Key art for Bubbly

Game review

Bubbly

7 / 10

Developer
SadSloth
Publisher
SadSloth
Released
30 June 2026
Platforms
Windows
Genre
Indie, Early Access
Monetisation
paid
Players
false

The short version

Biggest strengths

  • A genuinely relaxing yet satisfying core loop of sweeping a crosshair over spawning bubbles, chasing big crits with a slot-machine-like sense of excitement without real stress
  • Consistently praised audio and visual polish, with reviewers specifically calling out the sound design's immersive quality
  • Smooth, fast-paced roguelike progression that multiple reviewers compared favorably to Vampire Survivors and Death Must Die, including an online leaderboard for score chasing

Biggest weaknesses

  • Repetitive level design, reviewers noted little meaningful difference between stages beyond extraction thresholds and boss behavior
  • An oversized, imbalanced perk pool where reviewers said most upgrades could be picked blindly with similar run outcomes, diluting build variety
  • The "extraction" framing doesn't fully deliver on genre expectations, since only currency and experience carry over between runs rather than earned upgrades or gear

Who it's for: Fans of relaxing, crit-chasing roguelike arcade games (Vampire Survivors and Death Must Die comparisons come up often) looking for a chill, session-friendly loop rather than a deep extraction system

Our recommendation: recommended

7 / 10

Bubbly entered Steam Early Access on June 30, 2026, a fast-paced roguelike extraction arcade game from solo developer SadSloth built around a deceptively simple hook: sweep a circular crosshair over an endless wave of spawning bubbles, pop enough of them before a timer runs out to earn a perk and advance, and decide for yourself when to extract before a run collapses and takes your progress with it. Its 55-review English pool lands at Very Positive (52 up, 3 down, 95%), and the reviews are detailed enough to paint a clear picture of both what's working extremely well here and what still needs real attention during Early Access.

The core mechanical hook draws detailed, almost technical praise from reviewers who clearly spent real time analyzing it. One extensive review broke the loop down precisely: the clicking itself is automatic, so the actual skill lies in positioning a circular crosshair so every bubble within range takes damage simultaneously, racing to hit an experience threshold before the timer expires to unlock a new perk and push into a tougher round. That same structural clarity shows up in shorter, more impressionistic reviews too. One reviewer called it "very fun and surprisingly relaxing," describing "a little Vegas-style feeling when you hit a huge crit," while emphasizing the experience stays exciting without tipping into stress, a genuinely difficult balance for a roguelike built around escalating difficulty and a real risk of losing everything.

Audio and visual polish came up constantly and specifically enough to stand out as a genuine strength rather than generic praise. One reviewer who found the game through a Reddit post wasn't prepared for what they called "the musical experience," singling out the sound design around bubble-popping as "absolutely phenomenal" and describing it as "immersive" to the point of feeling physically noticeable. Another reviewer described the overall presentation as polished "without being overly flashy or tiring to look at or listen to for long periods," specifically praising how sustainable the audio-visual experience felt across longer sessions, a meaningful distinction for a game explicitly marketed around quick, repeatable runs.

Reviewers who'd spent more time with genre alternatives placed Bubbly in useful context. One reviewer who came to roguelikes through Vampire Survivors said Bubbly reminded them strongly of Death Must Die, calling out the smooth, fast-paced, rewarding gameplay and specifically praising the online leaderboard for adding a competitive hook that kept pulling them back to improve their score. Another reviewer, writing from deep genre familiarity, argued few recent games had "captured the magic of the roguelike genre as completely," praising how build variety and procedural generation kept runs feeling fresh even after dozens of hours.

That said, one of the pool's more detailed and even-handed reviews laid out specific, structural concerns worth taking seriously despite an overall positive recommendation. That reviewer found "everything worked smoothly" with few technical issues beyond some oddly-conditioned achievement unlocks, but flagged two real design problems: levels currently offer little differentiation beyond extraction thresholds and boss behavior, making the moment-to-moment experience "repetitive pretty fast," and the perk pool is oversized to the point that "you can blindlessly pick almost all of them and the run will go the same way," diluting the strategic decision-making that should define a roguelike's replay value. Both complaints point toward the same underlying issue: a game whose core feel is excellent but whose surrounding systems haven't yet been tuned to match that quality.

The negative reviews sharpen a few of these concerns further and add new ones. One frustrated reviewer described a run-ending bug where a black hole event spawned and froze the bubble gameplay entirely, leaving only the surrender or restart menu functional, an issue they reported recurring after alt-tabbing back into a fresh attempt; that same reviewer also complained the pacing of leveling up forces frequent pauses to select upgrades, breaking the flow the rest of the pool praised as relaxing. A separate negative reviewer took specific issue with the game's extraction framing, expecting a system where earned upgrades or gear could be carried between runs, only to find that "all you extract is currency and xp," calling the result "just meta progression with extra steps" rather than a genuine extraction roguelike, a fair critique of how the game's marketing language sets expectations the current build doesn't fully meet.

The lone sharply negative review in the pool is worth addressing directly, since it also raises an unverified accusation of review manipulation, claiming other reviewers logging 13+ hours with zero achievements "smell" fake. We can't substantiate that claim from the review pool alone, and it isn't corroborated anywhere else in the sample, so we treat it strictly as that reviewer's own unverified suspicion rather than fact. What is verifiable in that same review is a specific, concrete bug report (the black-hole freeze) and a specific pacing complaint (frequent forced pauses for upgrade selection), both of which are worth weighing on their own merits independent of the reviewer's broader skepticism about the rest of the pool. A second short negative review simply preferred a different incremental game entirely and requested a refund, a preference-based dismissal rather than a substantive critique of Bubbly's own design.

At $4.99 during Early Access, the value proposition here is strong even accounting for the rough edges reviewers flagged; multiple reviewers specifically called it an ideal short-session or work-break game, the kind of low-commitment, high-satisfaction loop that's easy to recommend at this price regardless of how the level variety and perk balance evolve. Bubbly's foundation, the actual second-to-second feel of chasing crits with a moving crosshair, is clearly strong enough that reviewers across very different roguelike backgrounds independently landed on similar praise; what remains is the harder, more time-consuming work of building enough level and perk variety around that foundation to keep the experience feeling fresh past the first several hours, and living up to the extraction promise in its own marketing.

Pros and cons

Pros

  • A genuinely relaxing yet satisfying core loop of sweeping a crosshair over spawning bubbles, chasing big crits with a slot-machine-like sense of excitement without real stress
  • Consistently praised audio and visual polish, with reviewers specifically calling out the sound design's immersive quality
  • Smooth, fast-paced roguelike progression that multiple reviewers compared favorably to Vampire Survivors and Death Must Die, including an online leaderboard for score chasing
  • Excellent value at its Early Access price point, with several reviewers describing it as an ideal short-session or work-break game

Cons

  • Repetitive level design, reviewers noted little meaningful difference between stages beyond extraction thresholds and boss behavior
  • An oversized, imbalanced perk pool where reviewers said most upgrades could be picked blindly with similar run outcomes, diluting build variety
  • The "extraction" framing doesn't fully deliver on genre expectations, since only currency and experience carry over between runs rather than earned upgrades or gear
  • At least one reported technical issue involving a run-ending freeze tied to a specific in-game event, alongside a fast pacing complaint about frequent upgrade-selection pauses interrupting flow

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Sound 8 / 10
  • Value 7.5 / 10
  • Originality 6 / 10