B-Mob began as a love letter to the genre everyone already knows: drop a bomb, time the blast, blow open the maze. The grid is comfort food. The question I kept asking was — what keeps you coming back for the hundredth run?
My answer was twofold. Give it a world worth exploring, and give it systems worth mastering. So B-Mob trades the single static arena for a chain of pirate islands — a setting with room for hazards, themes, and a bit of swagger — and wraps the whole thing in a roguelite structure.
Roguelite, all the way down
Every run is a fresh push across the islands, and the depth lives in how you build:
- Skills you pick up and combine mid-run.
- Enemy types that demand different reads, not just different sprites.
- Upgrades that stack into wildly different playstyles.
- Skill trees for longer-term progression between runs.
- Custom modes so you can tune a run to the challenge you actually want.
The bomb is still the bomb. What changes is everything around it — the build you bring, the islands you read, and the runs you chase.
Where it's headed
A playable prototype is now live on Itch.io for PC and Mac. It's single-player, and like everything I make it shipped small and honest — enough to prove the run is worth repeating.
v0.1 is in playtesting. Read the playtesting announcement →
Last updated: June 2026