
Minesweeper, but you only solve each situation once.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, Japanese, Polish, German, Dutch, Danish, Russian, Swedish, Korean +2 more
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
10+/10 Epic game. If you love Minesweeper or any automation and programming puzzle, please get Bombe. It’s a truly unique and brilliantly executed concept: you build a rulebook to solve all the minesweeper puzzles for you. It's polished, the controls are smooth, the interface is intuitive, and the developer (Brejc, we love you so much❤️!) is incredibly responsive, constantly adding new features and new game modes. For this review, I will discuss the gameplay in 3 stages. Stage 1: Solver to Instructor. The first few hours are where the paradigm shift happens. You move from being a simple solver to being an instructor. You write rules telling the computer how to handle specific situations using concepts like Regions and Clues. Vanilla mode is already rich, featuring four grid types (SQUARE, HEXAGON, TRIANGLE, and INFINITE) and introducing 10 different clue types. These clue types are a fantastic "tweak" to traditional rules, making the game feel like 14 MV. The first real moment of magic hits when you figure out how to use existing regions not just to solve a square, but to recursively create a new region with a new clue, essentially employing a "divide and conquer" strategy. It really feels like you’re simulating a large-scale Mixed-Integer Linear Programming problem solver, which is super satisfying. Stage 2: Mastering Abstraction. As you progress, the game evolves further when you unlock the Variables (and there are 5 in total). This is the second magic moment: you click the 'Reset All Rules' button and start from scratch, but this time with the power of abstraction. A single variable-based rule can now do the job of dozens of number-specific ones, skyrocketing the engine’s efficiency. However, you quickly learn to fear "explosive" rules—configurations that spin out new, complex regions exponentially. This forces you to think from another perspective, focusing not just on correctness, but on algorithmic complexity and efficiency. Many of the necessary deductions are tricky, level-specific, non-intuitive, and difficult to construct from scratch. Generalizing these complex or even mysterious rules revealed by the Hint button is the biggest joy of the game. Stage 3: Resource and Priority Management. By the late game, around TRIANGLE 5000+ or INFINITE 3000+, the insidious grids break a lot of your elegant rules. The connectivity of the Triangle and recursively constructed Infinite grids becomes so complex that the game focus completely shifts to resource and priority management (while adding new rules). Your elegant 2/3/4-region rules often fail, and you need to build a massive, complex library just to simplify the board. At this point, I even wrote a separate Python program to exhaustively solve the underlying MILP problem just to discover those deep, hidden patterns in the regions. Thankfully, the developer provides excellent tools like hiding, deleting, and prioritizing rules. But at the end of the day, you still have to solve highly complex combinatorial problems under limited CPU and RAM resources. The final achievements allow for a small bit of imperfection (5500 out of 6000 levels for each grid type), but even reaching that INFINITE 5500 mark took me over 320 hours. This time was split roughly 40/60 between my problem-solving and computer work. Not long ago I joined the Discord server and I heard an implication-based mode is coming soon. Maybe I (and my CPUs) should rest for a while and come back for the new game mode later.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is probably the hardest game I've ever had to review. I absolutely the idea this game, it's probably my favourite puzzler of all time. However, while the game has an amazing idea and progression, it not that great a *game*. In practicular, 'finishing' the game requires leaving your computer running for hours, and it's easy to have the game take all of your memory and CPU. In the end I had to give up from completely finishing because I couldn't afford to leave my computer running that long.
"Minesweeper, but the game automatically solves puzzles you've seen before." Well that sounds kinda dumb, why would I want to play a game that solves itself- "Also the puzzles get increasingly convoluted and cursed until you can barely comprehend what's going on anymore." ...Okay, now you've got my attention.
