Bills Must Be Paid
6.5/10 — a fantastic few-hour loop, honestly a one-time ride.
I liked this game a lot — and I’ll tell you upfront it’s a one-time experience. Both halves of that sentence matter. Bills Must Be Paid (Rike Games, July 2026, ~$7) is a short “active incremental” roguelite about exactly what it sounds like: your bills are due, and your income is whatever you can smash out of piggy banks with a hammer.
The loop: each swing costs stamina; when your arm gives out, the day ends. Every few days a bill comes due — pay it and keep going, miss it and the run is over. Along the way, tougher piggy banks with bigger payouts unlock automatically (some of them run around the screen attacking the other pigs), a talent tree feeds you damage, speed, spawn rates, combos and abilities, a shop sells better hammers, and there’s a gambling corner — double-or-nothing, or a cups game at 1-to-3 odds. Paying bills earns a meta currency for permanent upgrades that carry into your next run, and they help a lot.
The mechanic that makes it work: you can pay bills early in exchange for extra run upgrades. That’s quietly brilliant — starting a fresh run is the most repetitive part of any roguelite, and this lets you speedrun through it to the fun part while getting stronger for doing so. More roguelites should steal this.
The best part — it supports playstyles it never explains. Across my runs I ended up inventing tactics: a gambling run, a pay-everything-early speedrun, a slow run hoarding cash for the best hammers, and balanced day-by-day runs optimizing upgrade returns. All of them worked well enough to be fun. For a game this small, that’s real design depth.
Graphics and vibe: minimalistic visuals — the loop is the star, not the art. The game doesn’t take itself seriously at all, and the loose, silly vibe fits perfectly. It’s built to hold you in one long session or a handful of super-short ones; the progression is genuinely addictive. It grabbed me, run after run, until I finished it in about five and a half hours.
The honest caveat: replayability isn’t really there. The magic is the freshness of progressing through it all the first time — new piggy types, new talents, the next bill barely covered. Once you’ve finished it, I don’t think it works a second time. That’s not a flaw at this length and price; it’s just what it is. One great ride, then you’re done.
Worth knowing: released July 29, 2026 and sitting at 96% positive on Steam; there’s a free demo if you want to feel the loop first, and a 30% launch discount runs until about August 12.
Full disclosure on the numbers: I finished at about five and a half hours — then, while writing this review, went back and cleaned up the last achievement. 7.5 hours on the clock, 27 of 27. Yes, I’m the guy who just told you it has no replayability. Consider that my kind of one more run.
Bottom line: a fantastic few-hour loop with real tactical variety and zero pretension — and still a 6.5/10 from me, because the one-time nature caps it. Everything about the ride itself is better than that number suggests. Perfect weekend material: play it once, love it, move on.
From our playthrough
Some links on this page are affiliate links (Amazon, Humble). If you buy through them we may earn a small commission at no extra cost to you. Game links to Steam are plain links — Steam has no affiliate program. Rankings are never influenced by commissions.