
Embark on a journey to reunite with your bread in this bite-sized 3D action-platformer featuring everyone's favorite shark!
Modeled estimate, not a reported figure. How we estimate →
About
Gawr Gura: Quest for Bread is an action-platformer fan game where you jump, spin, and fight through unknown lands to help Gura reunite with her lost bread!
Roughly 2 hours of content
Tight, acrobatic platforming
Simple but satisfying combat
Unique and challenging boss fights
Silly hats
Dedicated speedrun mode
There are plenty of inside jokes and callbacks to past Hololive streams, but no knowledge of the streamers is needed to enjoy the game!

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 294 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
great game, game too short 5/10, -5 'cause [spoiler] no Ina's level [/spoiler]
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Languages: English
Hours played at review time, across 295 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gura Quest for Bread is, as far as I'm aware, the first proper Hololive 3D platformer here on Steam, and while it is quite short, it tries to at least do the most out of it, even though it fails at times. [h2] A charming first impression[/h2] Easily my favorite are the graphics. Sure, they ain't much, but they exude a lot of charm and remind me of early fan art, making the characters so much more expressive while being very aware of the game's scale and doing the most out of it. It's very easy on the eyes, and it never felt like something was blending in. Its story is also pretty well-written. Is it crazy? Nah, but it captures the spirit and dynamic real good. The writing does a good job at including references to other things, ensuring that even if you don't know these Vtubers, you can at least understand the meaning without it being just "Hey, reference." [h2] Short, but barely sweet[/h2] The moveset and platforming themselves are good enough too. You got your double jump, a roll, a dive, and most important of all, a homing attack. The last one will be used very often, and in combination with the dash, the game at times can get a bit speedier, especially during the end of the game. Of course, the level design needs to make use of your abilities, and this is already where I find some problems. Mori's and the final level show off well enough what the platforming can be at a tutorial and slightly more difficult level, though the middle part is where it kinda lost me. Kiara's island level may be the shortest, but it feels way too long anyway. A big issue is how platforming is barely a thing in this one and is painfully easy compared to the previous area. Gura's walking speed is also just too slow to not make it feel like a slog. This unfortunately leads to this game not using its limited time well. 2 hours, to me, is plenty enough to make a good impression as long as you use them well, and with the middle part struggling, it felt really awkward to learn that the area right after is the finale. It was too easy and too lacking in its level design, leading to it not really elevating the difficulty for the finale to make it feel like one. If the game were any longer, this would've been absolutely fine, but due to how short it is, it sticks out like a sore thumb. [h2] Enemies are no match to the might of the Y-axis[/h2] Bosses got the same issue as well. Mori and the final boss are well-designed and have multiple phases that elevate the gameplay, while the middle boss has nothing to really make it memorable or interesting gimmick-wise. To fight a boss, there must be some sort of combat, and yes, there is actually proper fighting in this game. Gura uses her trident, a default combo, homing attack, and a sort of strong shark attack you need to fill a bar for. There's even a different attack you do if you exit a roll. However, the AI of most enemies is too dumb to fully make use of it. The roll is very inconsistent, and it's way easier to jump and or dive instead, since most foes don't do vertical attacks. Sure, I could use the roll to feel more challenged, but it's significantly worse in most scenarios. Bosses are the exception here, and especially the final one shows how the combat itself can be good if used right. [h2] Incosistencies, polish and other issues [/h2] The camera itself can be good, but when targeting an enemy, it can mess up your controls. The second boss, the drill one, had me dive right into a bunch of bombs multiple times simply because the camera kept messing up my directions when the boss flies over the arena. There's also a section where Bubba is a gimmick and you roll him around. This would be good, but when you mount him, the camera defaults to the last direction you looked at before doing so, meaning you constantly fight with the camera over what you can see. While I did say the graphics were good, the presentation is still far from great. A lot of key moments are missing sound effects, which makes it very odd why some moments got sound effects, whereas others don't. This lack of consistency is also present with its collision. Some decoration elements do have it; some don't. This can be fine when it's something like grass, but then you've got two plants that look like they could have the same box, but you can walk through one, while you can't through the other. Two issues I can't really look past though are the lag and a missing option. Every time the game does something absolutely new, like a certain attack or a new object, the game freezes for a sec. There's also no restart or restart from checkpoint button for normal moments. So when I got softlocked due to the chickens' bad AI, I had to reload the game, which is fine, but still, why is there no regular restart button in the pause menu? [h2] Overall, Gawr Gura Quest for Bread is...[/h2] ...a neat game. I admit, I do cut it some slack for 3D being much harder to pull off, but I do think for a 2-hour game it doesn't use its limited time as well as it could have. 6/10
no
Short, fun, cute, just like Gura 💙💙
