- Release Year: 2018
- Platforms: Macintosh, Windows
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: RPG elements, Shooter
Description
Boris: The Mutant Bear with a Gun is an action-packed indie game developed on the Unity engine. Set in a vibrant and colorful world, players control Boris, a mutant bear armed with an arsenal of guns, as he battles through hand-crafted levels filled with groovy monsters. The game features classic doors-and-keys mechanics, hidden rooms, bonus weapons, and RPG-like skills to upgrade, all wrapped in a gory, rock-and-roll infused survival narrative.
Gameplay Videos
Boris: The Mutant Bear with a Gun: A Relic of Indie Ambition Lost in the Siberian Wilderness
In the vast, untamed taiga of the digital marketplace, where thousands of indie titles fight for survival, few creatures are as conceptually audacious or as telling of the development process as Boris: The Mutant Bear with a Gun. Released quietly onto Steam in the summer of 2018, this game is less a polished product and more a preserved artifact—a fascinating, flawed time capsule of indie ambition, friendship, and the harsh realities of game development. This is not merely a review; it is an archaeological dig into a game that serves as a poignant case study for a very specific era of digital creation.
Introduction: A Promise of Guns, Gore, and Rock-n-Roll
From its very title, Boris: The Mutant Bear with a Gun promises a singular experience: unadulterated, absurdist action. The premise is the stuff of forum post dreams—a mutated ursine protagonist, armed to the teeth, blasting through a colorful post-apocalypse. It hooks you with the sheer audacity of its concept. However, to approach this game expecting a hidden gem is to misunderstand its place in history. My thesis is this: Boris is historically significant not for the game it is, but for what it represents—a deeply personal, publicly visible struggle to create, a project born from passion, fractured by creative differences, and ultimately released as a perpetual work-in-progress. It is a monument to the “indie dream” that is far more common than the success stories we celebrate.
Development History & Context: A Tale of Two Friends and an Engine Switch
The story of Boris’s creation, as related by the developer Dmitry on the Steam page, is arguably more compelling than the game itself. It is a narrative of indie development in microcosm.
The Vision and The Split: In 2016, Dmitry and a friend embarked on this project, a labor of love built on the Java programming language. For a year and a half, they worked, presumably fueled by the same potent mix of enthusiasm and caffeine that drives countless indie projects. However, the source material reveals the all-too-common rupture: “we were bored with each other because of disagreements.” This line is a devastatingly succinct summary of how creative partnerships can dissolve. The game was shelved, a casualty of divergent visions.
The Unity Resurrection: In March 2018, Dmitry successfully persuaded his friend to resurrect the project, this time migrating to the more accessible and powerful Unity engine. This shift is crucial. The move from Java to Unity places Boris squarely within the wave of small-scale projects enabled by ubiquitous, user-friendly engines that lowered the barrier to entry. The game was released just four months later, in July 2018, suggesting a frantic push to finalize a long-gestating idea. The context is a Steam marketplace already becoming saturated with similar low-cost, high-concept indie shooters, all vying for attention in an increasingly crowded field.
Narrative & Thematic Deep Dive: The Action Story of a Mutant Bear
The narrative of Boris, as presented, is minimalist to a fault. Dmitry introduces it simply as “the action story about the Mutant Bear with a Gun.” There is no elaborate lore provided, no deep motivation for Boris’s mutation or his armament. The narrative is purely environmental and emergent, defined by the “Survival” genre tag listed on MobyGames.
The themes are surface-level but effective: it is a power fantasy built on a foundation of absurdist juxtaposition. The primal, natural force of a bear is fused with the cold, manufactured power of firearms. The “Gore” promised in the features list suggests a gritty, visceral tone, while the “colourful art style” and “Rock-n-Roll” attitude pull in a opposite, more cartoonish direction. This thematic tension—between grim survival and almost Saturday-morning-cartoon action—is never resolved. It simply exists, much like the game itself, as a collection of ideas that seemed cool in concept. The true underlying theme, unintentionally, is perseverance: the developer’s perseverance to simply get the game out the door.
Gameplay Mechanics & Systems: Doors, Keys, and Upgrades
Classified as an “Action” game with “Shooter” and “RPG elements” from a “Diagonal-down” perspective, Boris attempts to blend several classic genres.
