Game review
Furi
6.5 / 10
- Developer
- The Game Bakers
- Publisher
- The Game Bakers
- Released
- 5 July 2016
- Platforms
- Windows
- Genre
- Boss-Rush Action
- Monetisation
- Paid, one-time purchase, plus a small DLC boss pack.
- Players
- Single-player only.
The short version
Furi strips action gameplay down to a sequence of one-on-one boss encounters, wrapped in a striking synthwave visual style and soundtrack, and its Very Positive rating across more than 7,000 reviews reflects real, sustained admiration for that distinctive presentation. What holds this review back is an extraordinarily consistent complaint about the dash mechanic specifically — the game's sole method of avoiding attacks — described repeatedly as delayed and unresponsive in a design built entirely around precise, reactive dodging. A separate, specific and reported softlock bug on one boss fight, alongside well-corroborated complaints about slow walking sections between fights and the game's short overall length relative to price, further temper the recommendation.
Biggest strengths
- A genuinely distinctive, striking visual style and an exceptional synthwave soundtrack that reviewers consistently credit as elevating the experience well beyond a typical boss-rush game.
- A structurally inventive premise — a full game built entirely around a sequence of substantial, phase-based boss encounters rather than traditional levels — that stands out within the action genre.
- Genuinely satisfying combat for players who invest the time to master its rhythm, with several reviewers describing real, earned mastery once its systems click.
Biggest weaknesses
- An extraordinarily consistent complaint describes the dash mechanic — the player's primary method of avoiding attacks — as delayed and unresponsive, a serious issue in a game built entirely around precise, reactive dodging.
- A specific, reported softlock bug on the boss "The Burst" is described by at least one reviewer as making that fight unwinnable once triggered.
- A well-corroborated complaint describes slow, dialogue-heavy walking sections between boss fights as padding that several reviewers say wastes time rather than building atmosphere.
Who it's for: Fans of stylish, difficult boss-rush games who value atmosphere and presentation and are prepared to commit real time to learning a demanding, sometimes unforgiving dash mechanic.
Our recommendation: A genuinely stylish, distinctive boss-rush experience worth trying on sale; be prepared for real frustration with the dash mechanic, and save often before The Burst boss given the reported softlock risk.
6.5 / 10
A genuinely distinctive presentation, widely and consistently praised
Furi's core structure is unusual and distinctive: strip away traditional levels and exploration, and build the entire game around a sequence of substantial, one-on-one boss encounters. Reviewers consistently credit the resulting presentation as a genuine strength. "There's a lot to like about Furi... I love the aesthetic; the music, visuals, and combination of gameplay genres makes for an amazing style," reads a 2020 review, one of many that opens with real enthusiasm for the game's tone before detailing specific mechanical reservations. A 2026 review adds a specific comparison worth noting: "The art style, sound, and presentation is pretty great though," a sentiment echoed even by reviewers ultimately unable to recommend the game due to its controls. That combination — a genuinely striking synthwave visual identity and an exceptional soundtrack — is the consistent throughline of praise across this review base, and a meaningful reason the game has sustained an active, dedicated community through its tenth anniversary.
An extraordinarily consistent complaint about the dash
What tempers that praise, with a consistency this review rarely finds even among its most well- corroborated findings, is a specific complaint about the game's core defensive mechanic. "I couldn't finish the game because of the atrocious dodge. They made the decision to have the dodges on negative edge, which makes you have to dodge on prediction, because dodging on reaction almost impossible," reads a 2026 review. A 2026 review describes the same underlying issue from a different angle: "Everything else is fine, but the dash is weird. It only works when you let go of the spacebar, so it feels like there's a delay even when you click fast." A 2026 review reports the practical consequence bluntly: "Irregular dash distance from PC and LOTS of delay input and enemies can attack through my attacks, but I cannot." Checking a broad sample of negative reviews, this exact complaint — not general difficulty, but a specific, technical objection to how the dash input registers — recurs with remarkable consistency across years of reviews, and it's a serious concern given the dash is the player's sole tool for avoiding damage in a game built entirely around precise, reactive dodging.
