Compare Glowfish prices across trusted key stores and find the best deal. Developed by MumboJumbo. Published by Accelerate Games. Released on 9/30/2011. Available on PC, Mac. Genres: Adventure, Casual, Indie.

Bioluminescent mazes, bubble combat, and a surprisingly complete rescue arc make this 2011 casual gem worth a quiet afternoon if you have any love left for pre-mobile-apocalypse PC games.

I have a soft spot for the era when casual games still tried hard, and Glowfish sits right at that intersection of 'kid-friendly surface' and 'more carefully designed than it looks.' It started life as an iPad title before landing on PC and Mac, and you can feel that lineage in how tactile and direct the moment-to-moment movement feels. You guide a small, glowing fish through coral mazes using WASD or the mouse, with a dash mechanic mapped to Ctrl that flings you toward your cursor position. That last bit has edge: dart without thinking and you will skip straight into a spiked gate or an enemy. It is a minor point of friction that actually sharpens your attention. The core loop centers on collecting smaller sea creatures, your 'Friends,' who trail behind you in a line. Switch to Orbit mode and they ring you like a shield, dissolving enemies smaller than you. Circle a larger threat enough times and you can bring it down with bubble fire. Gates scattered through each of the 50 levels consume your collected Friends to unlock passage, so the creature trail doubles as both weapon and life bar, a quietly elegant design that keeps tension alive even in early stages. Eight upgradeable Super Chums join across the campaign, each adding a distinct ability, and the game is structured so that all of them matter for the final boss encounter. That is a small but real narrative arc most casual games do not bother with. Visually, the bioluminescent coral palette is the headline. The colors pop against dark water in ways that still read as intentional craft rather than generic brightness. The soundtrack earns its keep too: understated, atmospheric, never intrusive, and notably well-matched to both the exploration stretches and the boss encounters. It is the kind of music that lets you zone into the maze without feeling like you are being herded by a theme park loop. Where it stumbles is in the back half. Around level 20 the difficulty curve tightens meaningfully, which is welcome, but by the thirties a gentle repetition sets in. The enemy variety does not quite keep pace with the level count, and a few of the later mazes feel like variations on setups you have already solved. The dart mechanic can also work against you in tight corridors where precision matters most. These are not dealbreakers for the audience this game is clearly built for, but anyone coming in hoping for escalating complexity comparable to something like Aquaria will find the scope modest by design. Steam users have rated it Very Positive across its review sample, and that tracks with what the game actually is: a compact, well-crafted underwater adventure built for a relaxed session rather than a marathon. It knows its register and plays in it confidently. If you want two to four hours of gentle exploration with a legitimate sense of completion at the end, this delivers that without padding. Kai, Scout Team

Glowfish

Glowfish

Sep 30, 2011MumboJumboAccelerate Games
GamerScout Says

Bioluminescent mazes, bubble combat, and a surprisingly complete rescue arc make this 2011 casual gem worth a quiet afternoon if you have any love left for pre-mobile-apocalypse PC games.

PCMac
Steam Deck UnsupportedProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €0.20

GamerScout Verdict

Best for players who want a short, visually soothing arcade adventure with just enough mechanical bite to stay engaged.

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Price History

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Screenshots & Media

Screenshot

About Glowfish

I have a soft spot for the era when casual games still tried hard, and Glowfish sits right at that intersection of 'kid-friendly surface' and 'more carefully designed than it looks.' It started life as an iPad title before landing on PC and Mac, and you can feel that lineage in how tactile and direct the moment-to-moment movement feels. You guide a small, glowing fish through coral mazes using WASD or the mouse, with a dash mechanic mapped to Ctrl that flings you toward your cursor position. That last bit has edge: dart without thinking and you will skip straight into a spiked gate or an enemy. It is a minor point of friction that actually sharpens your attention. The core loop centers on collecting smaller sea creatures, your 'Friends,' who trail behind you in a line. Switch to Orbit mode and they ring you like a shield, dissolving enemies smaller than you. Circle a larger threat enough times and you can bring it down with bubble fire. Gates scattered through each of the 50 levels consume your collected Friends to unlock passage, so the creature trail doubles as both weapon and life bar, a quietly elegant design that keeps tension alive even in early stages. Eight upgradeable Super Chums join across the campaign, each adding a distinct ability, and the game is structured so that all of them matter for the final boss encounter. That is a small but real narrative arc most casual games do not bother with. Visually, the bioluminescent coral palette is the headline. The colors pop against dark water in ways that still read as intentional craft rather than generic brightness. The soundtrack earns its keep too: understated, atmospheric, never intrusive, and notably well-matched to both the exploration stretches and the boss encounters. It is the kind of music that lets you zone into the maze without feeling like you are being herded by a theme park loop. Where it stumbles is in the back half. Around level 20 the difficulty curve tightens meaningfully, which is welcome, but by the thirties a gentle repetition sets in. The enemy variety does not quite keep pace with the level count, and a few of the later mazes feel like variations on setups you have already solved. The dart mechanic can also work against you in tight corridors where precision matters most. These are not dealbreakers for the audience this game is clearly built for, but anyone coming in hoping for escalating complexity comparable to something like Aquaria will find the scope modest by design. Steam users have rated it Very Positive across its review sample, and that tracks with what the game actually is: a compact, well-crafted underwater adventure built for a relaxed session rather than a marathon. It knows its register and plays in it confidently. If you want two to four hours of gentle exploration with a legitimate sense of completion at the end, this delivers that without padding.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscloud-savestier:sub-5Maze ExplorerCasual PlatformerBioluminescent AestheticBoss BattlesCompanion MechanicScore AttackFamily FriendlyMouse-Driven Controls

System Requirements

Minimum

OS
XP/Vista/7
Sound
DirectSound-compatible sound card
Memory
512 MB
DirectX®
9.0 or higher
Processor
1.6 GHz
Video Card
128 MB
Hard Disk Space
200 MB

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Game Info

Developer
MumboJumbo
Publisher
Accelerate Games
Release Date
Sep 30, 2011

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Frequently asked questions about Glowfish

How much does Glowfish cost?

Glowfish pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is Glowfish available on?

Glowfish is available on PC, Mac.

When was Glowfish released?

Glowfish was released on 30 September 2011.

Who developed Glowfish?

Glowfish was developed by MumboJumbo and published by Accelerate Games.