Compare Brushwood Buddies prices across trusted key stores and find the best deal. Developed by Steven Colling. Published by Steven Colling. Released on 2/17/2016. Available on PC, Linux. Genres: Casual, Indie.

A tiny crafting puzzler that earns its difficulty the honest way - deceptively gentle on tutorial, surprisingly sharp by the midpoint, and made by exactly one person in Germany.

I have a soft spot for the Steam pages nobody talks about, and Brushwood Buddies is exactly that kind of quiet find. It grew out of a Ludum Dare game jam entry in late 2015, expanded over three months by solo developer Steven Colling, and landed on Steam with almost no fanfare. A decade later it still holds an 83% positive rating across 152 reviews, which for a sub-three-dollar one-person project says quite a lot about what Colling actually built. The core loop is closer to Doodle God than anything with a hotbar and hunger meter. You manage a board of themed tiles, each capable of holding one item and generating a new one when the current item is discarded or consumed. Combine a rock to get flint or a grindstone. Combine flint and a stick to get a knife. Now use that knife to process something else. The chain reaction when several steps click in sequence is genuinely satisfying in a way that is hard to explain until you feel it. Over the full campaign you cross through forests, grasslands, rivers, and villages, each biome shifting the available resource pool and forcing you to rethink standard recipes. There are over one hundred crafting combinations to discover, and the in-game recipe book tracks everything you have uncovered so far, which is a small but welcome act of mercy. Two friction points are worth flagging honestly. First, some item outcomes are randomised - harvest a tree and you might get an apple or a stick, and which one drops is not entirely in your control. That randomness collides uncomfortably with the health-and-energy meter that limits how many actions you can take per stage. Running out of moves because the board kept giving you the wrong material feels unfair in a way that pure logic puzzles should avoid. Second, hints dry up around level eleven, and the jump from guided to freeform is steeper than it needs to be. Community guides exist and the recipe book helps, but new players should expect to sit and stare at a board for longer than feels comfortable. For some, that friction is the fun. For others it tips into tedium. Beyond the campaign there are timed and rule-variant challenge modes with global Steam leaderboards, plus a puzzle editor that lets you build and share your own stages with custom items and recipes. For a game this small, that level of replayability is surprising. Colling has confirmed he is no longer actively updating it, so what is here is what you get - no roadmap, no patches, but also no early-access hedging. It is a complete, finished thing. The soundtrack is minimal and slightly sparse (some players noticed long gaps between tracks), but when the music is present it has a gentle, plinky warmth that suits the hand-drawn pixel critters perfectly. Kai, Scout Team

Brushwood Buddies

Brushwood Buddies

Feb 17, 2016Steven Colling
GamerScout Says

A tiny crafting puzzler that earns its difficulty the honest way - deceptively gentle on tutorial, surprisingly sharp by the midpoint, and made by exactly one person in Germany.

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Historical low: €0.53

GamerScout Verdict

Worth picking up for patient puzzle fans who enjoy recipe-chain logic - just expect the mid-game difficulty spike to arrive without much warning.

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About Brushwood Buddies

I have a soft spot for the Steam pages nobody talks about, and Brushwood Buddies is exactly that kind of quiet find. It grew out of a Ludum Dare game jam entry in late 2015, expanded over three months by solo developer Steven Colling, and landed on Steam with almost no fanfare. A decade later it still holds an 83% positive rating across 152 reviews, which for a sub-three-dollar one-person project says quite a lot about what Colling actually built. The core loop is closer to Doodle God than anything with a hotbar and hunger meter. You manage a board of themed tiles, each capable of holding one item and generating a new one when the current item is discarded or consumed. Combine a rock to get flint or a grindstone. Combine flint and a stick to get a knife. Now use that knife to process something else. The chain reaction when several steps click in sequence is genuinely satisfying in a way that is hard to explain until you feel it. Over the full campaign you cross through forests, grasslands, rivers, and villages, each biome shifting the available resource pool and forcing you to rethink standard recipes. There are over one hundred crafting combinations to discover, and the in-game recipe book tracks everything you have uncovered so far, which is a small but welcome act of mercy. Two friction points are worth flagging honestly. First, some item outcomes are randomised - harvest a tree and you might get an apple or a stick, and which one drops is not entirely in your control. That randomness collides uncomfortably with the health-and-energy meter that limits how many actions you can take per stage. Running out of moves because the board kept giving you the wrong material feels unfair in a way that pure logic puzzles should avoid. Second, hints dry up around level eleven, and the jump from guided to freeform is steeper than it needs to be. Community guides exist and the recipe book helps, but new players should expect to sit and stare at a board for longer than feels comfortable. For some, that friction is the fun. For others it tips into tedium. Beyond the campaign there are timed and rule-variant challenge modes with global Steam leaderboards, plus a puzzle editor that lets you build and share your own stages with custom items and recipes. For a game this small, that level of replayability is surprising. Colling has confirmed he is no longer actively updating it, so what is here is what you get - no roadmap, no patches, but also no early-access hedging. It is a complete, finished thing. The soundtrack is minimal and slightly sparse (some players noticed long gaps between tracks), but when the music is present it has a gentle, plinky warmth that suits the hand-drawn pixel critters perfectly.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Crafting PuzzlerRecipe DiscoveryBoard-BasedInventory ManagementScore AttackPuzzle EditorLudum Dare OriginSolo Dev

System Requirements

Minimum

OS
Windows Vista or better
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
200 MB available space
Graphics
128 MB Video Memory, Shader Model 2.0+
Processor
Dual Core CPU

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Game Info

Developer
Steven Colling
Publisher
Steven Colling
Release Date
Feb 17, 2016

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Frequently asked questions about Brushwood Buddies

How much does Brushwood Buddies cost?

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What platforms is Brushwood Buddies available on?

Brushwood Buddies is available on PC, Linux.

When was Brushwood Buddies released?

Brushwood Buddies was released on 17 February 2016.

Who developed Brushwood Buddies?

Brushwood Buddies was developed by Steven Colling.