- Release Year: 2015
- Platforms: Windows
- Publisher: Shorebound Studios
- Developer: Shorebound Studios
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Platform, Puzzle elements
- Average Score: 89/100
Description
In Bob Was Hungry, players take control of a bob, a creature that has roamed the universe for eons in search of sustenance, now facing scarcity after greedy consumption depleted abundant cheese planets. After a spaceship crash lands on a treacherous alien world, you must navigate over 170 challenging precision platforming levels across five unique zones, solving puzzles and evading dangers in a 2D side-scrolling adventure that tests your skills, either solo or in online co-op modes supporting up to eight players with cooperative and competitive variants.
Gameplay Videos
Where to Get Bob was Hungry
PC
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
steambase.io (88/100): Very Positive rating from 626 player reviews.
metacritic.com : Mixed critic reviews: focused on platforming essence but repetitive for wider audience.
saveorquit.com : Good sidescrolling hardcore platformer with interesting gameplay and challenging levels.
gamingcypher.com (90/100): Super fun and very challenging platformer that you’ll find yourself addicted to playing.
Bob was Hungry: Review
Introduction
In an era where video games often prioritize expansive open worlds and cinematic narratives, Bob was Hungry serves as a stark reminder of the pure, unadulterated joy—and frustration—of precision platforming. Released in 2015, this indie title from Shorebound Studios hurls players into the role of a diminutive, perpetually famished creature named Bob, navigating treacherous alien landscapes in a desperate quest for sustenance. What begins as a seemingly whimsical tale of cosmic gluttony evolves into a grueling test of timing, reflexes, and perseverance, echoing the spirit of classics like Super Meat Boy while carving its own niche in the indie boom of the mid-2010s. As a game historian, I’ve seen countless platformers come and go, but Bob was Hungry endures as a cult favorite for its uncompromising difficulty and multiplayer mayhem. My thesis: This game isn’t just a platformer; it’s a masterclass in minimalist design that elevates simple mechanics into profound, replayable challenges, securing its place as an underappreciated gem in the precision platforming pantheon.
Development History & Context
Bob was Hungry emerged from the creative minds at Shorebound Studios, a small indie outfit founded in the early 2010s with a focus on accessible yet challenging digital experiences. Led by a team of passionate developers—though specific credits are sparse, with the studio handling both development and publishing—the game was conceived as a love letter to the side-scrolling platformers of yore, updated for the Steam era. Shorebound’s vision was clear: to create a game that stripped away superfluous elements like complex RPG systems or branching stories, zeroing in on raw platforming prowess. This ethos was influenced by the indie renaissance of the time, where titles like Braid (2008) and Super Meat Boy (2010) proved that small teams could rival AAA productions through innovative mechanics and tight execution.
Technological constraints played a pivotal role. Built for Windows using accessible tools like Unity (inferred from its smooth 2D scrolling and controller support), the game was designed to run on modest hardware—minimum specs call for an Intel Core i5 and 4GB RAM, though in practice, it performs well on even lower-end systems, debunking exaggerated requirements noted in contemporary reviews. The era’s gaming landscape was dominated by the rise of digital distribution via Steam, which lowered barriers for indies. In 2015, the platform was flooded with precision platformers amid the “hardcore” revival, spurred by successes like Celeste (though that came later in 2018) and VVVVVV (2010). Yet, Bob was Hungry stood out by integrating robust online multiplayer—up to 8 players—into a genre often confined to solo play. Released on August 19, 2015, for $9.99 (frequently discounted to $0.99), it capitalized on Steam’s Early Access culture but launched fully polished, avoiding the pitfalls of unfinished indies. Shorebound’s small scale meant limited marketing, relying on word-of-mouth and Steam’s algorithm, which helped it garner a dedicated, if niche, audience amid a sea of releases like Undertale and Ori and the Blind Forest.
