Key art for Port of Jumanah

Game review

Port of Jumanah

7.5 / 10

Developer
Red Dunes Games
Publisher
Red Dunes Games
Released
7 September 2026
Platforms
Windows
Genre
Action, Indie
Monetisation
One-time purchase, no in-game purchases listed
Players
Single-player

The short version

Port of Jumanah, released 7 September 2026 by Red Dunes Games, is a pearl-diving roguelite action adventure set in an Arabic-folklore-inspired underwater world: dive into the depths, fight sea monsters, recruit questionable allies, and rebuild a fading port town between runs. It sits Very Positive with a sizeable sample of 129 reviews, every single one of them positive, and reading widely through that sample reveals genuine, specific enthusiasm rather than uncritical praise. Reviewers repeatedly compare the game favourably to Cult of the Lamb, Binding of Isaac and Enter the Gungeon, praising a distinctive oxygen-as-health system, charming character writing, and a setting reviewers specifically appreciate for drawing on Arabic folklore rather than the genre's more common fantasy touchstones. Set against that praise, this review found specific, recurring complaints: keyboard-and-mouse controls that multiple reviewers describe as noticeably worse than controller play, a vending machine that spends the same currency needed for permanent upgrades in a way at least one reviewer calls a trap for new players, and several reproducible menu and input bugs including a settings screen that won't close without a restart and controller support that fails specifically on the credits screen.

Biggest strengths

  • The core combat and power-up loop draws consistent, specific praise, with reviewers describing genuinely addictive combo-building comparable to Binding of Isaac and Enter the Gungeon, and citing a surprising amount of depth beneath the game's cute, approachable art style
  • The Arabic-folklore-inspired setting and character writing draw repeated, specific appreciation, with reviewers highlighting funny dialogue, distinctive character names, and a genuinely charming cast that several reviewers say became their favourite part of the whole experience
  • The oxygen-as-health system draws specific comment as a genuinely distinctive twist on traditional health bars, with reviewers appreciating how it reframes survival pressure even when it also draws some of this sample's sharpest individual criticism

Biggest weaknesses

  • Multiple reviewers describe keyboard-and-mouse controls as noticeably worse than controller play, with specific complaints about menu navigation requiring a mix of keyboard and mouse input and aiming feeling less precise without a gamepad
  • At least one detailed reviewer specifically calls out a vending machine that spends the same currency needed for permanent upgrades as a trap for new players, an economic design choice that can undercut long-term progression if used carelessly early on
  • This review found several specific, reproducible bugs, including a settings screen that cannot be closed from the main menu without a restart, controller input failing specifically during the credits sequence, and arrow keys not registering correctly in some menu contexts

Who it's for: Roguelite fans who enjoyed Cult of the Lamb, Binding of Isaac or Enter the Gungeon looking for a shorter, charmingly written adventure with a distinctive underwater Arabic-folklore setting.

Our recommendation: Strongly worth it at this price for roguelite fans, especially with a controller in hand; keyboard-and-mouse players should expect some friction, and don't expect a lengthy campaign.

7.5 / 10

Introduction

Port of Jumanah, released 7 September 2026 by Red Dunes Games, sends players diving into an Arabic-folklore-inspired underwater world as a pearl diver turned reluctant adventurer, fighting sea monsters, recruiting questionable allies, and gradually rebuilding a fading port town between runs. It sits Very Positive with a sizeable sample of 129 reviews, every single one of them positive, and reading widely through that sample reveals something worth taking seriously on its own terms: this isn't a case of a small, easily-dismissed positive echo chamber, but a genuinely large sample delivering detailed, specific praise alongside real, recurring, well-corroborated complaints.

A distinctive setting, warmly received

The clearest differentiator this sample keeps returning to is setting. Reviewers repeatedly and specifically praise the game's grounding in Arabic folklore, describing it as a refreshing departure from the genre's more common fantasy or Western-mythology touchstones, and calling out details like distinctive character names and culturally specific humour as genuinely appreciated rather than window dressing. Character writing draws its own consistent, warm praise, with multiple reviewers specifically naming the cast as their favourite part of the entire experience, ahead of even the combat itself. One reviewer notes the game shares its world with an earlier, separate title from the same setting, suggesting Red Dunes Games is building a connected universe rather than a one-off.

Combat comparisons to genre touchstones, and a distinctive health twist

This sample draws consistent, specific comparisons to well-regarded genre touchstones, with reviewers repeatedly citing Cult of the Lamb, Binding of Isaac and Enter the Gungeon by name when describing the combat and power-up loop. Reviewers describe genuinely addictive combo-building once a strong run comes together, with more than one specifically noting they expected a simpler experience given the cute art style and found real depth once actually playing. A distinctive oxygen-as-health system draws its own detailed comment: rather than a traditional health bar, the tank drains constantly, reframing survival pressure around time rather than pure damage avoidance. Reviewers are split on how they feel about this specifically — several praise it as a fresh twist, while at least one describes the resulting constant pressure as turning what looked like a relaxing game into "speedrunning my own death," a complaint distinct enough from simple difficulty framing that this review treats it as a genuine, specific design tension rather than dismissible feedback.

