
Following six years of development, Glumberland finally presents Ooblets, a quirky, creature-collecting life sim set in a rundown town. But this game offers more than just creature collecting. Between farming, making friends, and busting a move, players are responsible for restoring life to Badgetown and its surrounding areas through the power of the 'Oobnet'.
At the beginning of the game, the player is swiftly taken through character creation and a brief backstory of how they ended up in Badgetown. At first, the story declares that the player is searching for a new lease of life after their previous became tedious. Rather than sticking around, they've packed their things and headed to a more promising outlet — somewhere where Ooblets, the creatures in which the game gets its name, are a-plenty, and adventure isn't taboo.

Ooblets are small, animate critters that love to do nothing but follow their master and dance. They're simple in design, supporting the attractive, low-poly aesthetic of the game. They come in a wide variety of forms, which are logged in the player's easy-to-access progress book, the Grumboire, alongside badges to earn, friendship progression, and an almanac for Ooblets' considerable number of collectibles.
But upon arriving in Badgetown, the story shifts from pursuing the dream of finding a new lifestyle to helping develop the lives of the townsfolk. Badgetown is a charming yet decrepit location that desperately needs some TLC, and that challenge is swiftly passed on to the player. While the main campaign follows you reconnecting Badgetown to the Oobnet by visiting new locations to reconnect their power, the town's development slowly evolves in the background as the story progresses.
Gameplay consists of three distinct sections: farm management, quest completion, and combat, and all of it is dependent on a day and night cycle. A single day in Ooblets spans twenty real-life minutes. At first, these days seem to pass incredibly slowly, as most of the time is dedicated to exploring, but as more Tinstle Tasks become available, there isn't enough time in a single day to get around to everything you want.
The gameplay is incredibly open as the player begins to take on more quests and challenges. Obviously, the quests are there as a general guide and certain ones need to be followed to unlock areas outside of Badgetown, but one of the game's most significant appeals is its laid-back, relaxing atmosphere, which allows the player to enjoy the story at their own pace and in their own style.
Though accompanying this adventure is a finite energy bar that will steadily deplete while undertaking any strenuous activity, be it farming, collecting foragables, or the general cleanup of the town. Unfortunately, energy drains relatively quickly once you start to sink your teeth into daily tasks. Unless armed with an inventory of Bunglebee Buns to restore energy, most of the day will be spent napping, which quickly loses its charm. There is a way to increase the energy bar via the Wishy Well, but it comes with a hefty price tag which will put many players off.

Regarding combat, the unique 'dance-off' approach takes the form of card-based battles which are dependent on the Ooblets involved in the competition. Each Ooblet comes with a signature move at level one, which will be placed into the player's deck each match. As the Ooblets level up, more signature moves are unlocked. So one of the main incentives to continue engaging in dance-offs is to bulk out your deck and unlock more powerful actions as the story continues. This is encouraged by the funky, upbeat soundtrack that accompanies every match, and is certain to get even the most stubborn players grooving.
Initially, combat is almost laughably simple, but as the game progresses, competition becomes much more fierce. Certain competitors may result in more than one attempt, but not every dance is player vs. competitor. Ooblets appear around every location daily, and to collect them all, they must be challenged to a dance-off. Upon winning, the opposing Ooblet will present the player with a seed, which can be grown on the farm to harvest one of the same species.
But Ooblets are more than just adorable creatures to collect. Outside of dancing, the player must rely on Ooblets to help out around the farm. Building machines and using Wishies wisely to unlock recipes is essential to creating an efficient farm without wasting a day sowing seeds. Ooblets can be assigned to each machine around the farm, which can help in crop cultivation, harvesting, or any task to turn over a profit. Up to eight Ooblets can follow the player and engage in combat, and up to twelve remain at the farm. Of course, this number of 'home babies' can be increased over time, but twelve is more than enough to get you started.

The game's general tone is best described as tongue-in-cheek and contains a considerable number of puns and jokes that will no doubt have you smiling at your screen. Each character the player interacts with has an incredibly unique look and personality and is more than happy to speak with the player each day. The more you stop to chat, the stronger your friendship with the townsfolk, and more requests and challenges become readily available.
However, in terms of controls, Ooblets faces a few issues. Even though the controls are relatively easy to pick up and remember, a few instructions on the screen list the incorrect button. For example, at Port Forward, the player has to get the high score in a series of arcade games, but looking at the instructions on how to play, the jump or action button is listed as 'B' but is actually 'A' on the Switch. Sure, it's easy enough to get used to after a few attempts at the minigame. However, it's still detrimental to the first few experiences.
Additionally, during our playthrough, the Joy-Cons had a few issues flicking through the inventory when disconnected from the console. Switching through the almanac or furniture menu in the Grumboire via 'ZL' and 'ZR' was fine when playing handheld but impossible when playing docked. Although these are minor bugs that will undoubtedly be fixed in a future patch update, they still impacted our general flow with the game.
Conclusion
Despite the evident control flaws, Ooblets is an undeniably charming and fun life simulator perfect for anyone looking for a relaxing approach to adventure. There's enough content within this adorable game to keep any player occupied for hours, with the central campaign taking around thirty hours to complete — though avid explorers will get closer to the sixty-hour mark if they can get past the expensive, exhausting stamina system. Still, even post storyline, Ooblets kept us coming back for more farming and more dance-offs.
Comments 28
Straight into the wishlist!
"Instructions don't always match controller layout."
I'd say that's a pretty big deal. Lol
Looks decent.

