
Blon
A pocket-sized blob runner with genuine charm underneath its mobile-port DNA - worth a look if grindy progression loops don't scare you off.
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About Blon
My honest first impression of Blon was warmth, followed quickly by a quiet suspicion. The pixel art is genuinely lovely, the little blob protagonist has personality, and the premise - chase your jealous older brother across seven wildly different biomes to recover stolen family treasures - is exactly the kind of small, heartfelt setup I root for. Then I noticed the design fingerprints of its mobile origins, and the picture became a little more complicated. At its core, Blon is a side-scrolling auto-runner with roguelike-adjacent progression layered on top. Levels are long, pre-designed stretches rather than quick bite-sized segments. You die, you go again, and between runs you spend collected leaf currency to rebuild a family castle that feeds back into your stats - health upgrades, damage improvements, ability unlocks. The loop does what it promises: even a bad run moves you forward in some small way. Reaching the end of a full biome, which involves multiple boss fights along the way, unlocks an Arcade mode for that world - effectively a proper endless variant. There are 27 bosses across the game, 16 playable characters to unlock each with their own playstyle, and a skill tree that gives you spells, weapons, and passive abilities to experiment with. On paper, that is a surprising amount of content for a game at this price point. The honest caveat is that Blon carries the friction of a mobile-to-PC conversion without fully resolving it. Some Steam players have pointed to long levels with no checkpoints, foreground effects occasionally obscuring hazards, and an early grinding phase in the first couple of biomes before your upgrades feel meaningful. Mouse aiming for combat can feel awkward compared to a controller, and the game does recommend one. With a pad in hand the experience reads more naturally. It is also a short game - rough estimates sit around three hours of core content before the arcade modes give it legs. For the right player, none of those friction points will matter much. If you find meditative appeal in the "one more run" rhythm of an auto-runner with visible forward momentum, and you respond to cheerful pixel art and a family-rescue story that never takes itself too seriously, Blon has a specific, quiet spell to cast. The seven biomes - Hell, space, and points in between - give the visual variety enough range to stay interesting across the runtime. The few Steam reviewers who left feedback landed at 95% positive, which is a small sample but a telling one. This is a game that knows its audience and mostly serves them well. Where I wish Lazy Kiwi had pushed harder is in the PC-specific feel. A game this charming deserved a proper desktop rethink rather than a port. The craft is there in the art and the progression structure; it just needed one more pass on the controls and checkpoint design before release. Still, at the price it asks, if the auto-runner genre holds any appeal for you, Blon is a sincere little thing from a small team, and sincerity counts for something. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Microsoft® Windows® 7 SP1, 10
- Memory
- 150 MB RAM
- Storage
- 150 MB available space
- Graphics
- DX10, DX11, DX12 capable
- Processor
- x86, x64 architecture with SSE2 instruction set support
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Game Info
- Developer
- Lazy Kiwi
- Publisher
- PID Games
- Release Date
- Sep 7, 2021