Compara los precios de You Must Build A Boat en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por EightyEightGames. Publicado por EightyEightGames. Lanzado el 4/6/2015. Disponible en PC, Mac, Linux. Géneros: Action, Casual, Indie, RPG, Strategy. Puntuación Metacritic: 71/100.

Somewhere between Bejeweled and a proper RPG grind lives a game that will quietly eat your evening without apology. Worth it for anyone who tolerates zero narrative padding but demands satisfying build decisions.

I spent a few hours with You Must Build A Boat expecting a casual distraction and walked out the other side with a full crew roster, a half-memorized monster weakness chart, and a genuinely embarrassing disregard for my actual schedule. The hook is deceptively mechanical: every dungeon run is a simultaneous endless runner and match-3 board where you slide full rows or columns to match sword tiles for physical attacks, staff tiles for magic, keys to pop chests, and shield tiles to soak incoming hits. The left edge of the screen is always chasing you, and matching the wrong tiles at the wrong moment lets it catch up. Fail a run and the game flashes "You Win" at you. That is not accidental charm. The progression engine is where the real decision-making sits. Between runs, you return to your boat, which functions as a persistent upgrade hub that literally grows as you complete quests and recruit crew. Each new crew member adds a functional room: Stan's Smithy lets you upgrade sword tile power, Silver runs the Staffery for magic tiles, Crittan's Armory handles shield capacity and armor durability, and the Arcanery wizard upgrades spells like the Electroshock and the Tile Bomb. Captured monsters spend Thought and Power resources to recruit as permanent companions, each providing passive stat buffs. The resource economy across gold, dust, Thought, and Power is the closest this game gets to a genuine strategy layer, and it matters more than it looks. Which tiles you prioritize upgrading shapes how every subsequent run plays out. That is a real build decision, not set dressing. The world structure across ten distinct areas, including the Sewers, Clockwork Ruins, a Pagoda, and an actual trip through Hell, keeps the visual and mechanical variety high enough to prevent the repetition from fully setting in over the main campaign's ten-or-so-hour runtime. Each zone brings new monster types with specific physical or magic immunities, new traps that drift toward your runner and force you to waste match sets, and new crew to unlock. Hidden secret monsters add a layer of organic discovery: recruit the Wraith by casting a lot of spells, unlock the Skeleton King through heavy selling at the broker. These are the kinds of systemic interactions that reward paying attention to the rules rather than brute-forcing through them. The criticisms are real and worth flagging. The PC interface carries over mobile-first design assumptions, meaning navigating your boat between runs involves more mouse clicks than it should. The quest system can produce runs that feel like dead weight if RNG does not cooperate with your current objective. Some players find the post-campaign loop, which escalates difficulty through increasing Ace ratings and daily challenges, does not add enough fresh content to justify the extended grind for the harder achievements. Three full clears are required to unlock everything, and under four percent of owners have completed that third pass. The endgame asks more of your patience than of your decision-making. For anyone put off by that, the honest framing is this: the main campaign is a tight, no-microtransaction, no-timer, no-ads experience that respects your time in ways that most games with mobile roots do not. The tutorial is genuinely smooth, the skill floor is low enough that matching tiles is intuitive within minutes, and the ceiling is high enough that optimizing your tile upgrades and monster formations against specific dungeon modifiers feels meaningful rather than arbitrary. If you have never played 10000000, you do not need to. If you have, the sequel improves nearly every system. Seventy-one on Metacritic undersells how polished this specific niche of game actually is. Diego, Scout Team

You Must Build A Boat

You Must Build A Boat

4 jun 2015EightyEightGames
GamerScout opina

Somewhere between Bejeweled and a proper RPG grind lives a game that will quietly eat your evening without apology. Worth it for anyone who tolerates zero narrative padding but demands satisfying build decisions.

