Game review
The Legend of Bum-Bo
6.5 / 10
- Developer
- Edmund McMillen, James Interactive, Ridiculon
- Publisher
- Edmund McMillen
- Released
- 12 November 2019
- Platforms
- Windows, macOS, Nintendo Switch
- Genre
- Puzzle Roguelike
- Monetisation
- Premium, one-off purchase; the major content expansion was released free
- Players
- Single-player
The short version
The Legend of Bum-Bo takes The Binding of Isaac's iconography — its bosses, its item logic, its scatological sense of humour — and rebuilds it as a match-based puzzle roguelike, with runs built around clearing coloured tile groups to power a deck of items and spells rather than Isaac's real-time bullet-hell combat. It's a genuinely different game wearing familiar skin, and when the puzzle-and-deck systems click, the loop holds up on its own terms rather than just riding on its parent franchise's name.
Its Steam history is the more interesting story, though. It launched in November 2019 visibly unfinished — no volume controls, no controller support, no way to save mid-run, and enough game-breaking bugs that many of the highest-voted reviews from launch week explicitly compare it to an early access build sold as a finished product. Updates then went almost silent for a year, until Edmund McMillen publicly apologised in November 2020 for what he called "seemingly abandoning the project" and shipped The Lost Expansion — a free update adding a new playable character, mid-run saving, improved audio and new bosses and items — that directly answered the loudest launch complaints. The game's current Very Positive standing reflects the game the update turned it into, not the one that shipped.
Biggest strengths
- A genuinely different mechanical take on Isaac's world — match-based puzzle combat and deck building rather than a real-time shooter clone
- Distinctive cardboard-diorama art direction and a score reviewers repeatedly single out by name as one of the game's best elements
- The Lost Expansion (November 2020) added a new playable character, new bosses, more than ten new items and mid-run saving, all as a free update to existing owners
Biggest weaknesses
- Launched in November 2019 without a volume slider, without controller support and without the ability to save and resume a run — gaps serious enough that many launch-week reviews compare it directly to an unfinished early access build sold as a full release
- Update cadence went nearly silent for roughly a year after launch, prompting a public apology from the developer in November 2020 for the lack of communication
- Some reviewers, including long-playtime ones, still describe the core match-4 loop as repetitive or lacking the mechanical depth of Isaac's real-time combat
Who it's for: Binding of Isaac fans curious about a puzzle-focused spin-off, and anyone who enjoys match-tile mechanics layered with roguelike deckbuilding and dark, cartoonish horror-comedy presentation.
Our recommendation: Worth playing today at its current, patched state and modest price — just know that if you remember it as buggy and unfinished from 2019, that reputation describes a version of the game that a substantial 2020 update has since replaced.
6.5 / 10
The Legend of Bum-Bo is Edmund McMillen's prequel to The Binding of Isaac, built around a character glimpsed only as an item in the original game — a young Bum-Bo, on a quest to recover a stolen coin, years before Isaac's own story begins. Rather than repeat Isaac's real-time bullet-hell formula, Bum-Bo rebuilds the same iconography — familiar bosses, familiar item logic, the same gleefully grotesque cartoon horror — around a match-based puzzle system: clear groups of coloured tiles to power a deck of items and spells, in isometric dioramas that look like they were built out of cardboard and construction paper. It's a genuinely different game rather than a reskin, and on Steam today it sits at Very Positive across more than 5,600 reviews. Getting there took a year longer than it should have.
A puzzle roguelike wearing Isaac's skin
The core loop swaps Isaac's twin-stick combat for tile-matching: clearing four or more same-coloured tiles in a grid triggers attacks, resource gains or item effects, and runs are built around assembling a deck of Isaac-flavoured items and spells that modify how those matches pay off. It's a legitimately different genre wearing a familiar coat of paint, and reviewers who came in expecting Isaac-with-a-different-camera generally credit it for not just being that — the match-and-deck interplay has its own rhythm, and random room layouts plus a wide item pool give runs enough variety to reward repeated attempts. The recurring criticism on the mechanical side is narrower: several reviewers, including some with 40-plus hours logged, describe the loop as eventually repetitive, and a few specifically miss the tighter moment-to-moment tension of Isaac's real-time combat. That's a fair genre-preference complaint rather than a design flaw, and it coexists in the same review corpus as plenty of players who prefer the puzzle framing outright.
