
Deep underground lies a reminder of Boarkind’s darkest hours. All it takes is one little boar to dig it back up. A block puzzler with an exploratory twist, Full Bore throws the player into an open world of crumbling mines, arcane ruins, and technological wonders with only curiosity to lead the way.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
本评测没有有效剧透,可放心食用 本人为一名资深的puzzlehunt和解谜游戏以及银河战士恶魔城玩家,玩过动物井,fez,见证者都是我最喜欢的游戏类型,这款可以放心冲,简直就是动物井,fez这类解谜银河城的绝佳小甜品代餐。主要机制是推箱子,找隐藏和最后的[spoiler] meta世界以及boss [/spoiler]部分体验蛮好的,不足就是可能体量有点小,本人动物井玩了六十多个小时,不包括(以下动物井剧透内容,谨慎点开)[spoiler] 找兔子,没自己找,还有最后的全地图谜题环节,全部蛋自己找的 [/spoiler],这个游戏大概全部玩完了,不包括那个low%通关成就花了32.5小时,可以对比看看体量。但是玩下来个人而言绝对是荡气回肠的,推箱子太好玩啦,而且真的性价比不错,当个小代餐挺好的owo 二编:完成全成就了,low%那个成就的几个注意事项(剧透)[spoiler] 第一部分的关键道具是赛跑的奖励(不用赢),然后在第二个世界不要走ash run的路线,后面会被卡住,其他的就正常走不收集即可 [/spoiler],很可惜没有攻略,如遇到卡关可以来小黑盒找我私聊(和steam名字一样)
Full Bore caught me completely off guard — I picked it up in a bundle expecting a forgettable little digging game and ended up sinking 20+ hours into one of the most cleverly designed puzzle games I've played in years. The block manipulation mechanics seem simple at first, but the variety and elegance of the puzzles is genuinely impressive, and that satisfying 'aha' moment when you finally crack a tough one never gets old. The open world exploration has a real Fez-like quality to it, with a surprisingly compelling lore hidden in terminals and texts scattered throughout the underground world. Fair warning: the controls take some getting used to, and a couple of timed sections feel out of place in an otherwise thoughtful, unhurried game — but the rewind mechanic saves you from most frustration. If you enjoy puzzle games and don't mind doing a bit of wandering, this is absolutely worth your time.
It's criminal that this game is so underreviewed. If you like exploratory puzzle games, you should give this a shot.
A great game. Similar to Steamworld dig, but as a sokoban-style puzzle game.
When I last played the game, it was back when I wasn't yet writing reviews, so I'm making up for that now. I enjoyed how the game sets things up, the world-building and design, and the sheer number of mysteries that were hinted at from the very start. I was not very good at persisting through the puzzles at the time, but now that I've played through Void Stranger, I expect I'll be returning to this game some point in the near future to try and puzzle out this game in similar ways.
Stands out among the sounder of puzzely platformy type games. Lots to explore, lots to discover.
This game is not easy, but the controls are *mostly* simple. The timed sections are not my favourite, but it is a very forgiving game. If you like block puzzles and intriguing stories, it's a must have.
All-in-all, I enjoyed this boar-centric metroidvania. Even though it is a metroidvania, with an interconnected world and the ability to backtrack, I feel like it's worth mentioning that there aren't actually any power-ups or upgrades. So, while you may not be confronted or gated by certain mechanics until later, you can do pretty much everything you come across from the start except for very few story-locked sections. There is no real point of no return, which I consider a positive thing. However, the race -related achievement does seem to be unavailable for a decent amount of mid-game due to story circumstances. Almost all of the exploration and puzzles are based on block pushing puzzles and digging, requiring the player to be more aware of their environment as the game progresses. The game is not unforgiving though, as it has a rewind feature that can go as far back as the last checkpoint in case the player gets trapped or wants to take back some actions in the midst of a puzzle. It is worth mentioning though, that only traveling between rooms actually saves the game, the checkpoints do not. That being said, the game very much trusts and expects the player to figure most things out on their own and remember them and doesn't tell you much after the initial tutorial. Some sections can prove to be quite tricky, often requiring some patience and willingness to look at some puzzles another way. This is especially true if you have any desire for 100% completion. The map may not show the most detail, but it is both helpful and functional. Given the number of metroidvanias I've played which seem to treat their map systems as an afterthought, it was honestly nice to have one that I could rely on for the most part. While the sarcastic and sassy writing, music (at times reminiscent of rock bands like Bush), and level design seemed up my alley for the most part, I did find myself adjusting the brightness on my display multiple times because I felt like I simply couldn't see everything I should. I did encounter a few glitches and typos, but nothing too game breaking. The most notable were a bug in the race causing me to be unable to finish without rewinding, and a black screen part-way through the first credits (which I am glad I bothered triggering again or I would have missed the whole extra section that opens afterwards). While there don't seem to be multiple endings there are two separate instances of credits rolling, with the second being gated by the first. While the second requires a certain number of collectables, it does not actually require all of them. Some collectables seemed like they may be cosmetics, but if they are then I was unable to figure out how to use them.
amazing puzzles, amazing ost, cute pixel graphic, 10/10
This game was from 2014? It seems like it's managed to avoid much attention. That's a pity. At its best, Full Bore is the mining-themed puzzle game that Steamworld Dig toyed around with being but never became. It's frequently satisfying with nice "Aha" moments, and sometimes disappointing with "oh wait, was that it?" moments. Occasional puzzles demand precise timing, and alas those puzzles are the game at its worst; Full Bore has a good control scheme for a square-grid block-pushing puzzle game and a lousy control scheme for a precision platformer. Other sections of the game are a race against the clock and these are also somewhat annoying for the same reason. These bits would put the belief in my mind that I haven't got the correct solution to a puzzle when I do but can't consistently execute it, or conversely that my approach is wrong because there isn't enough time to pull it off even though it is the intended answer. Maybe the devs considered implementing a turn-based mode and couldn't make it work. Maybe I'm old and have the reaction times of a senile tortoise (okay, fair play, there's no "maybe" for that one). In either case I wish the timings were ever so slightly more relaxed. The game has a rewind ability that helps mitigate the frustrating elements, excepting that it's prone to jank - it's serviceable most of the time but if you miss the window in one of those timing puzzles (which you will, a lot) one step backwards almost never takes you to a helpful moment so you have to rewind further and redo other steps of the puzzle. During one puzzle in particular the rewind would constantly give up and only offer to send me back to the beginning of the puzzle. It has the occasional bug - an error message when I first ran it that didn't reappear thereafter, and one time the game hanged so potently during a level transition that I couldn't even open task manager to kill the process. I also managed to lose a small amount of progress a couple of times by exiting the game wrong - Full Bore doesn't appear to have manual saves but also doesn't autosave at mid-level checkpoints as you might expect it to (a couple of the levels are quite large, so be sure not to leave the game halfway through one). The script could have used a proof-reading, some of the spellings are wrong and some words were dropped. From this (and the jank) I assumed the game was from a non-English speaking country but apparently the devs were from the USA. Congratulations on making a game that feels like it could have been made in Eastern Europe. I'm not being sarcastic. I've been very negative but on the whole hog (oh hang on, the devs already though of that joke), I really like Steamworld Pig. I'm being like this because it has a lot of heart, but it demands a willingness from the player to accept its faults.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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