
Your task in MUMBA IV is to destroy coloured jewels in a limited number of moves and earn the highest possible number of points. The players of all age groups will definitely like amazing graphics and fun gameplay. MUMBA is watching You. He won't give you the jewels.
Modeled estimate, not a reported figure. How we estimate →
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About

Don't show Your mom this game. You know what can happen... Think twice before clicking "Read more". End of message.
So, You clicked... You are a mom or You like the risk. In that case go to Egypt on an amazing adventure and explore all the ancient temples full of diamonds! If you're master (You are master!), you’ll get special bonuses, that'll help you in dangerous temples. There is no time, but Your every move in the temple is limited. The Lord MUMBA is guarding his treasures will you get them all?
Use the powerful Scarab to change the colors of the jewels and create powerful combinations . Do not be afraid.
Join a group of elite adventures, buy MUMBA IV: Egypt Jewels © now!
- Over 50 temples with bosses to explore!
- No time only You and balls!
- 29 languages supported
- Fight with bosses guarding the temple
- Story
- Simple mechanics! You can play using only the mouse!
- Atmospheric ancient music
- Secret temples (you need to find artifacts to enter them)
- Over 30 hours of fun (all levels, secret temples, bosses, Steam Achievements etc.) ***
- Each level is unique and has different difficulties
- Support mouse, keyboard or gamepad
- Beautiful graphics
- Relaxing music and sound effects
- Each temple has a goals
- Defeat MUMBA and take all Egyptian jewels
- 100 Steam Achievements
- Steam Cloud
- Game was created by a one-man studio and inspired by many puzzles
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Traditional Chinese, Simplified Chinese, Czech, Danish, Finnish +18 more
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
Bit more difficult compared to their other games. Levels can be beat if you reset before losing. Games alright
good game for you
Nudna... przechodzenie planszy zależy tylko i wyłącznie od tego jakie kulki się wylosują... niczego więcej... ani spostrzegawczości, ani zręczności.... nudna mało absorbująca losowość, sztucznie przedłużona ręcznym zaznaczaniem kulek...
MUMBA IV: Egypt Jewels, developed and published by Airem, is a colorful match-3 puzzle adventure that blends classic jewel-matching mechanics with a light archaeological theme set against the backdrop of ancient Egypt. As the fourth entry in the MUMBA series, it builds upon a familiar formula while expanding its scope through additional temples, boss encounters, secrets, and a substantial number of levels. The result is a casual puzzle experience designed to be approachable, methodical, and content-rich without straying too far from the core mechanics that define the genre. At its heart, the game follows the traditional match-3 structure: players swap adjacent jewels on a grid to form lines of three or more identical gems, clearing them from the board and progressing toward level objectives. Rather than emphasizing time pressure, the challenge typically comes from a limited number of moves. This shift in focus encourages careful planning and thoughtful combinations instead of frantic clicking. Success depends on identifying chain reactions and positioning matches strategically to maximize their impact. As levels grow more complex, players must think several steps ahead to meet specific goals within the allowed move count. The Egyptian theme provides the narrative framing. Players explore a series of temples scattered across an ancient landscape, uncovering treasures and artifacts as they advance. Each temple introduces new level configurations and objectives, giving the sense of progression beyond simple score chasing. Some stages include boss encounters that require clearing the board under unique constraints, adding occasional variety to the gameplay