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Mínimo histórico: €1.45

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I spent a few hours with You Must Build A Boat expecting a casual distraction and walked out the other side with a full crew roster, a half-memorized monster weakness chart, and a genuinely embarrassing disregard for my actual schedule. The hook is deceptively mechanical: every dungeon run is a simultaneous endless runner and match-3 board where you slide full rows or columns to match sword tiles for physical attacks, staff tiles for magic, keys to pop chests, and shield tiles to soak incoming hits. The left edge of the screen is always chasing you, and matching the wrong tiles at the wrong moment lets it catch up. Fail a run and the game flashes "You Win" at you. That is not accidental charm. The progression engine is where the real decision-making sits. Between runs, you return to your boat, which functions as a persistent upgrade hub that literally grows as you complete quests and recruit crew. Each new crew member adds a functional room: Stan's Smithy lets you upgrade sword tile power, Silver runs the Staffery for magic tiles, Crittan's Armory handles shield capacity and armor durability, and the Arcanery wizard upgrades spells like the Electroshock and the Tile Bomb. Captured monsters spend Thought and Power resources to recruit as permanent companions, each providing passive stat buffs. The resource economy across gold, dust, Thought, and Power is the closest this game gets to a genuine strategy layer, and it matters more than it looks. Which tiles you prioritize upgrading shapes how every subsequent run plays out. That is a real build decision, not set dressing. The world structure across ten distinct areas, including the Sewers, Clockwork Ruins, a Pagoda, and an actual trip through Hell, keeps the visual and mechanical variety high enough to prevent the repetition from fully setting in over the main campaign's ten-or-so-hour runtime. Each zone brings new monster types with specific physical or magic immunities, new traps that drift toward your runner and force you to waste match sets, and new crew to unlock. Hidden secret monsters add a layer of organic discovery: recruit the Wraith by casting a lot of spells, unlock the Skeleton King through heavy selling at the broker. These are the kinds of systemic interactions that reward paying attention to the rules rather than brute-forcing through them. The criticisms are real and worth flagging. The PC interface carries over mobile-first design assumptions, meaning navigating your boat between runs involves more mouse clicks than it should. The quest system can produce runs that feel like dead weight if RNG does not cooperate with your current objective. Some players find the post-campaign loop, which escalates difficulty through increasing Ace ratings and daily challenges, does not add enough fresh content to justify the extended grind for the harder achievements. Three full clears are required to unlock everything, and under four percent of owners have completed that third pass. The endgame asks more of your patience than of your decision-making. For anyone put off by that, the honest framing is this: the main campaign is a tight, no-microtransaction, no-timer, no-ads experience that respects your time in ways that most games with mobile roots do not. The tutorial is genuinely smooth, the skill floor is low enough that matching tiles is intuitive within minutes, and the ceiling is high enough that optimizing your tile upgrades and monster formations against specific dungeon modifiers feels meaningful rather than arbitrary. If you have never played 10000000, you do not need to. If you have, the sequel improves nearly every system. Seventy-one on Metacritic undersells how polished this specific niche of game actually is.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:aaaMatch-3 RPGEndless RunnerCreature CollectingTile Upgrade SystemDungeon RunnerQuest-Gated ProgressionNo MicrotransactionsSecret UnlocksNew Game PlusProcedural Dungeons

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
150 MB available space
Graphics
OpenGL 2.0 compatible video card with 256 MB shared or dedicated RAM (ATI or NVIDIA)
Processor
Core2Duo

Recomendados

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
OpenGL 2.0 compatible video card with 256 MB shared or dedicated RAM (ATI or NVIDIA)
Processor
Core2Duo

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Reseñas y valoraciones

Metacritic
71

Información del juego

Desarrolladora
EightyEightGames
Distribuidora
EightyEightGames
Fecha de lanzamiento
4 jun 2015

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You Must Build A Boat está disponible en PC, Mac, Linux.

¿Cuándo se lanzó You Must Build A Boat?

You Must Build A Boat se lanzó el 4 de junio de 2015.

¿Quién desarrolló You Must Build A Boat?

You Must Build A Boat fue desarrollado por EightyEightGames.

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You Must Build A Boat tiene una puntuación Metacritic de 71/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.