Compare Bad Mojo Redux prices across 50+ stores and find the best deal. Developed by Pulse Entertainment. Published by Nightdive Studios. Released on 7/3/2014. Available on PC. Genres: Adventure, Simulation. Metacritic score: 74/100.

Forget every adventure game convention you know: this Kafka-flavored cult relic from 1996 drops you into a rotting San Francisco building as a cockroach, and it earns every moment of discomfort it puts you through.

I spend most of my time thinking about branching decision trees and late-game economy spirals, so reviewing a game where your entire moveset is arrow keys should feel like a busman's holiday. It does not. Bad Mojo Redux is the kind of curveball that reminds you why weird ideas survive long after technically superior games are forgotten. Developed by Pulse Entertainment in 1996 and brought to Steam by Nightdive Studios in 2014, it casts you as Roger Samms, a shifty entomologist who grabs his late mother's locket and gets hexed into cockroach form inside a decaying San Francisco bar. The premise is lifted from Kafka's Metamorphosis in spirit and partially in name, and the developers leaned into it hard enough that it still feels singular thirty years later. The mechanical core is deliberately minimal. You control Roger's roach body with directional keys only: no inventory, no verb menu, no dialogue wheel. Movement is the entire toolkit. What the game builds on top of that restriction is quietly clever: you push cigarette butts and bottle caps to bridge gaps, weigh down precariously balanced objects, and read the behavior of other cockroaches scurrying around you to figure out what is lethal and what is passable. Each room in the hub-connected building is a self-contained puzzle, and the goal is always to find the way through. The design philosophy was to make every obstacle organic and native to the environment rather than an arbitrary locked-door contrivance, and by and large it holds up. Puzzles feel like things a cockroach would actually do, even when they require some lateral thinking. The friction is real and it is worth naming honestly. The pre-rendered screens do not scroll; they cut from one fixed panel to the next, which means the spatial layout of a room lives entirely in your head. Figuring out which edges lead somewhere, which surfaces are fatal, and which objects are interactive requires patient, methodical exploration. Late in the game you can get genuinely disoriented trying to track how rooms interconnect. A walkthrough is not a sign of defeat here - it is a reasonable tool for the two or three moments where the path forward is unkind to guesswork. The soundtrack loops aggressively over a small pool of eerie ambient tracks, and the low-framerate FMV cutscenes starring community-theatre-grade actors read as charming period cheese rather than production value. Neither issue breaks the experience, but you should know they are part of the package. Player count on Steam is near-zero at any given moment, so do not go in expecting a community to crowdsource with. The total run time sits around three to five hours depending on how thoroughly you explore, and there are four distinct endings tied to choices and actions spread across the playthrough. The best ending requires deliberate extra legwork and a timed sequence at the climax; the others range from grim to grimmer. A fan-made mod available through the Steam community hub upscales the original 12-fps video to 60fps without altering the content, which is worth installing before you boot the game for the first time. It is the kind of small community contribution that keeps a title like this playable on modern hardware well past what its publisher could reasonably support. Bad Mojo Redux is not a game that will hold your hand or explain itself gently. It is grotesque, slow-paced, atmospheric, and completely unlike anything released in the two decades since. If your tolerance for grime-soaked 90s FMV weirdness is nonzero and you have ever wondered what a Kafka adaptation with cockroach controls plays like, this is a genuinely irreplaceable few hours. Approach it as a curiosity and a piece of adventure game history, not as a modern release competing on production values. Diego, Scout Team

Bad Mojo Redux
AdventureSimulation

Bad Mojo Redux

Jul 3, 2014Pulse EntertainmentNightdive Studios
GamerScout Says

Forget every adventure game convention you know: this Kafka-flavored cult relic from 1996 drops you into a rotting San Francisco building as a cockroach, and it earns every moment of discomfort it puts you through.

