Can 'Em All is a first-person incremental game about slaughtering adorable creatures, stuffing their bodies into cans, and selling the product to fund an ever-growing arsenal. It is very good at being exactly that: players rate it Overwhelmingly Positive, and the praise is loud and consistent. Its biggest strength is the loop — kill, collect, can, upgrade, repeat — which players describe as satisfying and genuinely relaxing. Its biggest problem is size. The game ends, and a striking number of players immediately want more of it.

The Loop Does the Heavy Lifting

The core structure is simple and it works. You kill cute things, gather the corpses, run them through machines, sell the cans, and pour the money into better weapons and faster production. Reviewers describe it as a blend of incremental growth, cleanup work, and a little automation, and that combination lands. One player with a few hours logged says the game never feels like the grind some 3D incrementals do. Others describe not being able to stop. The satisfaction comes from watching a messy operation turn into a smooth, profitable line.

The tone is the second hook. Cute creatures meet industrial slaughter, and the game leans into the joke with a running bit about doing it all "for the children." Players quote that line back at each other constantly, half horrified and half delighted. One calls it Pokémon meets Happy Tree Friends. Another says they felt bad about the submachine gun until they remembered the children. That absurd contrast is doing real work — it gives the violence a punchline and gives players something to repeat.

Short, Sweet, and Gone Too Soon

This is a small game, and it is honest about it. Players report finishing the content somewhere around four to eight hours depending on how they play, with several describing single sittings or marathon sessions. The pacing doesn't drag; the joke doesn't wear thin before the credits. But the ending arrives fast. One review lists the negatives as simply "It ended." Another finishes the factory before ever selling it, then finds the rebirth system nearly pointless because there is nothing left to spend the permanent upgrades on. That is a compliment wrapped in a complaint, and it is the most common note in the whole chorus.

There are side distractions — a slot machine gets mentioned more than once, including by one player who says it was the sole reason they bought the game. Players also describe finding it through social clips and buying on impulse. These are small touches, but they widen the game beyond pure numbers-go-up, and they suggest word of mouth is carrying it as much as the store page.

What Players Want Next

The wishlist is remarkably consistent: more guns, bigger trucks of creatures, deeper hoppers, more turret slots, more permanent upgrades, and online co-op. One reviewer notes the stationary weapons run dry fast and would love upgrades that go fully broken. Another asks for the same game rebuilt as a physics-driven factory sim. None of this reads as anger — it reads as appetite. The requests are the kind you make about a game you want to keep playing.

On the technical side, the sample offers little to complain about. The one clearly negative review in the material cites the lack of Chinese language support, which is a real gap for some buyers but too thin a signal to call a widespread problem. Otherwise the feedback is about scope, not bugs or performance. For a first-person game with this much going on, that silence is worth noting.

Worth the Asking Price

At $6.99, players repeatedly frame the value in movie-ticket terms: a few hours of gleeful, absurd slaughter for the cost of an evening out. Reviews call it the best money they've spent and say they'd buy it again. If you like incrementals and want one with a mean little grin, this is an easy recommendation. If you need dozens of hours and deep endgame systems, you'll hit the wall fast — and you'll probably join the crowd asking for more.

This review is based on 47 Steam player reviews and store data. Our editors did not play the game.

By the Numbers

SimulationIncrementalActionStrategyGoreShooter3D
View on Steam →
Potential score
98
Positive
97% Overwhelmingly Positive
Total reviews
2,013
New reviews/day (7d)
159
Players online
1,859
Price
$6.99
Release date
Oct 30, 2026
Developer
LuisDev
Publisher
LuisDev
Est. sales
60.4K~120.8K rough estimate from review count

Daily New Reviews

Is interest rising or fading?

2026-10-30: 22 positive, 0 negative2026-10-31: 347 positive, 6 negative2026-11-01: 373 positive, 14 negative2026-11-02: 350 positive, 12 negative2026-11-03: 300 positive, 4 negative2026-11-04: 240 positive, 7 negative2026-11-05: 178 positive, 5 negative2026-11-06: 149 positive, 5 negative2026-11-07: 193 positive, 3 negative2026-11-08: 180 positive, 2 negative2026-11-09: 148 positive, 1 negative2026-11-10: 134 positive, 5 negative2026-11-11: 107 positive, 2 negative2026-11-12: 82 positive, 5 negative
Positive / dayNegative / day2026-10-30 → 2026-11-12