I will get the physical version
@IronMan30 I've dealt with this before using a different controller than intended on PC games and I've never found it to be too much of an issue. It's easy to get used fairly quickly and for me is just a minor annoyance. At the very least it's something that can be easily patched and isn't a fundamental flaw with the game.
Anybody else brought here by the white vileplume in the thumbnail? No? Just me?
Sounds like a fun game, might have to check it out later
@Cynas true, Guardians of the Galaxy on PC is like that where it shows the PS inputs even though I had a Series X controller connected.
@Bobb not just you. It's been ages since I last played a Pokémon game, but I know a Vileplume when I see one.
Mm... seems good. If I have time and the bugs get patched I'll give it a good look.
The art makes me think of some new monthly evaluation platform your HR department has brought in. Looks awful.
I want to like it, but I just don't think I do.
Why does it look like a skiploom?
@IronMan30
"push A"
Pushes A
Nothing happens
Pushes B
Desired action happens
Phew! Thank God I'm playing a life sim with more stakes and the Internet exist for patches
@bluemage1989
You must hate Untitled Goose Game too
@Bobb
It's on sale for $20 compared to it's normal $30 price point, if interested it might make sense to jump on it now
I've had this in early access for some time on the PC. Initially I bounced off of it pretty hard, just because the tasked seemed repetitive and resource gathering seemed much harder than it needed to be. But I came back to it a few months ago and, despite none of that really being changed, enjoyed it much more. I'll definitely be playing more of it when it's updated (the main quest wasn't finished since the last update).
I would say, however, that the battles were never remotely challenging. There are some powers that can make things mildly frustrated, but they're pretty easily countered.
not picking this up. also never forget when the devs, 3 years ago, were straight up mocking people when the game was Epic exclusive xP
@steventonysmith if I'm not seeing a goose move at 60fps, with every feather meticulously modelled and all at 4K then I don't consider it worth my time to be honest.
@IronDaughter Yeah, the way they handled that announcement made the backlash 1000x worse. And it came around the height of anti-EGS sentiment as well.
Pretty much a textbook example of how not to do PR.
@Ralizah Reading that announcement now, especially after understanding their brand of humor within the game, it doesn't come off as remotely mean-spirited to be honest. The only thing they say that directly calls out people is when they talk about people who pirate games, because they aren't released in a way that they prefer: Feeling like you're owed the product of other people's work on your terms or else you'll steal it is the epitome of that word "entitlement" that people use to discuss immature, toxic gamers.
And, frankly, I agree wholeheartedly.
To be mad about this more than three years later is completely absurd. There's plenty of reasons not to buy the game, but that ain't one of them.
@angrymice The entire post is filled with snide and sarcastic language that trivializes the concerns of people unhappy about the announcement (several of whom were probably among the people who had donated to the developer in anticipation of a Steam release in the first place). Whether or not you agree with what they were saying, it was an objectively terrible approach to take with an issue that was a particular sore spot for a lot of PC gamers at the time.
There's a reason companies hire PR people to talk to the public, lol.
@Ralizah At the time, I felt that way as well, but after having played through the game it really just seems in line with their whole style (if anyone's interested it's here: https://ooblets.com/2019/07/we-did-the-thing/) For whatever reason, it just comes off differently now. And, PC gamers are so weird, a fact I can readily attest to having been one exclusively for 30 years until the Switch. Getting so upset about what seems to be a very sweet exclusivity deal is very strange. And when you put it into the broader context of consoles it's even weirder (I mean, goodness sake, we're all Nintendo fans here, right?!)
And, at that point, this was literally a two person team. Clearly they didn't have the resources for hiring a PR firm.
I don't know, I just think it's wild that people are still upset about it.
@angrymice The fact that even you read it as snarky and condescending at the time should say everything, I think.
I don't mean they need to hire a whole PR firm. Probably any of their less snarky friends would have done a better job with that post. A lot of creative types are... let's say they're not skilled at managing people. Indie devs communicating in an unpleasant way to the public is not a new issue, by any means. Most of the time, as is the case here, they don't even realize how they sound to others until the damage is already done.
I can't speak for any of the people still angry about this, but I'd be lying if I said there weren't indie devs who will never get my money again because of statements they've made. Like Phil Fish after the gross generalizations he made about Japanese games. So it'd probably be a bit hypocritical for me to castigate others for still being sour about this episode.
All the same, I don't think one honest communication error should haunt anyone's life. With all luck, Ooblets will be a success and reward the hard work that has been put into it over the years.
Will never ever pick this game up on any platform. How the devs were treating PC players a few years ago is something burnt deep into my memories and I hope nothing good for them in the future.
@IronDaughter Same reason I won't get it. The devs were really unprofessional.
@angrymice I think if I’ve learned anything about the gaming industry during the past three years its to not offer open insights about the video game process. Eventually someone gets upset about the way things are presented and some over-the-top controversy blows up with people attributing faked abusive messages to you bringing in more hate. It’s so weird and I completely understand why developers clam up and don’t offer clear or unfiltered communication about things such as getting funded, the story writing process, or game coding for a big game when there’s so little to gain and so much to lose.
This game is ok I guess. The trailers make the game seem much more open world and larger than it actually is and that's very disappointing. I haven't been playing long, but if all there is is your small piece of land and the small section of town i can't see myself playing this for long. It's very cramped.
@bluemage1989 THIS coming from the guy with an N64 profile pic. That's classic! 😆
@BackIn96 I think the wisecrack I made two years ago went over your head - I’m actually indifferent to the whole thing.
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