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Screenshots & Media

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About Bad Mojo Redux

I spend most of my time thinking about branching decision trees and late-game economy spirals, so reviewing a game where your entire moveset is arrow keys should feel like a busman's holiday. It does not. Bad Mojo Redux is the kind of curveball that reminds you why weird ideas survive long after technically superior games are forgotten. Developed by Pulse Entertainment in 1996 and brought to Steam by Nightdive Studios in 2014, it casts you as Roger Samms, a shifty entomologist who grabs his late mother's locket and gets hexed into cockroach form inside a decaying San Francisco bar. The premise is lifted from Kafka's Metamorphosis in spirit and partially in name, and the developers leaned into it hard enough that it still feels singular thirty years later. The mechanical core is deliberately minimal. You control Roger's roach body with directional keys only: no inventory, no verb menu, no dialogue wheel. Movement is the entire toolkit. What the game builds on top of that restriction is quietly clever: you push cigarette butts and bottle caps to bridge gaps, weigh down precariously balanced objects, and read the behavior of other cockroaches scurrying around you to figure out what is lethal and what is passable. Each room in the hub-connected building is a self-contained puzzle, and the goal is always to find the way through. The design philosophy was to make every obstacle organic and native to the environment rather than an arbitrary locked-door contrivance, and by and large it holds up. Puzzles feel like things a cockroach would actually do, even when they require some lateral thinking. The friction is real and it is worth naming honestly. The pre-rendered screens do not scroll; they cut from one fixed panel to the next, which means the spatial layout of a room lives entirely in your head. Figuring out which edges lead somewhere, which surfaces are fatal, and which objects are interactive requires patient, methodical exploration. Late in the game you can get genuinely disoriented trying to track how rooms interconnect. A walkthrough is not a sign of defeat here - it is a reasonable tool for the two or three moments where the path forward is unkind to guesswork. The soundtrack loops aggressively over a small pool of eerie ambient tracks, and the low-framerate FMV cutscenes starring community-theatre-grade actors read as charming period cheese rather than production value. Neither issue breaks the experience, but you should know they are part of the package. Player count on Steam is near-zero at any given moment, so do not go in expecting a community to crowdsource with. The total run time sits around three to five hours depending on how thoroughly you explore, and there are four distinct endings tied to choices and actions spread across the playthrough. The best ending requires deliberate extra legwork and a timed sequence at the climax; the others range from grim to grimmer. A fan-made mod available through the Steam community hub upscales the original 12-fps video to 60fps without altering the content, which is worth installing before you boot the game for the first time. It is the kind of small community contribution that keeps a title like this playable on modern hardware well past what its publisher could reasonably support. Bad Mojo Redux is not a game that will hold your hand or explain itself gently. It is grotesque, slow-paced, atmospheric, and completely unlike anything released in the two decades since. If your tolerance for grime-soaked 90s FMV weirdness is nonzero and you have ever wondered what a Kafka adaptation with cockroach controls plays like, this is a genuinely irreplaceable few hours. Approach it as a curiosity and a piece of adventure game history, not as a modern release competing on production values. Diego, Scout Team

Tags

singleplayertier:aaaKafka-InspiredFMV AdventureFixed-Screen NavigationMultiple EndingsAtmospheric HorrorCult Classic90s AdventureCockroach PerspectiveEnvironmental Puzzles

Steam Deck & Linux

ProtonDB Silver

Playable on Linux with some workarounds. Based on 18 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP / Vista / 7 / 8
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
3D graphics card compatible with DirectX 9.0c
Processor
1.8 GHz Processor
Sound Card
DirectX 9.0c-compatible sound card

Recommended

OS
Windows 7
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
3D graphics card compatible with DirectX 9.0c
Processor
2 GHz Processor
Sound Card
DirectX 9.0c-compatible sound card

Community Discussion

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Reviews & Ratings

Metacritic
74

Game Info

Developer
Pulse Entertainment
Publisher
Nightdive Studios
Release Date
Jul 3, 2014

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2026-06-1085.71(lowest)

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What platforms is Bad Mojo Redux available on?

Bad Mojo Redux is available on PC.

When was Bad Mojo Redux released?

Bad Mojo Redux was released on 3 July 2014.

Who developed Bad Mojo Redux?

Bad Mojo Redux was developed by Pulse Entertainment and published by Nightdive Studios.

Is Bad Mojo Redux worth buying?

Bad Mojo Redux holds a Metacritic score of 74/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.