i sweeped the mines and the mines sweeped me
This game is one of the weirdest-looking programming game I've ever played. And it's amazing. A lot of situations in Minesweeper puzzles are based on patterns. You probably don't even recognize them as patterns: cells around a 0 are all clear, a single unknown cell around a 1 is a bomb, and so on. More complicated patterns rely primarily on regions: for instance, if you have a 3-cell region and you know they only have at most 1 bomb, that can still help for other patterns. And that's basically the game. All you're doing is to code rules to solve these patterns, and the game will dutifully perform all these patterns automatically for you. As the game says, you only solve each situation once. The game also comes with a verifier for the pattern; you may only implement a pattern that is logically correct. However, it becomes important what patterns you want to do. The game will do [i]all[/i] patterns you put in. That means, if you have a whole bunch of patterns, your computer will actually slog through trying to run all the patterns, even if many of them won't do anything useful. You will scrap your ruleset and code more efficient ones, over and over. Alternatively, you might decide to buy a powerful computer so you can run your rules faster. Somehow this game is "get a better computer to win". There are a ton of levels in the game, something like 24,000 levels total. It's incredibly satisfying to watch the game automatically run through all the levels, hearing that continuous "pop pop pop" sounds of regions being made and levels being cleared. But there are incredibly difficult levels. Some of them will require you to build a custom pattern that is so incredibly specific and niche, that it only works for that one level. I don't think being a completionist is a good idea here; I personally had plenty of enjoyment simply going for the more general patterns that can solve most levels instead of having to go hyper-specific. If you love logic puzzles, if you like making only correct logical deductions without guessing, then this is absolutely the game for you. If you tend to vibe-solve your HexCells puzzles, then this probably doesn't quite fit, but this game may teach you how to solve them more properly.
Я люблю люблю ЛЮБЛЮ игры на автоматизацию. Как же клёво всё настроить, откинуться в кресле и наблюдать, как игра играет сама в себя, периодически достраивая дополнительные фабрики или добавляя правила. В этом отношении Bombe идеальна. Это чистая, без лишнего, идея полной автоматизации всего на свете. Зайдя в игру в первый раз, видишь сетку, в которой надо расставить бомбы. Но кликать самому запрещено. Вместо этого компьютер расставляет в пустых клетках числа - это количество бомб, указанное в подсказках рядом с пустыми клетками. Расставив числа, компьютер поворачивается к вам и невинно спрашивает: "А что делать?". И начинается геймплей. Поначалу всё очень просто - очевидно, что если бомб ноль, то надо расчистить всю территорию. Очевидно, что если бомб столько же, сколько пустых клеток, то их надо заполнить бомбами. Начинаются нюансы. Смотри, вот здесь две бомбы надо, но клетки три, но к этим клеткам есть другая подсказка, что делать в этом случае? Игрок погружается в эти нюансы, конструируя всё новые и новые правила, вводя переменные, создавая свои собственные подсказки-регионы, чтобы свести сложные задачи к уже решённым. В какой-то момент выстроенная им система внезапно оживает и со скрипом начинает РАБОТАТЬ САМА. Загадки решаются десятками совершенно автоматически, вмешательство игрока требуется всё реже и реже, и, в конечном итоге, остаются только титаны, над которыми и в простом Сапёре можно голову сломать, а уж компьютеру объяснить, что делать, просто нереально. Bombe, конечно, не лишён недостатков. Прежде всего, игра жрёт процессор на завтрак, когда разгоняются все автопрогоны головоломок. Далее, интерфейс построения правил, э, требует адаптации к себе, сходу понять, что делают все кнопки в нём, тяжело, хотя и понятно, что лучше там не сделать - игра такая. И, конечно, далеко не всем понравится такой опосредованный подход к решению головоломок. Тем не менее, ценители жанра, не проходите мимо, такую уникальную игру вы вряд ли где ещё увидите.
the tutorials are rubbish, but in a good way, felt like they were part of the puzzle too. The game is really fun and unique!
这么晚解锁变量是为了治疗我的低血压吗
[h3]君だけの自動マインスイーパー解き機を作ろう![/h3] マインスイーパーソルバー作成ゲーム。 「ここが0でここが1ならここには爆弾がある」 「ここが2以下なら旗を立てられる」 みたいなルールを設定してあげると、それに沿って解けるマインスイーパーを自動で解いてくれる。 1つルールを追加しただけでピロンピロンピロンと何百問も爆速で解けていくのはかなり快感。 だんだん汎用的なルールに綺麗にまとめていったりするのも楽しい。 見た目が非常に地味だが、他にあんまり無いタイプのゲームでわりと楽しめる。
好玩,使我的大脑旋转
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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