Narrative & Thematic Deep Dive
At its core, Bob was Hungry weaves a delightfully absurd yet poignant narrative around themes of scarcity, greed, and survival in an indifferent universe. The plot unfolds through environmental storytelling rather than verbose cutscenes or dialogue, a choice that amplifies the game’s minimalist charm. Players embody “Bob,” one of an ancient race of bobs who have roamed the cosmos for eons in search of food. The lore, delivered via the game’s ad blurb and subtle in-level prompts, paints a vivid backstory: Once, cheese planets—massive, edible orbs—were plentiful, sustaining bobs for lifetimes. But unchecked gluttony led to overconsumption; greedy bobs devoured multiple planets in single sittings, rendering these havens rarer than a sated bob. Now, exiled to the void, bobs crash-land on hostile worlds, scavenging scraps amid peril.
The “plot” proper kicks off with your bob’s spaceship colliding with an asteroid, stranding you on a foreboding planet. From there, the journey spans five unique zones—each representing a distinct alien ecosystem—culminating in a quest to assemble a “meal” that quells your insatiable hunger. There’s no spoken dialogue; instead, the narrative relies on visual motifs: Bob’s wide-eyed, rumbling belly as a constant reminder of need, or holographic projections hinting at the bobs’ tragic history. Characters are sparse—Bob himself is a silent protagonist, a blob-like creature with expressive animations that convey desperation through wobbly movements and frantic dashes. Secondary “characters” manifest as environmental hazards or collectibles, like hidden bottles that form “food combinations,” symbolizing pieced-together survival.
Thematically, the game delves deeply into gluttony as a metaphor for resource depletion. The bobs’ downfall mirrors real-world environmental critiques, where abundance turns to scarcity through shortsighted excess—a timely nod in 2015’s eco-conscious gaming discourse. Yet, it’s laced with whimsy: Levels end with Bob devouring a “pallet” of food, bloating comically before resetting. This blend of dark undertones and lighthearted absurdity creates emotional depth; frustration from repeated deaths underscores Bob’s plight, turning gameplay into a thematic echo of perseverance. Unlike narrative-heavy platformers like Limbo, Bob was Hungry uses its sparse story to serve mechanics, ensuring lore enhances rather than overshadows the platforming trial.
Gameplay Mechanics & Systems
Bob was Hungry thrives on its core loop: precise navigation through hazard-filled levels to reach an exit while minimizing deaths and time. As a side-view 2D platformer with puzzle elements, it demands pixel-perfect control, eschewing combat for evasion and timing. The mechanics are deceptively simple—WASD for movement, SPACE for jumps, and SHIFT for dashes—yet Bob’s sensitivity makes mastery a rite of passage. Overzealous inputs lead to slips off edges or mistimed leaps, with physics that feel responsive but unforgiving: Jumps arc realistically, dashes propel with momentum that can overshoot platforms, and gravity pulls with Newtonian insistence.
Progression is linear across 170+ levels divided into five zones, each introducing escalating challenges. Early stages tutorialize basics, but difficulty ramps exponentially; puzzles involve sequencing dashes and jumps to bypass spikes, moving platforms, or collapsing terrain. No health bar exists—instead, a death counter and timer track your efficiency, encouraging restarts without penalty beyond frustration. Collectibles like hidden bottles add optional depth, unlocking “food combinations” for bonuses (e.g., score multipliers), promoting exploration in an otherwise forward-driven design. Innovation shines in the multiplayer suite: Four modes support 2-8 players online without dedicated servers (hosts share connection details manually, a dated but functional system). Co-op fosters teamwork, like one player distracting hazards; “Shared Death” amps tension, as one failure dooms all; races emphasize speedruns; and Survival Race limits lives per stage, turning friends into rivals. Post-campaign unlocks include hard mode (tighter timings, more hazards) and minor customizations like controller remapping.
The UI is clean and unobtrusive: A minimalist HUD displays deaths, time, and scores, with zone maps for navigation. Flaws emerge in multiplayer connectivity—Steam discussions from 2020-2024 highlight persistent issues like “servers down” and connection bugs, likely due to outdated netcode. Controls, while precise, lack advanced options (e.g., no variable jump heights), and the absence of local co-op limits accessibility. Still, the systems cohere into addictive loops; dying 100-200 times per tough level (as noted in reviews) builds muscle memory, transforming rage into triumph. It’s flawed but brilliant, prioritizing skill over accessibility.
