based aesthetic. If you liked the “living structure” vibe of Welt der Schmiere, you will appreciate the gross-out art style here. |
Wichtige Details
- Entwickler: Sweaty Chair (Art by Master Tingus).
- Herausgeber: Playsaurus / UltraPlayers.
- Plattformen: PC (Steam), iOS, Android.
- Datum der Veröffentlichung: Dec 1, 2025 (PC), Mobile (2023).
- Genre: Idle / Clicker / Simulation.
- Stimmung: Human Centipede trifft Pachinko.
Für wen es bestimmt ist
- Pflichtprogramm für fans of surreal art. If you enjoy Adult Swim’s “off the air” content or the grotesque humor of Das Binden von Isaac, the visuals alone are worth the entry price.
- Perfekt für active idlers. Unlike games you tab out of for 4 hours, Tingus Goose rewards you for watching the babies fall and popping the occasional “poop” bubble for bonus cash.
- Überspringen, wenn you have a weak stomach. The sounds of wet slapping, the visuals of bursting pustules, and the general “meat” aesthetic are genuinely gross. It is not a cozy game.
Warum es funktioniert
It works because it turns repulsion into curiosity. You start playing because it looks gross, but you keep playing because the physics puzzle is satisfying. Watching a stream of hundreds of tiny babies bounce perfectly through a gauntlet of multipliers triggers the same dopamine hit as a well-optimized factory in Factorio, just… squishier.
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