Four little acts about one Bungo, a pixel-art adventure, and the rewards that come home to the web. Same account, same pack, a whole new place to be.
The web version is home. The couch, the snacks, the familiar bounce. But if you've raised a Bungo long enough, you already know — the happier they get, the more they start eyeing the door.
Bungo Quest is that door. Same account, same pack, same blob you raised on mybungo.com. Your equipped hat, traits, and Trove come along with them — because the whole point is that this is your Bungo, stepping out.
The world is a hand-pixeled diorama — five parallax layers deep, built from the same art packs the real build uses. Rolling teal skies, distant mountains, three different pine silhouettes scrolling by at different speeds.
Your Bungo wanders through biomes like Sunwake Fields, with more arriving over time: autumn groves, quiet winter trails, sleepy coves. Every zone has its own palette and its own locals to meet.
Encounters are the whole game. A creature walks in from the edge of the screen, stops a little ways off, and a friendship meter appears above them. One tap drops a snack. The meter fills. You've made a friend.
That's it. No combat, no failure state, no anxiety-inducing streaks. A run takes about a minute — just long enough to feel like a kind pause in your day, never long enough to feel like a chore. Five stats (Charm, Patience, Spark, Speed, Morale) tune how fast each friendship tips, so every Bungo plays a little differently.
When your Bungo closes their eyes for a nap, the run ends and the loot comes home. Coins convert into motes on mybungo.com. Rare snacks drop into your Trove. New friendships credit web badges and daily-challenge progress.
The bridge works both ways. Leveling up on web lifts every Bungo's starting Charm in Quest. Feeding your Bungo on the couch refills their snack pouch for the next run. One pack, one Trove, one story — told in two places.
You don't have to play both to enjoy either. Each game is complete on its own. But when you do play both, the rewards compound — the same Bungo gets gently stronger everywhere they go, without you grinding the same thing twice.
Five layers of hand-pixeled art scroll by while your Bungo walks. New biomes arrive as seasons change.
Share a snack, fill the meter, win a friend. No combat, no failure, no streak anxiety.
Charm, Patience, Spark, Speed, Morale — each one tunes how encounters play, on web and in Quest.
Same Trove across both games. Every hat and trinket shows up sprited to the pixel grid, already yours.
Five creature species to befriend. Each has its own unlock condition — stand still, come back at dusk, walk past three times.
Minute-long sessions. Gentle push notifs when something sweet happens. Mute any time. No dark patterns.
No mocked-up hero screens. What you see here is the real Quest build running in Godot 4 — same art, same HUD, same five-stat dashboard you'll get on your phone.



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