Compara los precios de The Worm en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Carlo D'Apostoli Projects. Publicado por Strategy First. Lanzado el 29/9/2015. Disponible en PC. Géneros: Casual, Indie.

If your lunch break nostalgia runs toward Nokia-era Snake but you want procedurally generated mazes and a turbo button, this micro-budget solo project scratches that specific itch - and nothing much else.

I have a soft spot for the kind of game that one person builds out of pure conviction, and The Worm is exactly that: a solo-developer arcade puzzler built around a very old idea, dressed up with a handful of modern touches. The core loop is unmistakably Snake - guide your worm through a maze, collect blocks to extend yourself, and do not let your head kiss your own body or it is game over. What differentiates it from a browser clone is a set of small but genuine additions that show some real creative intent. The mazes themselves are procedurally generated using what the developer calls a random Dungeon construction algorithm, which means the labyrinth you crawl through never repeats. There are four distinct map types to cycle through: open labyrinths, labyrinths hemmed in by walls, open cave networks, and walled cave variants. Each changes how the worm moves and where danger pools. On top of that, the game adds ten enemy types, each with different speed and behavior, and the more advanced ones cannot simply be stomped on the head to dispatch - you need to use the Turbo or God Mode button, which sends your worm charging forward in a burst that can mow enemies down. It is a scrappy but satisfying mechanic when it clicks. Scattered spherical bonuses add another wrinkle: they can be nudged around the maze and weaponized against enemies, giving you a small puzzle layer within the frantic movement. There are four camera modes, a detailed stat tracker logging everything from enemies destroyed to blocks filled, and a local high score board holding up to one hundred entries. These are the kinds of features that signal a developer who wanted players to sink into the loop, not just dabble. The game technically has unlimited levels, since each maze is freshly generated, and the real ambition is to fill as many blocks as possible across a continuous run. That said, honesty matters here. The Worm arrived in 2015 with minimal community traction, has fewer than ten user reviews on Steam, and no Metacritic presence to speak of. It is a rough-edged thing - the writing in menus leans toward charmingly broken English, the visual style is functional rather than beautiful, and the audio is understated to the point of near-silence in some areas. There is no narrative pull, no soundtrack worth lingering on, and no arc toward a satisfying conclusion. As a mood piece or a handcrafted world, it simply is not those things. What it is, stubbornly and sincerely, is a mechanical toy built by someone who liked Snake and wanted to see how far the concept could stretch. If you approach it as a score-chasing, five-minute-session kind of game - something you load up, fail in a satisfying crunch, and retry - there is a lean pleasantness to it. The procedural generation genuinely keeps the physical layout fresh, and the enemy variety adds enough friction to prevent total autopilot. For casual players with an affection for arcade simplicity and low expectations around production value, it delivers what it advertises. For anyone seeking depth, atmosphere, or craft in the visual or sonic sense, the honest answer is to look elsewhere. Kai, Scout Team

The Worm

The Worm

29 sept 2015Carlo D'Apostoli ProjectsStrategy First
GamerScout opina

If your lunch break nostalgia runs toward Nokia-era Snake but you want procedurally generated mazes and a turbo button, this micro-budget solo project scratches that specific itch - and nothing much else.

PC
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Mínimo histórico: €0.78

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I have a soft spot for the kind of game that one person builds out of pure conviction, and The Worm is exactly that: a solo-developer arcade puzzler built around a very old idea, dressed up with a handful of modern touches. The core loop is unmistakably Snake - guide your worm through a maze, collect blocks to extend yourself, and do not let your head kiss your own body or it is game over. What differentiates it from a browser clone is a set of small but genuine additions that show some real creative intent. The mazes themselves are procedurally generated using what the developer calls a random Dungeon construction algorithm, which means the labyrinth you crawl through never repeats. There are four distinct map types to cycle through: open labyrinths, labyrinths hemmed in by walls, open cave networks, and walled cave variants. Each changes how the worm moves and where danger pools. On top of that, the game adds ten enemy types, each with different speed and behavior, and the more advanced ones cannot simply be stomped on the head to dispatch - you need to use the Turbo or God Mode button, which sends your worm charging forward in a burst that can mow enemies down. It is a scrappy but satisfying mechanic when it clicks. Scattered spherical bonuses add another wrinkle: they can be nudged around the maze and weaponized against enemies, giving you a small puzzle layer within the frantic movement. There are four camera modes, a detailed stat tracker logging everything from enemies destroyed to blocks filled, and a local high score board holding up to one hundred entries. These are the kinds of features that signal a developer who wanted players to sink into the loop, not just dabble. The game technically has unlimited levels, since each maze is freshly generated, and the real ambition is to fill as many blocks as possible across a continuous run. That said, honesty matters here. The Worm arrived in 2015 with minimal community traction, has fewer than ten user reviews on Steam, and no Metacritic presence to speak of. It is a rough-edged thing - the writing in menus leans toward charmingly broken English, the visual style is functional rather than beautiful, and the audio is understated to the point of near-silence in some areas. There is no narrative pull, no soundtrack worth lingering on, and no arc toward a satisfying conclusion. As a mood piece or a handcrafted world, it simply is not those things. What it is, stubbornly and sincerely, is a mechanical toy built by someone who liked Snake and wanted to see how far the concept could stretch. If you approach it as a score-chasing, five-minute-session kind of game - something you load up, fail in a satisfying crunch, and retry - there is a lean pleasantness to it. The procedural generation genuinely keeps the physical layout fresh, and the enemy variety adds enough friction to prevent total autopilot. For casual players with an affection for arcade simplicity and low expectations around production value, it delivers what it advertises. For anyone seeking depth, atmosphere, or craft in the visual or sonic sense, the honest answer is to look elsewhere.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5Procedural GenerationScore AttackArcade ReflexSnake-likeEnemy VarietyTurbo MechanicMaze CrawlerStat TrackingHigh Score Chase

Requisitos del sistema

Mínimos

OS
Windows XP/Vista/7
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
100 MB available space
Graphics
3D graphics card DirectX 9.0c compatible
Processor
Intel Pentium 1.6 GHz or equivalent
Sound Card
Any Windows compatible sound device

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Información del juego

Desarrolladora
Carlo D'Apostoli Projects
Distribuidora
Strategy First
Fecha de lanzamiento
29 sept 2015

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¿En qué plataformas está disponible The Worm?

The Worm está disponible en PC.

¿Cuándo se lanzó The Worm?

The Worm se lanzó el 29 de septiembre de 2015.

¿Quién desarrolló The Worm?

The Worm fue desarrollado por Carlo D'Apostoli Projects y publicado por Strategy First.