Gawr Gura: Quest for Bread is a cheerful 3D action-platformer that takes a wonderfully ridiculous objective and builds an entire miniature adventure around it. Gura has lost her bread, and recovering it becomes the driving force behind a journey filled with platforming, combat, bosses, jokes, and plenty of references aimed at Hololive fans. Developed by Kenny Park and published by holo Indie, the game clearly understands that its greatest strength is personality. Rather than attempting to become a massive platforming epic, it concentrates its ideas into a short and energetic experience that can be enjoyed without demanding a huge investment of time. The core gameplay revolves around navigating colorful 3D stages using Gura's movement abilities. Jumping, spinning, maneuvering around hazards, and finding efficient routes through each area form the foundation of the adventure. The controls are designed to be accessible, allowing newcomers to quickly understand the fundamentals while giving more experienced players opportunities to become faster and more precise. Stages generally maintain a brisk pace, and the relatively straightforward progression means players spend more time moving and experimenting with traversal than searching endlessly for the next objective. Combat is incorporated alongside the platforming and provides regular changes in pace. The fighting system favors simplicity and immediacy rather than complicated combinations, equipment management, or extensive character progression. This approach fits the scale of the game because encounters rarely interrupt the adventure for longer than necessary. Enemies add danger to otherwise movement-focused environments, while Gura's mobility remains important during battles. Players expecting an intricate action system may find the mechanics somewhat limited, but the combat succeeds as a complementary element rather than attempting to become the entire focus. Boss encounters add greater intensity and serve as notable milestones throughout the journey. These battles require more attention to positioning, timing, and enemy behavior than ordinary confrontations. They also help give the short campaign a stronger sense of progression by providing memorable challenges between platforming sequences. The mechanics remain approachable, but bosses encourage players to apply what they have learned about movement and attacking under greater pressure. One of the most distinctive aspects of the game is its intentionally compact length. The main adventure is designed to last roughly a couple of hours rather than dozens. This will inevitably be a disadvantage for players who judge value primarily by campaign duration, especially anyone expecting a large number of worlds, elaborate progression systems, or extensive side content. At the same time, the limited runtime allows the experience to maintain momentum. There is little need for artificial grinding or repetitive padding, making it suitable for players who enjoy completing a focused game in one or two sessions. The inclusion of a dedicated speedrun mode gives the movement mechanics additional purpose after the initial completion. Because stages encourage efficient traversal, returning to improve routes and completion times feels like a natural extension of the core design. Players interested in speedrunning can potentially get much more value from the game than its basic campaign length suggests. Learning where time can be saved, executing movements more accurately, and gradually improving personal results creates an appealing replay loop for competitive or optimization-minded players. Presentation is another important part of the experience. Bright visuals and intentionally humorous situations complement the absurd quest for missing bread, while silly hats and other playful details reinforce the game's refusal to take itself too seriously. Fans familiar with Gawr Gura and Hololive will recognize numerous callbacks and references drawn from the surrounding streaming culture. These details provide additional entertainment without completely excluding newcomers. Prior knowledge is helpful for understanding some jokes, but it is not necessary for enjoying the fundamental platforming adventure. The game includes achievement support and other convenient Steam features, giving completionists additional objectives beyond simply reaching the ending. Controller support is particularly appropriate for a 3D platformer, and the movement-oriented design feels naturally suited to gamepad play. The relatively uncomplicated interface and short stages also make it an easy game to return to when attempting achievements or faster runs. Steam Deck compatibility is a notable advantage. The game is officially Steam Deck Verified, with its core functionality working through the handheld's controls and its interface remaining usable on the smaller display. Controller prompts and general navigation are appropriately supported, while the game can run using settings suitable for the device. Its viewpoint and methodical pacing also translate naturally to portable play, although demanding visual settings can still make sensible performance adjustments worthwhile for players prioritizing battery life or consistent performance. What ultimately makes the adventure enjoyable is how confidently it embraces its small scale. It does not bury its central joke underneath excessive mechanics or attempt to artificially transform a compact fan-oriented concept into a much longer game. Instead, platforming, straightforward combat, bosses, humor, references, and speedrunning are combined into a focused package. Its mechanical depth is understandably lighter than that of larger 3D platformers, but the simplicity also makes it welcoming and easy to pick up. Gawr Gura: Quest for Bread is therefore most successful when approached as a brief, personality-driven action-platforming adventure. Fans will receive the most from its references and character humor, while players unfamiliar with Hololive can still enjoy the responsive traversal, accessible battles, boss encounters, and amusing premise. Greater mechanical variety and a longer campaign could have made the package more substantial, but expanding it too aggressively might also have weakened its brisk pacing. As it stands, it delivers a charming and intentionally concise experience with enough replay potential through achievements and speedrunning to extend its life beyond the first completion. Rating: 9/10
Bread
Game was good, the bosses did feel a bit repetitive tho, and it was a bit short for my liking but other than that it was good <3 silly goob...
Игра, как и сама Гура, короткая, забавная и милая. В целом, неплохая игра по цене багета. Есть парочка потных босс-файтов, немало отсылок к AmeSame 2020-2022 годов из-за чего чувствуется некая ностальгия. Хорошие саундтреки, за эти 2.6 часа проведенные в игре не надоели. Анимация простая, но сделанная с душой. 100% прохождения, ждите меня 10 багетов без глютена из 10
I rate this game four bread loaves out of five. I unfortunately ate one of them sorry For a single dev's first project this is really good! I do think the final fight needs it's attacks to be telegraphed a bit more but outside of that, its a game you'll enjoy and finish in one sitting, with option to speedrun if you like that sort of thing. Though due to my small playtime I might suggest grabbing it at a sale. I'm excited to see future projects from Kenny Park!
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| $65.1K | 172 | 53% | $9.99 | |
| $65.1K | 102 | 66% | $19.99 | |
| $65.1K | 185 | 69% | $14.99 | |
| $65.2K | 589 | 81% | $4.99 | |
| $65.2K | 206 | 71% | $12.99 |