Hob
Hob is a wordless action-adventure where you physically reshape a broken mechanical world, one lever and gear at a time. Strange, quiet, and worth your full attention.
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Hob is one of those games that never explains itself, and that is entirely the point. Runic Games, best known for the Torchlight dungeon-crawlers, made a hard left turn here: no loot tables, no skill trees, no dialogue. Instead you get a silent protagonist dropped into a vast, damaged world that is half organic jungle and half enormous clockwork machine, and the game's central question is simply: what happened here, and can you fix it? The core loop is environmental puzzle-solving married to light combat and exploration. You pull switches and activate platforms that physically transform the overworld - raising entire sections of terrain, draining flooded valleys, connecting pathways that were severed. These aren't isolated puzzle rooms. Each change reshapes the map you've already been walking through, which gives the world a satisfying sense of coherence. When a coastline rises and a new corridor opens into a biome you spotted from a cliff an hour earlier, it lands with real weight. The traversal is fluid, aided by a grappling arm upgrade early on, and the game keeps expanding your toolkit at a pace that feels considered rather than arbitrary. Combat is the weakest element, and Hob knows it. Enemy encounters are functional but thin - a handful of creature types, basic dodge-and-strike timing, nothing that will challenge anyone who has spent time in an action game. The game wisely never leans too hard on it. Boss encounters are more interesting visually than mechanically, but they're spaced well enough that they feel like punctuation rather than padding. Where Hob genuinely shines is atmosphere. The soundtrack is understated and slightly eerie, sitting under the ambient world-sounds rather than competing with them. The pixel-adjacent art style has a hand-crafted texture that holds up remarkably well. This is a team that cared about every corner of the map. The storytelling is entirely environmental and gestural, delivered without a single line of text or spoken word. You piece together the world's history from ruins, murals, and the behavior of the creatures you encounter. Players who need explicit narrative scaffolding will feel adrift. Players who enjoy sitting quietly with a strange place and asking questions will find it genuinely affecting. The ending is brief and somewhat ambiguous - some people will feel cheated, others will find it exactly right. I'm in the second group. At roughly six to eight hours for a relaxed playthrough, Hob respects your time. It doesn't overstay. There's no procedural padding, no filler zones grafted on to inflate hour count. Every area has a visual identity and a mechanical purpose. For a certain kind of player - the one who still thinks about the first time they saw Ico's castle, or who replays Journey every couple of years - Hob sits comfortably in that same quiet tradition. It's not without rough edges, but the craft behind it is obvious and the experience is unlike most things on Steam.

Indie & narrative
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Requisitos del sistema
Mínimos
- Processor
- i3 Sandy Bridge Dual Core or Equivalent
- Memory
- 4 GB RAM
- Graphics
- 2GB of VRAM; NVIDIA GeForce GTX 500 Series / AMD Radeon HD 7000 Series
- DirectX
- Version 11
- Storage
- 5 GB available s…
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Información del juego
- Desarrolladora
- Runic Games
- Distribuidora
- Runic Games
- Fecha de lanzamiento
- 26 sept 2017



