Compare I am Bread prices across 50+ stores and find the best deal. Developed by Bossa Studios. Published by Bossa Studios. Released on 4/9/2015. Available on PC, Xbox. Genres: Action, Adventure, Indie, Simulation. Metacritic score: 60/100.

You are bread. You want to be toast. Physics, frustration, and absurdist comedy stand between you and breakfast.

I am Bread is a physics-based slapstick sim from Bossa Studios where the entire premise is exactly what it sounds like: you control a slice of bread and your goal is to reach a heat source and become toast. That's it. The controls are deliberately awkward, requiring you to grip surfaces with each corner of the slice using the four face buttons or keyboard equivalents, which means crossing a kitchen counter feels like a mountaineering expedition designed by someone who hates you personally. The game commits completely to its bit, and that commitment is both its biggest strength and the root of every frustration you will encounter. As a strategy-and-sim person I spend most of my time in games thinking about optimal paths, resource states, and long-term decision trees. I am Bread strips all of that down to a single, merciless variable: edibility. Your bread slice has an edibility meter that degrades when you touch dirty surfaces, fall on the floor, or sit around too long. Run out of edibility before you hit that toaster or frying pan and the run is over. That one mechanic forces you to plan routes, prioritize handholds, and accept that sometimes the physics engine is going to rag-doll you off a shelf for reasons that feel cosmically unfair. It is not deep, but there is a genuine loop of route optimization underneath the chaos. The game ships with several modes beyond the core Story campaign. Bagel Race, Bun mode, and a handful of other bread varieties each handle differently, which adds a modest layer of replayability. None of them fundamentally change the experience, but they keep things from feeling stale (apologies) after the main levels. The level design ranges from a standard kitchen to increasingly surreal environments, and clearing each one with maximum edibility is the closest thing to a meaningful challenge goal. Speedrunning exists as a community pursuit, and the game's deterministic-enough physics make it more viable than you might expect. Where I am Bread falls short is longevity and polish. The Mixed Steam rating reflects a split between people who found it charming for two hours and people who hit a wall of control frustration and bounced hard. The physics are funny until they are not, and the gap between a failed run due to your own mistake versus the engine doing something inexplicable is often invisible. There is no mod ecosystem to speak of, the AI is non-existent because this is a solo physics puzzle, and the tutorial is functional but does not prepare you for the sheer stubbornness the later levels demand. At full playtime you are looking at maybe four to six hours before you have seen essentially everything on offer. This is not a game for people who need systemic depth or a reason to keep coming back after the credits. It is a game for someone who wants a genuinely strange afternoon, has a high tolerance for physics-induced chaos, and ideally has a friend watching over their shoulder to share in the suffering. Fans of Surgeon Simulator, also from Bossa Studios, will recognize the design philosophy immediately. If that formula clicked with you before, this one probably will too. Diego, Scout Team

I am Bread
ActionAdventureIndieSimulation

I am Bread

Apr 9, 2015Bossa Studios
GamerScout Says

You are bread. You want to be toast. Physics, frustration, and absurdist comedy stand between you and breakfast.

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About I am Bread

I am Bread is a physics-based slapstick sim from Bossa Studios where the entire premise is exactly what it sounds like: you control a slice of bread and your goal is to reach a heat source and become toast. That's it. The controls are deliberately awkward, requiring you to grip surfaces with each corner of the slice using the four face buttons or keyboard equivalents, which means crossing a kitchen counter feels like a mountaineering expedition designed by someone who hates you personally. The game commits completely to its bit, and that commitment is both its biggest strength and the root of every frustration you will encounter. As a strategy-and-sim person I spend most of my time in games thinking about optimal paths, resource states, and long-term decision trees. I am Bread strips all of that down to a single, merciless variable: edibility. Your bread slice has an edibility meter that degrades when you touch dirty surfaces, fall on the floor, or sit around too long. Run out of edibility before you hit that toaster or frying pan and the run is over. That one mechanic forces you to plan routes, prioritize handholds, and accept that sometimes the physics engine is going to rag-doll you off a shelf for reasons that feel cosmically unfair. It is not deep, but there is a genuine loop of route optimization underneath the chaos. The game ships with several modes beyond the core Story campaign. Bagel Race, Bun mode, and a handful of other bread varieties each handle differently, which adds a modest layer of replayability. None of them fundamentally change the experience, but they keep things from feeling stale (apologies) after the main levels. The level design ranges from a standard kitchen to increasingly surreal environments, and clearing each one with maximum edibility is the closest thing to a meaningful challenge goal. Speedrunning exists as a community pursuit, and the game's deterministic-enough physics make it more viable than you might expect. Where I am Bread falls short is longevity and polish. The Mixed Steam rating reflects a split between people who found it charming for two hours and people who hit a wall of control frustration and bounced hard. The physics are funny until they are not, and the gap between a failed run due to your own mistake versus the engine doing something inexplicable is often invisible. There is no mod ecosystem to speak of, the AI is non-existent because this is a solo physics puzzle, and the tutorial is functional but does not prepare you for the sheer stubbornness the later levels demand. At full playtime you are looking at maybe four to six hours before you have seen essentially everything on offer. This is not a game for people who need systemic depth or a reason to keep coming back after the credits. It is a game for someone who wants a genuinely strange afternoon, has a high tolerance for physics-induced chaos, and ideally has a friend watching over their shoulder to share in the suffering. Fans of Surgeon Simulator, also from Bossa Studios, will recognize the design philosophy immediately. If that formula clicked with you before, this one probably will too. Diego, Scout Team

Tags

steamPhysics SimulationIntentionally Awkward ControlsRage GameShort PlaytimeAbsurdist ComedySingle PlayerScore AttackSpeedrun Friendly

System Requirements

System requirements for I am Bread aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
60
Steam
78%(5,926)

Game Info

Developer
Bossa Studios
Publisher
Bossa Studios
Release Date
Apr 9, 2015

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