Compare Super Bunny Man prices across 50+ stores and find the best deal. Developed by Catobyte. Published by Catobyte Ltd. Released on 5/16/2023. Available on PC, Mac, Linux. Genres: Action, Indie.

If your multiplayer roster needs a game that causes genuine friendship damage within ten minutes, this physics platformer delivers faster than a lobby full of sweats.

I mostly cover shooters, so when Super Bunny Man landed on my desk I figured I'd do a quick lap and move on. Ninety minutes later my co-op partner and I still hadn't cleared the Cave world and we'd each screamed at the screen at least four times. That's either a red flag or a green light depending on your tolerance for intentionally broken movement, and sorting out which category you're in is basically the whole job of this review. The core loop is deceptively lean. You can't walk. Instead, you tilt your bunny-suited character, build momentum through rolling, and launch yourself with a jump. Timing that launch consistently is harder than it sounds, and the game knows it. Your guy frequently yeets himself backwards off a ledge you were trying to cross. In Story Mode, each of the 50 levels across five worlds (Forest, Snow, Cave, Beach, and Stadium) asks you to clear three objectives: reach the exit, find a hidden carrot and carry it to the portal, and beat a time limit. Unlocking new levels requires medals, which means replaying stages. Solo, that repetition grinds against you fast. The controls are designed to resist you, and without a second person to laugh at it gets grim. Some community feedback specifically called out the Cave and Beach worlds as disproportionately punishing in co-op, with vehicles like minecarts and jet skis behaving badly when two players are aboard, so expect friction past the halfway point. Party Mode is where the formula actually earns its score on Steam. Up to four players, online or local, can load into Deathmatch (kick each other off cliffs), Basketball (get a ball into your hoop using bunny physics), or Carrot Grab (strap on a jetpack and race to collect the most carrots). These modes are short and chaotic and disposable in the best way. Deathmatch especially creates emergent moments that no designer planned, because the grab mechanic - which lets you latch onto another player and roll together as a combined bunny mass - gets weaponised immediately once people figure out what it does. The grab is honestly the most interesting mechanic in the game and the Story Mode undersells it until you're forced into a gap too wide to jump alone. On the technical side, there is not much to evaluate from a performance standpoint. System requirements are modest, the game runs at high framerates without drama, and remote play via Steam works acceptably for online sessions. Netcode is not something this genre lives or dies by the way a competitive shooter does, and the low-input-precision nature of the controls means latency spikes hurt less than you'd expect. Controller support is solid across four pads simultaneously, which matters a lot for couch sessions. The visual and audio presentation is functional and goofy without being memorable - five themed worlds with expected hazards, a soundtrack that stays out of its own way. Bottom line: if you are buying this for yourself to grind solo, save your money. If you have one to three people who you can rope in locally or online, the grab-and-launch mechanic and the Party Mode mini-games create a reliable chaos engine for a session or two. It is not the kind of thing you return to monthly the way a live game pulls you back, but as a drop-in party title it punches reasonably hard for its size. Fred, Scout Team

Super Bunny Man
ActionIndie

Super Bunny Man

May 16, 2023CatobyteCatobyte Ltd
GamerScout Says

If your multiplayer roster needs a game that causes genuine friendship damage within ten minutes, this physics platformer delivers faster than a lobby full of sweats.

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Screenshots & Media

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About Super Bunny Man

I mostly cover shooters, so when Super Bunny Man landed on my desk I figured I'd do a quick lap and move on. Ninety minutes later my co-op partner and I still hadn't cleared the Cave world and we'd each screamed at the screen at least four times. That's either a red flag or a green light depending on your tolerance for intentionally broken movement, and sorting out which category you're in is basically the whole job of this review. The core loop is deceptively lean. You can't walk. Instead, you tilt your bunny-suited character, build momentum through rolling, and launch yourself with a jump. Timing that launch consistently is harder than it sounds, and the game knows it. Your guy frequently yeets himself backwards off a ledge you were trying to cross. In Story Mode, each of the 50 levels across five worlds (Forest, Snow, Cave, Beach, and Stadium) asks you to clear three objectives: reach the exit, find a hidden carrot and carry it to the portal, and beat a time limit. Unlocking new levels requires medals, which means replaying stages. Solo, that repetition grinds against you fast. The controls are designed to resist you, and without a second person to laugh at it gets grim. Some community feedback specifically called out the Cave and Beach worlds as disproportionately punishing in co-op, with vehicles like minecarts and jet skis behaving badly when two players are aboard, so expect friction past the halfway point. Party Mode is where the formula actually earns its score on Steam. Up to four players, online or local, can load into Deathmatch (kick each other off cliffs), Basketball (get a ball into your hoop using bunny physics), or Carrot Grab (strap on a jetpack and race to collect the most carrots). These modes are short and chaotic and disposable in the best way. Deathmatch especially creates emergent moments that no designer planned, because the grab mechanic - which lets you latch onto another player and roll together as a combined bunny mass - gets weaponised immediately once people figure out what it does. The grab is honestly the most interesting mechanic in the game and the Story Mode undersells it until you're forced into a gap too wide to jump alone. On the technical side, there is not much to evaluate from a performance standpoint. System requirements are modest, the game runs at high framerates without drama, and remote play via Steam works acceptably for online sessions. Netcode is not something this genre lives or dies by the way a competitive shooter does, and the low-input-precision nature of the controls means latency spikes hurt less than you'd expect. Controller support is solid across four pads simultaneously, which matters a lot for couch sessions. The visual and audio presentation is functional and goofy without being memorable - five themed worlds with expected hazards, a soundtrack that stays out of its own way. Bottom line: if you are buying this for yourself to grind solo, save your money. If you have one to three people who you can rope in locally or online, the grab-and-launch mechanic and the Party Mode mini-games create a reliable chaos engine for a session or two. It is not the kind of thing you return to monthly the way a live game pulls you back, but as a drop-in party title it punches reasonably hard for its size. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayercooponline-cooplocal-coopcontroller-supportcloud-savestier:aaaPhysics PlatformerGrab MechanicCouch PartyRemote Play Ready4-Player LocalTime TrialCarrot Grab ModeIntentionally Janky Controls

System Requirements

Minimum

OS
Windows 7 (64-bit)
Memory
2 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
950 MB available space

Recommended

OS
Windows 10 (64-bit)
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
950 MB available space
Graphics
Dedicated
Additional Notes
Rabbit costume recommended for full immersion.

Reviews & Ratings

No ratings available

Game Info

Developer
Catobyte
Publisher
Catobyte Ltd
Release Date
May 16, 2023

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