
Bob Was Hungry
Cheerful visuals wrapped around something genuinely punishing: 170+ levels, no checkpoints, a death counter that climbs into the hundreds before you clear world one.
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About Bob Was Hungry
I kept dying. That sentence basically covers Bob Was Hungry, but it leaves out the part where I kept coming back anyway, which is the whole point. Shorebound Studios released this precision platformer in 2015 as a small, self-published project, and it carries that handmade scrappiness in the best way. The premise is charmingly absurd: you are a round alien blob who ate so many cheese planets that now the cheese planets are gone, your ship has crashed, and you need to reach a covered plate of food sitting somewhere on the other side of a gauntlet that wants you dead. This is a game where the scenario exists mostly to justify why a small circular creature is hurling itself into saws. The mechanics are stripped to bone. WASD moves Bob, SPACE jumps, SHIFT dashes. Six inputs total. What gives those inputs weight is that Bob is genuinely physics-sensitive: nudge the stick too hard on a narrow ledge and you slide off, clip a corner mid-jump and you fall into a pit, mistiming a dash near a spinning spiked wheel ends things instantly. There are no checkpoints. Every death resets you to the level start. The death counter sits in the corner of the screen and counts up without mercy. Five worlds span the campaign across roughly 170 levels, each world with its own visual theme, from plateaus and caves to arctic zones and outer space. Unlocking hard mode on any level requires finding a hidden condiment item tucked somewhere in that stage. Reaching the food plate ends the level; grabbing the condiment first records your time and opens that harder variant. It is a small but clean progression hook that gives completionists a reason to replay stages they have already memorized. The 2.5D layered perspective is where the game is most divisive. The foreground and background are decorative, but they can blend with the interactive plane in ways that read as ambiguous. Ledges that look solid occasionally are not. Obstacles tucked in the background can be mistaken for scenery until they collide with your run. Players in reviews have consistently flagged this as the roughest edge on an otherwise tight experience. The soundtrack softens the blow: energetic and genuinely catchy, it matches the pace of the game and some tracks only unlock as you progress, which is a small but pleasant reward loop. The cheerful audio and cartoon-bright colors set a tone that keeps repeated deaths from feeling mean-spirited. Multiplayer is where things get socially chaotic. Up to eight players can join online across four modes: a standard cooperative mode where you help each other reach the end, a Shared Death variant where one person's death resets the entire group, a Competitive Race for fastest time, and a Competitive Survival Race where everyone has only one life per stage. The Shared Death mode in particular is the kind of thing that either ends friendships or cements them, and it is easily the standout way to play if you can assemble a group. The controls are rebindable, which is genuinely useful given how precise the inputs need to be, and a controller works well despite the keyboard-first layout. If you have no patience for trial-and-error platforming, Bob Was Hungry has nothing for you and is not trying to change your mind. But if the genre speaks to you, this is a well-crafted and surprisingly content-rich entry from a tiny dev. The difficulty is earned, not arbitrary, and that is the quiet distinction that separates good precision platformers from frustrating ones. Kai, Scout Team
Tags
Steam Deck & Linux
Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- DirectX
- Version 9.0c
- Storage
- 1 GB available space
- Graphics
- 768 MB / Shader Model 2.0
- Processor
- Intel Core i5 1.8 GHz
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Shorebound Studios
- Publisher
- Shorebound Studios
- Release Date
- Aug 19, 2015
