Technically it's a ship but don't tell anyone
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You Must Build A Boat review

Our Verdict

A moreish snack, You Must Build A Boat is whimsical enough to make you forget how efficiently it's sapping your attention.

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need to know

What is it? A match-3 puzzle game that is also an endless runner set in dungeons that is also about a boat.
Reviewed on: Windows 7, Intel i7-3610QM @ 2.30GHz, 8GB RAM, AMD Radeon HD 7600M
Alternatively: Bejeweled 3, 84%
Copy protection: Steam
Price: $5/£4
Release Date: Out now
Publisher: EightyEightGames
Developer: EightyEight Games
Multiplayer: None
Link: Official site

Sometimes it feels like every video game wants to be an RPG. Racing games insist you level up your cars. Shooters want you to level up guns. You Must Build A Boat is a tile-matching puzzle game with dungeon-running thrown in that cheekily insists I level up a boat I happen to have. No reason’s given why I have a boat, and after each upgrade at precisely the moment I think “Why am I doing this?” it screams the answer in words that slam into the screen one by one: You. Must. Build. A. Boat.

Sail away

The most significant new addition is the boat. Achieve a quest objective and the boat grows, perhaps adding a smithy or gymnasium or a monster who joins your crew and adds a small bonus to your stats. While the pixel art doesn’t do much to differentiate them–a zombie looks much like an orc in You Must Build A Boat–they nevertheless add personality. I assume they’re hanging out on my party yacht playing shuffleboard and drinking abusively while we’re sailing from dungeon to dungeon.

I say ‘sailing’ but what actually happens is the crew all jump up and down, which seems to propel the craft through the water somehow. It’s one of dozens of small, completely unnecessary touches that add joy to You Must Build A Boat. The sound of shattering glass accompanies each match; captured monsters burst out of a box marked “DANGER”. Upgrading my sword involves clicking a bunch of times to make a bar fill up, but as I do I hear a hammer smacking away at a forge. I’m not clicking a mouse, I’m a burly blacksmith working hot steel! It’s delightful.

Sometimes I wonder if I’m the one being played.

All that delight does cover up something slightly sinister. Like all games about watching numbers go up, sometimes I wonder if I’m the one being played. Each round of You Must Build A Boat is short, but I always get at least a bit of gold, or some of the other resources necessary to keep my aquatic menagerie growing. I keep wanting to go back for more in the same way I always want another cookie, and that’s an impulse I distrust. It’s not a feeling unique to this game, but it’s there and it’s dragged me back for so many hours I experienced a version of the Tetris Effect–when everything in your house starts to seem like it belongs at one end, lined up in neat rows.

But I can’t entirely hold that against You Must Build A Boat, because there are so many details to appreciate. When you get booted out of a dungeon it says ‘You Win!’ no matter how badly you did. Your loot is as likely to be tuna, shampoo, and a pencil as precious gemstones. The Hammerhorn summons your crewmonsters to your defense, leaping across the screen in a blur of pixelbeasts. There’s a green-haired guy named Woodward who looks after your library and gives advice on the weaknesses and specifics of each new monster type, which is often hilariously useless. “Monster analysis: Orc – green.” Thanks, Woodward. The mathematics behind it may feel manipulative, but all these touches are so gosh-darn nice I happily forgive it.

The Verdict
You Must Build A Boat

A moreish snack, You Must Build A Boat is whimsical enough to make you forget how efficiently it's sapping your attention.

Jody Macgregor
Weekend/AU Editor

Jody's first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia's first radio show about videogames, Zed Games. He's written for Rock Paper Shotgun, The Big Issue, GamesRadar, Zam, Glixel, Five Out of Ten Magazine, and Playboy.com, whose cheques with the bunny logo made for fun conversations at the bank. Jody's first article for PC Gamer was about the audio of Alien Isolation, published in 2015, and since then he's written about why Silent Hill belongs on PC, why Recettear: An Item Shop's Tale is the best fantasy shopkeeper tycoon game, and how weird Lost Ark can get. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.