I Am Bread
I Am Bread is a comedic ragdoll physics-based adventure video game in which players control a slice of bread navigating household environments with the ultimate goal of becoming toasted, while avoiding contamination from dirt or water.[1]Developed by Bossa Studios, the creators of Surgeon Simulator, the game features unconventional controls where the bread's four corners serve as movement points, leading to challenging and often humorous physics interactions.[1] It was initially released in early access on Steam for Microsoft Windows and macOS on December 1, 2014, with the full version launching on April 9, 2015.[2] The game includes multiple modes beyond the main story campaign, such as Rampage Mode where players control a baguette to cause destruction, Cheese Hunt as a piece of crispbread searching for cheese, and Zero-G Aficionado involving space navigation as bread.[1] Additional content integrates with Team Fortress 2, featuring a level where the objective is to become the "sandvich." Platforms expanded post-launch to include PlayStation 4 on August 25, 2015, iOS devices on September 3, 2015, Xbox One on January 20, 2017, and Android on October 13, 2016.[3][4] Bossa Studios self-published the initial versions, while tinyBuild handled Steam distribution. In 2022, tinyBuild acquired the game's IP.[5][2] Reception highlighted the game's absurd humor and innovative controls, though some critics noted frustration from its difficulty; as of November 2025, it holds a "Mostly Positive" rating on Steam based on over 3,200 user reviews.[2] As part of Bossa Studios' "I Am" series, it emphasizes surreal, physics-driven gameplay that tests player patience and creativity.[1]
Gameplay
Core Mechanics
In I Am Bread, players control a slice of bread through physics-based navigation in household environments, using a unique control scheme that maps each of the four corners of the bread to a separate input button, typically the shoulder triggers and bumpers on a controller. This allows for gripping surfaces with one or more corners to swing, climb, or propel the bread forward, creating awkward and often hilarious movement reliant on momentum and ragdoll physics.[6][7][8] The primary objective in each level is to maneuver the bread to a heat source, such as a toaster or oven, to achieve a toasted state while preserving the edibility meter, which represents the bread's freshness and cleanliness. Contact with hazards like water, which makes the bread soggy, dirt or dusty floors that soil it, moldy surfaces, or even ants and bandages drastically reduces edibility; if the meter drops too low, the bread becomes uneatable and the level fails.[2][8][9] Levels feature household obstacles tailored to challenge the bread's limited mobility, including slippery kitchen counters, precarious tabletops, and tight spaces filled with environmental dangers like falling off edges or encountering pets. Failure states occur not only from low edibility but also from structural damage or inability to reach the goal, emphasizing trial-and-error navigation.[10][8][7] A local co-op mode supports up to four players simultaneously, each controlling a separate slice of bread to cooperatively traverse levels and overcome hazards together, adding chaotic teamwork to the core navigation challenges.[11][12]Modes and Expansions
I Am Bread features a primary story mode structured across seven chapters, each representing a day in the narrative and set in progressively challenging environments starting from the kitchen and extending through the house to outdoor locations like the garden and a petrol station.[13] These chapters introduce escalating obstacles, such as navigating household hazards while maintaining edibility to reach a toasting objective, with difficulty ratings varying from 1/5 in the initial kitchen level to 5/5 in the bedroom.[13] Completing each story chapter unlocks corresponding levels in alternative modes, allowing players to replay familiar layouts with modified rules.[14] Beyond the story, the game includes several distinct modes that alter the core navigation and objective mechanics for varied gameplay experiences. Zero Gravity mode removes traditional physics, requiring players to maneuver a slice of bread using boosters in a space-like environment to achieve toasting while avoiding floating debris, unlocked after the first story level.[1] Rampage mode transforms the protagonist into an angry baguette tasked with destroying household objects within a time limit to score points, emphasizing chaotic smashing over careful movement and unlocked by completing the relevant story chapter.[14] Gourmet mode, also known as Cheese Hunt, features a crispbread character hunting five pieces of cheese to cover itself across reimagined levels, with no edibility meter but a fragility mechanic that causes cracking on impacts, accessible after finishing the corresponding story segment.[1] Bagel Race mode pits players as a doughnut-shaped bagel rolling through obstacle courses to collect plates and finish tracks quickly, adding speed elements to the household settings.[14] Post-launch updates introduced expansions that further diversify the humor and challenges without requiring purchase, as all content was provided free to owners. The Bagel expansion integrates the bagel character into racing challenges, expanding on the doughnut-shaped protagonist's physics for high-speed navigation.[1] Starch Wars, a space-themed parody added in a May 2015 update, presents a combat-focused level where players control a toast starship battling enemies in a "Star Wars"-inspired scenario titled "A New Loaf."[15] The GoatBread update from November 2015 adds the ability to play as a goat from Goat Simulator in the game's levels, enabling destructive and physics-based navigation as the animal.[16] Additional content includes a Team Fortress 2 crossover level, where bread navigates themed environments like climbing a character's face and using teleporters to become a "sandvich."[17] These expansions build on the gripping mechanics by introducing thematic twists, such as jet propulsion in space battles, while maintaining the game's emphasis on absurd, physics-driven comedy.[1]Plot
Main Storyline