A launch its own reviews call unfinished
What actually dominates the game's launch-week reception isn't the puzzle design at all. The highest-voted reviews from November 2019 read like a checklist of things a finished game is expected to have and this one didn't: no volume or audio settings menu at all, no controller support, and — most seriously for a roguelike meant to be played in short sessions — no way to save progress mid-run. Layered on top were reported game-breaking bugs, from rooms that couldn't be cleared to enemies attacking through obstacles. More than one launch-week review explicitly uses the phrase "early access" to describe the state of a game that was sold as a full release, and the pattern repeats across dozens of independent reviews rather than clustering around one bad build — evidence this was a genuine, widely-experienced launch condition rather than a handful of unlucky configurations.
The silence, the apology, and the update that fixed it
Updates continued in small doses through December 2019 and then went almost completely quiet. Reviews logged well over a year after release — one from January 2021 explicitly notes "it's been over a year since its release, and it is still a buggy mess" — show players were still experiencing the same launch-era problems long after most developers would have patched them out. In November 2020, Edmund McMillen broke that silence with a public apology on Steam for what he described as the game's "lack of transparency and seemingly abandoning the project," alongside The Lost Expansion: a free update adding a new playable character (The Lost), a new tile type, three new bosses, more than ten new unlockable items, improved audio, and — directly answering the single loudest launch complaint — the ability to save and resume a run in progress.
That update is the actual hinge point in this game's story. The Very Positive aggregate this review cites reflects a corpus built substantially from post-2020 reviews describing a functional, content-complete puzzle roguelike; the "sold as finished, shipped unfinished" complaints are concentrated almost entirely in the November-December 2019 window. A review of this game written in 2026 that only looked at the current aggregate score would miss the most important fact about it: the number is real, but it describes a game that took a year and a public apology to become the one people are actually rating.
A spin-off carrying a hard act to follow
Part of why the launch state drew as much anger as it did is context this review shouldn't skip: The Binding of Isaac: Rebirth and its Afterbirth/Repentance expansions are among the most content-dense, tightly balanced roguelikes on the market, built and refined over the better part of a decade with community modding and years of live patches feeding back into the design. Bum-Bo arrived as a new game in a different genre from the same solo-adjacent creative team, without that decade of iteration behind it, and got measured against Isaac's own standard anyway — fairly, since it was sold at a comparable price point with comparable production values implied, but it's still a much higher bar than most puzzle-roguelike debuts get held to. Some of the "lacks depth" complaints in the review corpus read less like a flaw specific to Bum-Bo and more like the inevitable comparison tax of following up one of the genre's most thoroughly refined games with something built from scratch in a different mould.
Verdict
The Legend of Bum-Bo, played today, is a legitimately inventive puzzle-roguelike take on Isaac's world with distinctive art direction and enough item variety to reward repeated runs — and it's worth judging on that version rather than the one that shipped in November 2019 with no save function and no volume slider. The launch was a real, well-documented failure to ship a finished product at full price, and the year of near-silence that followed was worse than the bugs themselves. That McMillen eventually fixed it properly, in public, with a substantial free expansion rather than a quiet patch, is the reason this review can recommend the game in good conscience rather than merely noting that its score eventually recovered.
Pros and cons
Pros
- A genuinely different mechanical take on Isaac's world — match-based puzzle combat and deck building rather than a real-time shooter clone
- Distinctive cardboard-diorama art direction and a score reviewers repeatedly single out by name as one of the game's best elements
- The Lost Expansion (November 2020) added a new playable character, new bosses, more than ten new items and mid-run saving, all as a free update to existing owners
- Random room layouts and item-combination variety give runs real replay value once the core loop clicks
- A relatively short, low-priced entry point compared to most roguelike deckbuilders on the market
Cons
- Launched in November 2019 without a volume slider, without controller support and without the ability to save and resume a run — gaps serious enough that many launch-week reviews compare it directly to an unfinished early access build sold as a full release
- Update cadence went nearly silent for roughly a year after launch, prompting a public apology from the developer in November 2020 for the lack of communication
- Some reviewers, including long-playtime ones, still describe the core match-4 loop as repetitive or lacking the mechanical depth of Isaac's real-time combat
- Achievements and content variety were thin at launch, a specific complaint independent of the bug reports
- Difficulty leans heavily on tile-layout luck according to several reviewers, which can make individual runs feel more like a coin flip than a skill test
Screenshots
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The Legend of Bum-BoImage: Edmund McMillen via Steam -
The Legend of Bum-BoImage: Edmund McMillen via Steam -
The Legend of Bum-BoImage: Edmund McMillen via Steam -
How the review scores each part of the gameWanderer Editorial -
The essentials at a glanceWanderer Editorial -
The short versionWanderer Editorial