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Core Loop: The gameplay presumably involves navigating “Hand-made level design,” which notably features “doors-n-keys mechanics.” This places it firmly in the tradition of classic top-down dungeon crawlers and shooters like The Legend of Zelda or Smash TV, albeit in a much simpler form. The loop would involve exploring levels, finding keys to progress, defeating enemies, and locating hidden rooms for “Bonus weapons.”
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Progression Systems: The inclusion of “Lots of beutiful [sic] and deadly Guns and Armor” and “Skills to upgrade” indicates a loot and progression system. Players were meant to be constantly improving Boris’s arsenal and abilities, providing a carousel of new tools to facilitate the core combat. However, the admission that the game needed to be “polished and balanced all the time” strongly suggests these systems were launched in an unrefined, potentially unsatisfying state.
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Interface & Control: Using “Direct control” suggests standard keyboard (WASD) and mouse input for movement and aiming, a well-trodden path for the genre. The “Point and select” interface tag might refer to a menu system for managing inventory or skills.
The mechanics, as described, are a checklist of competent ideas rather than an innovative whole. Its potential success would have lived or died on the feel of the combat and the satisfaction of the progression—aspects the developer openly admitted were still under construction upon release.
World-Building, Art & Sound: A Colourful Apocalypse
The visual direction is described as “Beutiful [sic] and colourful,” a stark contrast to the grey and brown palettes typically associated with both post-apocalyptic settings and serious gunplay. This choice reinforces the game’s B-movie, grindhouse feel. The “2D scrolling” perspective suggests environments built from pre-rendered assets or sprite art, scrolling on a fixed plane.
The sound design is hinted at with the promise of “Rock-n-Roll!!!”, implying a soundtrack of high-energy guitar riffs to accompany the carnage. The world-building is minimal, existing only as a backdrop for the action—a series of levels filled with “groovy monsters” for Boris to dismantle. The atmosphere is one of unapologetic, chaotic fun, an attempt to create a vibe rather than a believable world. It is the video game equivalent of a direct-to-video action film: focused entirely on its central hook.
Reception & Legacy: The Silence of the Steam Charts
This is where Boris‘s story becomes most poignant. According to the MobyGames data, there are zero critic reviews and zero player reviews logged for the title. The Moby Score is “n/a.” The game has no metascore, no collection of user testimonials. It was released onto Steam at the rock-bottom price of $0.59 and seemingly vanished without a trace.
Its legacy is not one of influence on other games but as a data point in the history of digital distribution. It is one of thousands of games that constitute the “long tail” of Steam—products that are released, purchased by a handful of curious players, and then fade into obscurity. Its connection to other “Boris” titles (like Boris the Rocket or Boris Russian Bear) is likely in name only, a shared Slavic trope rather than a direct lineage.
The true legacy of Boris: The Mutant Bear with a Gun is as a testament to the act of creation itself. It is a game that exists because its creator, Dmitry, willed it into existence despite engine changes, a fractured partnership, and an undeniable lack of polish. It represents the raw, unvarnished outcome of the indie dream for the vast majority: not fame and fortune, but the simple act of completion and release.
Conclusion: An Unfinished Monument to the Indie Spirit
Boris: The Mutant Bear with a Gun is not a “good” game in any critical sense. Based on the available information, it is a rudimentary, unfinished, and largely ignored title. To judge it solely on those terms, however, is to miss its historical value.
It is an essential artifact for understanding the full spectrum of game development in the 2010s. For every Hollow Knight or Undertale, there are hundreds of Borises: games made with passion that never found an audience, projects that showcase the sheer difficulty of translating a brilliant concept into a functional reality. It is a game that proudly wears its development history on its sleeve, its Steam description serving as a confessional and a disclaimer.
The final, definitive verdict is this: As a game to play, Boris is likely a forgotten curiosity. As a piece of video game history, it is an invaluable, honest, and deeply human document of the challenges inherent to creation. It is the mutilated, gun-toting bear that stumbled out of the woods, nodded at the world, and walked back in, leaving us to ponder the story behind its scars.