
Jack Lumber
Fruit Ninja with a difficulty ceiling and a vengeance arc - worth a look if you want a short, charming score-chaser, but know upfront it was built for a touchscreen.
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About Jack Lumber
My honest first reaction when loading Jack Lumber on PC was that somebody ported a mobile game and forgot to tell the mouse controls. That instinct is correct - this started life as an iOS title published under the Sega Alliance banner in 2012 before Owlchemy Labs brought it to Steam independently in 2013 - and the seams show. But once you make peace with that context, what you find underneath is a genuinely clever arcade puzzler that does more with a single swipe mechanic than most of its genre siblings ever attempt. The core loop works like this: logs fly onto the screen, you click and hold to trigger "Lumbertime" - an extreme slowdown window with a countdown timer - and then you draw a single continuous line through every piece of wood before time expires. That sounds simple, but the game compounds the challenge fast. Standard logs give way to L-shaped ones requiring curved cuts, crossed logs that demand a precise path through two axes, directional logs that penalise you for approaching from the wrong end, and ice logs that can only be sliced after fire logs in the same wave. The Gamezebo review put it well: the variety spread across the game's 25 levels keeps things from ever feeling purely mechanical. Straight-cut combos, syrup-bottle bonus volleys, and the stackable beard system - each beard you equip raises the difficulty multiplier but also your score ceiling - give score-chasers something to optimise. Three-star mastery on every level is genuinely hard, and the final world demands clean execution. Infinitree mode, unlocked world by world, is the endless runner equivalent: three lives, no checkpoint, chop until something goes wrong. The progression system uses logs as in-game currency to buy cosmetics (cabin paintings, animal hats) and syrup power-ups. On PC there are no microtransactions - the Steam version strips those out entirely - so the economy feels cleaner than the mobile original. The one friction point is the always-on syrup system: if you have a power-up active, the game deploys it automatically whenever the trigger condition fires, rather than letting you decide. That removes a meaningful tactical choice from your hands, and it is a real design flaw in an otherwise tidy package. Granny's Errands - three rotating optional missions like "land eight straight-cuts" or "achieve an eight-log combo" - add a secondary layer of targets, though they frustratingly don't surface in the pause screen mid-level. Here is the honest caveat for PC players: this game was engineered around a touchscreen finger, and a mouse is a genuinely inferior input device for it. Precision curve-drawing under a ticking Lumbertime clock is harder with a mouse, and three-star grinding can tip from satisfying into annoying as a result. The visual assets are also upscaled from mobile source resolution, so on a large monitor the art looks softer than the cartoon style deserves. The charm survives - the animated cinematics, the pun-stuffed writing, the woodland animals who move into your cabin after each world - but the port feels like the minimum viable conversion rather than a thoughtful PC adaptation. Runtime is two to three hours for a campaign clear, longer if you commit to full star completion and errand cycling. For strategy and sim players like me who usually want 200-hour systems to optimise, Jack Lumber is a palette cleanser, not a main course. The decision layer is real - path planning, beard loadout, combo routing - but it resolves in seconds per wave rather than minutes per turn. Think of it as a reflex puzzle rather than a strategy game, despite the genre tag. It fits well as a subscription filler or a sale pickup for achievement hunters and casual arcade fans. Anyone who expects a deep PC-native experience will walk away underwhelmed. Diego, 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 XP SP2 or later
- Sound
- DirectX 9.0c-compliant sound card
- Memory
- 512 MB RAM
- Graphics
- Video card with 64mb of memory
- Processor
- 1 GHz CPU
- Hard Drive
- 400 MB HD space
- Other Requirements
- Broadband Internet connection
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Game Info
- Developer
- Owlchemy Labs
- Publisher
- Owlchemy Labs
- Release Date
- Apr 30, 2013