Compara los precios de The Legend of Bum-Bo en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Edmund McMillen. Publicado por Edmund McMillen. Lanzado el 12/11/2019. Disponible en PC. Géneros: Adventure, Indie, Strategy. Puntuación Metacritic: 73/100.

If Puzzle Quest and The Binding of Isaac had a grotesque cardboard baby, this is it. A focused roguelike puzzler that rewards board-reading over button-mashing.

My first instinct when I saw the genre pitch was skepticism: match-four tiles as the combat backbone of a roguelike? That sounds like a mobile game dressed up with Isaac's art assets. Forty-odd runs later, I can report it is genuinely more interesting than that, though the ceiling is lower than the marketing optimism suggests. The core loop has you sliding rows and columns on a tile board to generate mana, each tile type doing a different job. Bones and skulls deal column damage to enemies, poop tiles build a shield that absorbs incoming hits, boogers stun opponents and delay their turn, and pee charges spell-based abilities. You have a capped number of moves per turn before enemies act, which forces real prioritization: do you shore up your defense or go for the kill? That tension is where the game actually earns its strategy label. The item and trinket catalogue is substantial. Over 100 items that modify, upgrade, and combo with each other, plus more than 80 passive trinkets that bend spell behaviors or alter character stats. For build-crafters, that pool has real variety, even if the deckbuilding side is shallower than something like Slay the Spire. Most of your mental energy goes into reading the board state rather than constructing a synergy chain, which is a meaningful distinction. The game rewards forward-thinking players who can plan two or three moves ahead, but it does not consistently reward planning beyond the current room because leftover spell resources do not carry forward between rooms. That design choice is the most defensible criticism lobbed at the game, and it is a fair one. You are incentivized to think like a chess player within a room, then reset mentally for the next. The four playable characters (unlocked progressively by completing runs) each start with different stat spreads and ability sets. Bum-bo the Brave leans offensive and teaches the fundamentals. Later characters shift toward luck manipulation, defense stacking, or speed-based move economies, and mastering one before moving to the next gives the progression a genuine arc. The unlock gating has drawn criticism though: you must complete runs with each character in order, and the dungeon depth available to you expands only as you unlock further characters. If you hit a satisfying rhythm on a mid-game run, the game can simply wall you off from continuing further. It is a structural oddity that interrupts momentum in a genre built on momentum. Visually, everything sits inside a handcrafted cardboard-box aesthetic. Characters move like paper puppets on sticks, attacks arrive as oversized props slamming in from off-screen, and enemies are color-coded with spinning lights that quietly signal their attack priority. It is scrappier than Isaac proper, with fewer standout enemy designs, but the Ridiculon soundtrack (remixes of Isaac themes alongside originals) is consistently excellent and does a lot of atmospheric lifting. The launch period was rough: softlocks and crashes cost players runs through no fault of their own, and post-launch support stalled due to developer circumstances before McMillen brought in new programmers to stabilize things. As it stands now, the game is in a much cleaner state than it shipped. For a strategy-adjacent audience, Bum-Bo is a compact, fairly short roguelike. Individual runs clock in under an hour once you understand the systems, and the real depth comes from character mastery and item knowledge accumulated over many attempts. It is not the grand complexity engine that Isaac is, but it was never trying to be. If you can meet it on its own terms, as a tight, turn-based board puzzle wrapped in McMillen's signature scatological universe, it holds up as a genuinely clever piece of design with a few rough edges that post-launch patches have mostly sanded down. Diego, Scout Team

The Legend of Bum-Bo

The Legend of Bum-Bo

12 nov 2019Edmund McMillen
GamerScout opina

If Puzzle Quest and The Binding of Isaac had a grotesque cardboard baby, this is it. A focused roguelike puzzler that rewards board-reading over button-mashing.