World-Building, Art & Sound
The game’s world-building constructs a vibrant, alien cosmos that feels vast yet intimate, with five themed zones—caves, space voids, industrial ruins, organic jungles, and crystalline spires—each bursting with environmental storytelling. Planets are treacherous biomes: Spiky caverns evoke isolation, zero-gravity space stages demand momentum mastery, and pulsating organic levels pulse with bio-luminescence, tying into the food-scarcity theme through edible motifs like dangling fruits or cheese-like formations. Atmosphere builds immersion through peril; wind currents buffet Bob, echoing the universe’s hostility, while hidden nooks reveal lore scraps, like derelict bob ships, fleshing out the nomadic bobs without exposition dumps.
Visually, Bob was Hungry employs middling 2D art that’s serviceable rather than stunning—crisp sprites with vibrant palettes (neons against dark voids) ensure readability, but lacks the polish of peers like Ori. Bob’s animations are a highlight: His squishy form deforms expressively on impacts, adding personality. Sound design complements this: Catchy, upbeat chiptune tracks shift from whimsical flutes in early zones to tense synths in later ones, underscoring urgency without overwhelming. SFX are punchy—dashes whoosh satisfyingly, deaths elicit a comedic “splat”—and the absence of voice acting keeps focus on action. Together, these elements craft an experience that’s atmospheric yet functional; the worlds feel alive, perils menacing, but the sensory restraint amplifies the platforming’s purity, making successes feel earned amid the chaos.
Reception & Legacy
Upon launch in 2015, Bob was Hungry received mixed-to-positive critical reception, hampered by its niche appeal and limited press coverage. Metacritic aggregates a modest 68/100 from outlets like COGconnected (75/100, praising focused platforming) and Brash Games (60/100, critiquing repetition but lauding challenge). Save or Quit awarded 70/100, highlighting fun despite frustrations, while Gaming Cypher’s 4.5/5 emphasized its addictiveness. Commercially, it was a modest success: Over 475 Steam reviews yield an 87% “Very Positive” rating (from 626 total), with players praising difficulty and co-op replayability. Sales figures are unconfirmed, but Steam’s frequent 90% discounts (down to $0.97) suggest steady, low-volume longevity rather than blockbuster status. MobyGames notes only 13 collections, underscoring its obscurity outside Steam.
Reputation has evolved positively in indie circles. Early complaints focused on multiplayer glitches (evident in Steam forums from 2016 onward, with threads like “co-op broken” persisting into 2024), but patches addressed some issues, and its challenge drew speedrunners. Legacy-wise, it influenced the precision platformer subgenre by blending solo and multiplayer seamlessly, prefiguring games like TowerFall (2013) expansions or Celeste‘s assist modes (though Bob lacks such mercy). As an indie artifact, it exemplifies 2010s DIY ethos—Shorebound’s solo-dev vibes echo Thomas Was Alone—and remains a go-to for “hardcore” fans. Its influence is subtle: Not a genre-definer like Super Meat Boy, but a blueprint for accessible online co-op in tough platformers, cited in discussions of indie multiplayer evolution.
Conclusion
Bob was Hungry distills the essence of platforming into a punishing yet exhilarating odyssey, where a simple hunger narrative belies profound themes of excess and resilience. Shorebound Studios crafted a title that’s mechanically tight, thematically whimsical, and multiplayer-forward, though not without connectivity hiccups and accessibility blind spots. In the annals of video game history, it occupies a worthy spot among mid-2010s indies—a challenging counterpoint to narrative-driven peers, rewarding those who embrace its trials with endless replayability. Verdict: Essential for precision platforming enthusiasts; a solid 8/10 that deserves rediscovery in an age of casual fare. If you’re patient, it’ll feed your gaming soul—for a lifetime, or at least until the next death.