loop. Secret temples and hidden artifacts offer optional content for completionists, extending the game’s longevity and rewarding players who thoroughly explore its structure. Visually, MUMBA IV: Egypt Jewels adopts bright, inviting artwork that emphasizes clarity and vibrancy. Jewel tiles are colorful and distinct, making it easy to identify potential matches. Backgrounds feature stylized temple environments that reinforce the adventure motif without overwhelming the board itself. The aesthetic is cohesive and clean rather than technically ambitious, aligning with its indie roots. Complementing the visuals is a relaxing soundtrack that underscores the calm pacing of the game, creating a soothing atmosphere suitable for extended puzzle sessions. Accessibility is one of the game’s strengths. Controls are simple and intuitive, typically requiring only mouse input to swap jewels and navigate menus. The absence of strict timers makes it suitable for players who prefer a relaxed puzzle pace. Multiple language options broaden its reach, and the inclusion of numerous achievements provides additional incentives for those who enjoy completing every objective. The design clearly aims to be inclusive, welcoming both casual players and dedicated match-3 enthusiasts. In terms of content volume, the game offers a substantial number of levels across dozens of temple environments. For players willing to pursue every stage, unlock secret areas, and complete all achievements, the playtime can extend well beyond a brief casual experience. However, the fundamental mechanics remain consistent throughout. While special items and occasional new level conditions introduce minor variations, the core match-3 gameplay does not undergo dramatic transformation. For some players, this consistency is reassuring; for others, it may lead to repetition over long sessions. Ultimately, MUMBA IV: Egypt Jewels delivers a polished and expansive entry in the match-3 genre. It does not attempt to revolutionize puzzle design, but it succeeds in offering a visually pleasant, strategically paced, and content-rich experience built around familiar mechanics. Players seeking a calm yet challenging jewel-matching adventure with a light thematic wrapper will likely find it satisfying. Those looking for innovative mechanics or radical departures from genre conventions may find it traditional, but within its intended scope, it provides a cohesive and enjoyable puzzle journey through ancient ruins filled with glittering gems. Rating: 6/10
3/10 Aburrido Juego de "estilo puzzle" de bolas que caen. Podria inducir a error y parecerse a Suika, Puzzle bubble o Puyo puyo, pero nada mas lejos de la relidad. Requiere CERO habilidad, CERO estrategia, lo que lo hace muy dependiente del azar de como caen las bolas, lo único que haces es elegir el orden de romperlas en grupo, pero normalmente rompes el grupo mas grande. Debido a que cuando rompes explotan en cadena, normalmente limpias la pantalla entera de golpe esperando a que vuelvan a caer y repetir. Es demasiado simple. Tiene aspecto de juego de movil. La musica no es recordable por si sola. Logros absurdos por abrir el juego, tocar cada bola nueva etc... No puedo recomendarlo, te aburres rapidisimo de el, no aguanté ni 10 minutos tras 4 o 5 pantallas
맛있는 과일을 먹을수 있는 재미있는 게임이다. 이집트를 탐험하면서 퍼즐도 풀고 모험을 하는 게임이다. 게임 배경음악은 여행을 하는 느낌 웅장하고 아름다운 클래식 음악도 게임을 하면서 집중을 많이 해볼수 있었습니다. 게임을 하다가 발견한 이집트 보물은 스테이지를 달성해야 획득이 가능하다. 난이도는 어렵지 않지만 처음에는 어디로 어떻게 해야하는지 몰랐지만 게임을 오래도록 하면 익숙해지고 게임 요령도 알게 된다. 처음에는 엄청나게 못하다가 뒤로 가면 갈수록 게임이 잘됩니다. 처음에는 초보-->프로-->달인[이건 아님] 저는 아마추어 . 열심히 게임하고 엔딩을 보면 뿌듯 합니다. 게임 패키지로 샀다면 게임 엔딩은 꼭 봐야 하는 필수 코스 입니다. ^^;; 스테이지 구성은 50 개 이구요. 맵은 넓지는 않지만 도전해볼만 게임입니다. ^^ 게임 플레이를 하실때 게임 언어 와 시스템 소리를 꼭 체크하세요. 해드셋을 사용하면 게임에서 파라오가 그만해 !! 그만해 !! 라고 소리침 ..; 이건 환청이 아니고 게임에서 나오는 소리임
Vakit geçirmelik basit bir oyun, uzun bir oynama saati yok, kısa sürüyor.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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