Controls favour the gamepad, and reviewers know it

The single most consistent practical complaint across this sample concerns input method. An unusually large number of reviewers, unprompted, specifically recommend playing with a controller rather than keyboard and mouse, describing menu navigation that inconsistently mixes keyboard and mouse input, aiming that feels less precise without a gamepad, and a general sense that the game was designed primarily around controller play first. This isn't a single isolated complaint but a pattern repeated across a large share of this entire sample, which gives it real weight even though none of the reviewers involved changed their overall positive recommendation because of it.

A specific economic trap, and reproducible bugs

Beyond controls, this review found a specific, pointed criticism of one particular system: at least one detailed reviewer calls out a vending machine that spends the same currency needed for permanent upgrades as a trap for new players, since spending impulsively on short-term items can directly undercut longer-term progression in a way that isn't obviously signposted. This review also found several specific, reproducible technical bugs worth flagging directly: a settings screen that cannot be closed from the main menu without restarting the game, controller input that specifically fails during the credits sequence, arrow keys not registering correctly in some menu contexts, and the game failing to respond correctly when alt-tabbing out of it. Separately, one reviewer describes a boss encounter in which both player and boss died simultaneously, incorrectly failing the expedition even though the story continued to progress regardless — a narrow but genuinely confusing edge case.

A comparatively short campaign

A final, more structural point worth naming concerns length. Multiple reviewers describe completing the main campaign in around four to five hours, and at least one detailed account specifically found the game a little too short and lacking in additional replay value once the main story content was exhausted, despite otherwise recommending it. This isn't a universal complaint — several reviewers describe genuinely wanting more time in this specific world rather than feeling the length was inadequate on its own terms — but it's a relevant consideration for buyers weighing this specifically against longer-running genre alternatives at a similar price point.

Why unanimous praise from a large sample carries real weight

It's worth explaining directly why this review treats a fully unanimous, 129-review sample as a meaningfully strong signal rather than simply too good to be true. Unlike a small, easily-dismissed sample of a dozen or so reviews, this size and consistency, combined with the genuinely specific, varied detail reviewers bring — precise bug reports, named comparison titles, and pointed criticism of individual systems even from reviewers who ultimately recommend the game — reads as considered, attentive engagement rather than reflexive positivity. A sample this large returning zero negative reviews while still surfacing this many specific, independently-corroborated complaints is a genuine achievement, and this review's moderate rather than maximal score reflects those complaints being taken seriously rather than discounted simply because they arrived wrapped in an overall recommend.

Final Verdict

Port of Jumanah pairs a genuinely distinctive Arabic-folklore setting and charming character writing with combat that reviewers consistently and credibly compare to some of the best names in the roguelite genre, backed by a large, unanimously positive early sample. What holds this score back from the top of that range is a specific, recurring cluster of practical friction: keyboard-and-mouse controls reviewers repeatedly say underperform a controller, a vending-machine currency trap, several reproducible menu and input bugs, and a campaign several reviewers found shorter than they'd have liked. Strongly worth it at this price for roguelite fans, especially with a controller in hand.

Pros and cons

Pros

  • The core combat and power-up loop draws consistent, specific praise, with reviewers describing genuinely addictive combo-building comparable to Binding of Isaac and Enter the Gungeon, and citing a surprising amount of depth beneath the game's cute, approachable art style
  • The Arabic-folklore-inspired setting and character writing draw repeated, specific appreciation, with reviewers highlighting funny dialogue, distinctive character names, and a genuinely charming cast that several reviewers say became their favourite part of the whole experience
  • The oxygen-as-health system draws specific comment as a genuinely distinctive twist on traditional health bars, with reviewers appreciating how it reframes survival pressure even when it also draws some of this sample's sharpest individual criticism
  • Visual presentation and audio draw consistent praise, with reviewers describing the underwater world and port city as visually stunning, and multiple reviewers specifically note the game runs well even on modest hardware like older laptops

Cons

  • Multiple reviewers describe keyboard-and-mouse controls as noticeably worse than controller play, with specific complaints about menu navigation requiring a mix of keyboard and mouse input and aiming feeling less precise without a gamepad
  • At least one detailed reviewer specifically calls out a vending machine that spends the same currency needed for permanent upgrades as a trap for new players, an economic design choice that can undercut long-term progression if used carelessly early on
  • This review found several specific, reproducible bugs, including a settings screen that cannot be closed from the main menu without a restart, controller input failing specifically during the credits sequence, and arrow keys not registering correctly in some menu contexts
  • At least one reviewer reports the game not responding correctly when alt-tabbing out, and a separate reviewer reports a boss encounter where both player and boss died simultaneously, incorrectly failing the expedition while the story otherwise continued to progress
  • Multiple reviewers note the campaign is comparatively short, with one detailed account completing the main story in around four hours and finding the game's replay value thinner than hoped once the core story content is exhausted

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
  • Value 7 / 10
  • Originality 7.5 / 10
  • Replayability 7 / 10
  • Interface 6 / 10