A related complaint concerns the game's combat structure more broadly. "The fights are heavily scripted. You can only attack bosses during designated attacking phases. If you try to sneak in a few hits between the boss's attacks, he'll just instantly dodge away because you attacked at the" wrong moment, reads a 2021 review. This is a distinct criticism from the dash-responsiveness complaint above — it concerns the rigidity of the encounter design itself rather than input precision, with several reviewers describing a feeling of being funnelled through a strict sequence of predetermined phases rather than engaging in freeform, reactive combat. That's a legitimate design-philosophy critique some reviewers extend even to fights where the dash itself worked as intended.
A specific, reported softlock bug
This review found a specific, serious technical complaint worth flagging directly. "When you reach the sniper boss, The Burst, there is a chance that your game will softlock whenever you are downed, making her unbeatable. If the Devs ever decide to fix this, and I am able to complete the game, I will change my review," reads a 2020 review. This review checked The Game Bakers' recent news feed and found continued, genuine engagement with the game — including a tenth-anniversary celebration and ongoing speedrun events in 2025 and 2026 — but found no specific patch note confirming this particular bug was resolved. Players reaching this specific boss should be aware of the reported risk and save independently before that encounter if possible.
Slow walking sections between fights
A separate, consistent complaint concerns pacing outside of combat. "Don't be deceived, half of this game is a walking simulator with a boring voiceover," reads a 2023 review. A 2026 review makes the complaint more pointed: "Some of the fights are fun, but this game really loves wasting the player's time. You need to wait at least 5 minutes between each fight while you watch your character take a leisurely walk to the next zone." This is a specific, structural pacing complaint distinct from the combat issues above — several reviewers who otherwise enjoy the boss encounters themselves still describe the connective walking-and-dialogue sections as padding that undercuts the game's momentum between its genuine highlights.
A consistent length-for-price complaint
A final, well-corroborated complaint concerns the campaign's overall length relative to its cost. "For 20 dollars? Hell nah, the game is around 4-5 hours of playtime and its an understatement when I say the game is repetitive," reads a 2026 review. This review treats the complaint as a fair, specific value consideration for a prospective buyer weighing a short campaign against the current asking price, distinct from the more subjective criticisms of pacing and mechanics documented above.
Weighing the dash complaint against the game's own defenders
It's worth being fair to the game's genuine fans on this specific point. Several reviewers who invested significant time explicitly describe the dash eventually becoming intuitive once its exact timing window is internalised, framing the initial frustration as part of a legitimate, if steep, learning curve rather than a fundamentally broken system. The throughline among more critical reviewers isn't that mastery is impossible, but that the specific "release rather than press" input design feels like an unnecessary source of friction layered on top of an already demanding game, rather than difficulty that reads as fair from the outset.
Final verdict
Furi delivers a genuinely distinctive, stylish boss-rush experience with an exceptional soundtrack that has sustained real, dedicated fan engagement for a decade. What keeps the score moderate is an extraordinarily consistent complaint about the dash mechanic's responsiveness in a game built entirely around precise dodging, compounded by a specific, reported softlock bug, padding-like walking sections, and a short campaign relative to its price. This is a worthwhile, stylish pick on sale for players prepared to invest real effort in mastering a demanding, occasionally frustrating dash mechanic.
Pros and cons
Pros
- A genuinely distinctive, striking visual style and an exceptional synthwave soundtrack that reviewers consistently credit as elevating the experience well beyond a typical boss-rush game.
- A structurally inventive premise — a full game built entirely around a sequence of substantial, phase-based boss encounters rather than traditional levels — that stands out within the action genre.
- Genuinely satisfying combat for players who invest the time to master its rhythm, with several reviewers describing real, earned mastery once its systems click.
- Continued, active community engagement a decade after release, including anniversary events and ongoing speedrun challenges, reflecting a lasting, dedicated fanbase.
Cons
- An extraordinarily consistent complaint describes the dash mechanic — the player's primary method of avoiding attacks — as delayed and unresponsive, a serious issue in a game built entirely around precise, reactive dodging.
- A specific, reported softlock bug on the boss "The Burst" is described by at least one reviewer as making that fight unwinnable once triggered.
- A well-corroborated complaint describes slow, dialogue-heavy walking sections between boss fights as padding that several reviewers say wastes time rather than building atmosphere.
- A consistent length-for-price complaint describes the campaign as completable in roughly four to five hours, which several reviewers feel doesn't match the asking price.