
Welcome to a realm of pure logic, where rules are rules and the next step can always be deduced.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Logic Bombs is a logic puzzle game where you use deductive reasoning to tackle 160 puzzles about bombs. The same core rules apply to every puzzle so prepare to delve deeper into a realm of pure logic where your understanding will be put to the test.
It's simple. It's complicated. It's always logical.
Tutorial puzzles introduce the rules one by one. Learn by playing.
Explore the complexity inherent to a logical system. Learn by playing.
There are no secrets, meta puzzles or other distractions. Focus on what's logical.
Every puzzle has its own save slot. Do what you can, when you can.
A Game Boy compatible ROM file is included in the installation folder. Take it with you.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 601reviews | 95% | — | $54.3K |
| $4.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Première bonne variation que je vois autour du Picross/nonogramme, tout simplement car Logic Bombs n'en reprend que le principe de base : celui d'afficher le nombre de blocs par colonne/rangée. À cela s'ajoutent quelques règles supplémentaires, qui peuvent s'accumuler. Il y a par exemple une gestion des zones formées par les murs, qui répond à des critères spécifiques. Le besoin de créer une (dis)continuité dans ces zones permet donc de résoudre des nonogrammes qui seraient impossibles sinon. Une autre règle consiste en l'appréhension des explosions de bombes. D'autres petites règles mineures s'ajoutent autour du premier et deuxième tiers du jeu. Chose intéressante : la plupart des puzzles pourraient se ranger dans une catégorie spécifique (puzzle "bombes", puzzle gestion des zones, puzzle picross un peu plus classique), mais une bonne partie d'entre eux demandent de sauter d'une approche à une autre, ce qui est très rafraîchissant. On voit que la plupart des puzzles ont été bien réfléchis, et la progression dans une grille n'est pas toujours linéaire. Parfois, le défi se situe dans les 10 dernières cases ! Je pense que la quantité de puzzles aurait pu être un peu réduite, car tous ne sont pas exceptionnels. La courbe de progression n'est pas toujours parfaite et les meilleurs puzzles ne sont pas forcément à la fin. Mais ça reste très bien.
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Languages: English
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very logic, very bomby
10/10 puzzle game really interesting puzzles. wish there was a feature to draw notes on puzzles.
I LOVE YOU MATT <333333333333 (But honestly, it's an amazing take on Picross. Play it.)
This is a fantastic little puzzle game that is absolutely worth the cost. The premise of a few simple rules that work with each other to prompt a solution makes for a fun and rewarding experience. Great work!
Not usually a fan of minimalist games but this is kinda relaxing to play when listening to something else
This was inspired by a Zachtronics minigame in Last Call BBS. If you like elegant puzzle games, this one is worth it.
Had to use the HD graphics to actually understand what I was looking at since the retro graphics made it far too confusing to start out, but once you learn how to play this game it is so insanely fun. Watching the animation of bombs going off every time you complete a level is so damn satisfying, easy recommend to anyone who likes puzzle/logic stuff
Have you ever felt like minesweeper was missing something, like it was only just a little too simple, lacking that last bit of complexity to make it more satisfying? This is that.
(I actually played this on the Nintendo Switch 2, and completed it in about 20 hours.) Great puzzle game, with an excitingly large gap between the simplicity of its rules and the depth of the deductions it gradually teaches you to make. I completed it without using the hint system, always forcing myself to deduce with certainty the next move. (Although, of course, at times my deductions turned out to be wrong.) This is why I agree with not including an undo button: it nudges the player to play the game in the most interesting way. Around the halfway mark, I was starting to feel some repetition, and thought I might drop the game if it didn't pick up. But it was exactly then—after the game has taught you to internalize all the core rules—that the puzzle quality really picked up and became very enjoyable all the way to the end. Almost every puzzle seemed to present a new idea or deduction strategy. It was especially enjoyable that the last row was a significant step up in difficulty. And actually, I was left wanting more puzzles at that level of difficulty or depth. But then, of course, it's always easy to ask for more. Unlike most puzzle video games, this one doesn't have a temporal element. I find most traditional non-temporal puzzles, like Sudoku or Picross, complex but boring. So the fact that this game remains so interesting is a testament to how handcrafted each puzzle was. This non-temporal nature makes it particularly easy to create and share new Logic Bombs puzzles on paper. So I would be very excited to see either the author or other fans of the game creating new puzzles, especially at that high level of difficulty. I might even try my hand at it. Like most people, I discovered and decided to play this game thanks to the developer's video game analysis YouTube channel. I thought that since I kind of trust and resonate with his takes on games, maybe I could also trust his judgment on whether he had a game worth publishing. After playing the game, I must say my expectations have actually been exceeded. This is not the kind of puzzle game I usually play, and yet it won me over. Farewell, to a realm of pure logic. Here are a few minor complaints: * While I was happy to play the game in the default pixelated art style, I must say that the non-pixelated art style looks incredibly ugly to me. * I didn't like the puzzle where additional alternative numbers were provided for a bonus puzzle, because I felt like that bonus puzzle didn't add anything. And of course, it was considerably more annoying to complete, since you didn't have the visual aid from the UI. Maybe the idea is that it's impressive for the author to have found two workable puzzles with different numbers but the same grid, but then of course I've never tried my hand at creating these puzzles, so even if that's true, the impressiveness would be completely lost on the player. * When the question marks were introduced, I assumed their meaning was that the row needed to be either completely full or completely empty, because they were presented with those extra lines coming out of the grid, which before had only been used in that context. Of course, I quickly realized that this couldn't be the case, but I wonder if removing those lines the first time the question marks are introduced might reduce this possible red herring. Later on, having those lines is useful to see at a glance which lines have question marks. * Especially in the latter half of the game, I would have benefited from this change in the UI: instead of grid numbers graying out only when you place the exact correct amount of walls, those numbers could have been constantly counting down each time you place a wall, such that they're all zero when you solve the puzzle. This would have shortcut some of the boring parts of solving the later puzzles, namely counting boxes. That said, I do see how this could be more overwhelming for the new player. * Another small change to the UI I would have benefited from would be having a button that instantly filled all the empty squares with an empty sign, since sometimes I just completed the puzzle without bothering to do so. This is especially so because I was playing with a D-pad rather than a mouse. That said, this would probably only have saved me like five minutes throughout the whole game, so it's quite negligible.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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