PC
Steam Deck PlayableProtonDB Gold
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My first instinct when I saw the genre pitch was skepticism: match-four tiles as the combat backbone of a roguelike? That sounds like a mobile game dressed up with Isaac's art assets. Forty-odd runs later, I can report it is genuinely more interesting than that, though the ceiling is lower than the marketing optimism suggests. The core loop has you sliding rows and columns on a tile board to generate mana, each tile type doing a different job. Bones and skulls deal column damage to enemies, poop tiles build a shield that absorbs incoming hits, boogers stun opponents and delay their turn, and pee charges spell-based abilities. You have a capped number of moves per turn before enemies act, which forces real prioritization: do you shore up your defense or go for the kill? That tension is where the game actually earns its strategy label. The item and trinket catalogue is substantial. Over 100 items that modify, upgrade, and combo with each other, plus more than 80 passive trinkets that bend spell behaviors or alter character stats. For build-crafters, that pool has real variety, even if the deckbuilding side is shallower than something like Slay the Spire. Most of your mental energy goes into reading the board state rather than constructing a synergy chain, which is a meaningful distinction. The game rewards forward-thinking players who can plan two or three moves ahead, but it does not consistently reward planning beyond the current room because leftover spell resources do not carry forward between rooms. That design choice is the most defensible criticism lobbed at the game, and it is a fair one. You are incentivized to think like a chess player within a room, then reset mentally for the next. The four playable characters (unlocked progressively by completing runs) each start with different stat spreads and ability sets. Bum-bo the Brave leans offensive and teaches the fundamentals. Later characters shift toward luck manipulation, defense stacking, or speed-based move economies, and mastering one before moving to the next gives the progression a genuine arc. The unlock gating has drawn criticism though: you must complete runs with each character in order, and the dungeon depth available to you expands only as you unlock further characters. If you hit a satisfying rhythm on a mid-game run, the game can simply wall you off from continuing further. It is a structural oddity that interrupts momentum in a genre built on momentum. Visually, everything sits inside a handcrafted cardboard-box aesthetic. Characters move like paper puppets on sticks, attacks arrive as oversized props slamming in from off-screen, and enemies are color-coded with spinning lights that quietly signal their attack priority. It is scrappier than Isaac proper, with fewer standout enemy designs, but the Ridiculon soundtrack (remixes of Isaac themes alongside originals) is consistently excellent and does a lot of atmospheric lifting. The launch period was rough: softlocks and crashes cost players runs through no fault of their own, and post-launch support stalled due to developer circumstances before McMillen brought in new programmers to stabilize things. As it stands now, the game is in a much cleaner state than it shipped. For a strategy-adjacent audience, Bum-Bo is a compact, fairly short roguelike. Individual runs clock in under an hour once you understand the systems, and the real depth comes from character mastery and item knowledge accumulated over many attempts. It is not the grand complexity engine that Isaac is, but it was never trying to be. If you can meet it on its own terms, as a tight, turn-based board puzzle wrapped in McMillen's signature scatological universe, it holds up as a genuinely clever piece of design with a few rough edges that post-launch patches have mostly sanded down.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:aaaMatch-Four CombatTurn-Based PuzzleRun-Based UnlocksBoard-State StrategyScatological HumorIsaac UniverseRidiculon SoundtrackCharacter Mastery

Requisitos del sistema

Mínimos

OS
Windows 7 or later (64 bit required)
Memory
4 GB RAM
DirectX
Version 9.0
Storage
4 GB available space
Graphics
Discreet video card, Shader Model 3+
Processor
Core 2 Duo
Sound Card
one that works

Recomendados

OS
Windows 10 (64 bit required)
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
Desktop Card from 2010 or later
Processor
Core i3 or above
Sound Card
a better one than "one that works"

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Reseñas y valoraciones

Metacritic
73

Información del juego

Desarrolladora
Edmund McMillen
Distribuidora
Edmund McMillen
Fecha de lanzamiento
12 nov 2019

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¿En qué plataformas está disponible The Legend of Bum-Bo?

The Legend of Bum-Bo está disponible en PC.

¿Cuándo se lanzó The Legend of Bum-Bo?

The Legend of Bum-Bo se lanzó el 12 de noviembre de 2019.

¿Quién desarrolló The Legend of Bum-Bo?

The Legend of Bum-Bo fue desarrollado por Edmund McMillen.

¿Merece la pena comprar The Legend of Bum-Bo?

The Legend of Bum-Bo tiene una puntuación Metacritic de 73/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.