In I Am Bread, the protagonist is a sentient slice of white bread situated in the suburban home of Mr. Murton, driven by an unyielding determination to achieve toasting and thus fulfill its purpose. The narrative unfolds over seven days, with each chapter depicting the bread's arduous progression through distinct areas of the residence and its surroundings, from the cluttered kitchen counters to the expansive garden and beyond into nearby urban spaces like a petrol station.[18] As the bread maneuvers using its pliable, physics-based form to reach heat sources such as stoves, irons, and grills, it inadvertently wreaks havoc on Mr. Murton's orderly life, knocking over objects and staining surfaces in its path.[19] Interwoven throughout the chapters are therapist's notes chronicling Mr. Murton's mounting psychological strain, as he grapples with the inexplicable disarray and begins to suspect the bread's animate nature, leading to futile attempts to contain or discard it.[20] The bread's journey is laced with humor derived from its resolute inner voice—declaring affirmations like "I am bread"—and whimsical encounters with household elements, including a mischievous cat named Marge and everyday appliances that react unpredictably to its presence.[21] These interactions underscore the game's absurd tone, portraying the bread's quest as both heroic and comically destructive. The storyline reaches its climax in an epilogue where the bread pursues Mr. Murton as he attempts to flee the escalating chaos in his car; startled by the pursuing loaf, he suffers a panic-induced faint, resulting in a car crash that leaves him unconscious and hospitalized.[22] This finale ties into the overarching theme of absurdity, transforming the bread's simple aspiration into a catalyst for profound disruption in the human world.[23]Connections to Other Games
I Am Bread serves as a prequel to Surgeon Simulator 2013, with its narrative culminating in a car crash that directly sets up the events of the later game.[21] In the story, the slice of bread's journey involves interactions with a character named Mr. Murton, revealed to be Bob from Surgeon Simulator, establishing a chronological link where the bread's misadventures precede the surgical chaos.[21] The game exists within a shared universe developed by Bossa Studios, featuring sentient everyday objects that wreak havoc in mundane environments, a theme that bridges its narrative to other titles in the series.[24] This interconnected lore emphasizes comedic personification of inanimate items, portraying them as protagonists navigating absurd obstacles. Subtle easter eggs throughout I Am Bread reference Surgeon Simulator 2013, including narrative ties in the ending credits and environmental nods that reward attentive players.[21] The game's influence extends to I Am Fish (2021), positioned as its direct sequel by Bossa Studios, which continues the object-personification motif by following fish on a perilous quest while maintaining ties to the broader universe of chaotic, physics-driven antics.[25] This thematic continuity reinforces the series' focus on humorous, improbable adventures of non-human leads.[24]Development
Conception and Production
The idea for I Am Bread emerged from a prototype created during an internal 48-hour game jam at Bossa Studios in 2014, where game designer Luke proposed the unconventional premise of players controlling a slice of bread striving to reach a toaster and achieve toasty perfection through awkward, physics-driven movements.[26] Building on the success of Bossa Studios' 2013 hit Surgeon Simulator, which popularized chaotic physics-based humor, the team expanded the bread prototype into a full game to replicate that signature style of absurd object simulation and comedic frustration.[27] Based in London and founded in 2010 as a small independent studio, Bossa Studios assembled a compact team of designers, artists, and coders—led by programmer Murillo Titon de Souza—to handle the project's creative and technical demands, leveraging their experience in rapid prototyping from prior game jams.[26][25] Development progressed through Steam Early Access, launching on December 3, 2014, which enabled the incorporation of player feedback to iterate on mechanics and balance.[28] The full release arrived on April 9, 2015, following several updates that addressed community suggestions, particularly around gameplay difficulty and new content additions like extra levels and modes.[29][30]Technical Implementation
_I Am Bread was developed using the Unity engine, which facilitated cross-platform compatibility across PC, PlayStation 4, and other systems, while providing robust tools for physics simulation essential to the game's core movement mechanics.[26] The game's floppy, unpredictable bread movement relies on a custom physics-based ragdoll system integrated with Unity's PhysX engine, where players control the bread by gripping and releasing its four corners via controller triggers, enabling dynamic swinging, flipping, and environmental navigation.[31] This setup leverages PhysX for realistic collisions and deformations, simulating the bread's limp, cloth-like behavior without traditional character controllers.[31] Implementing the edibility meter, which tracks the bread's cleanliness and decreases upon contact with contaminants like floors or water, presented challenges in balancing environmental interactions to ensure fair difficulty without frustrating players excessively; these were addressed through iterative playtesting and bug fixes based on community feedback.[31][32] Audio design incorporates custom sound effects for actions such as crumpling during falls or sizzling upon toasting, enhancing the tactile feedback of physics interactions, alongside an original soundtrack composed to underscore the game's whimsical tone.[2][33]Release
Initial Launch and Platforms
_I Am Bread entered early access on Steam for Microsoft Windows and OS X on December 3, 2014, allowing players to experience the core gameplay while developers refined the title based on community feedback.[34] The full version launched on these platforms on April 9, 2015, marking the game's initial complete release with expanded levels and polished mechanics.[2] Console ports followed the PC version, expanding accessibility to home gaming systems. The PlayStation 4 edition released on August 25, 2015, optimized for controller-based navigation of the bread's awkward movements.[21] The Xbox One port arrived later on January 20, 2017, bringing the full experience to Microsoft's ecosystem.[35] An Ouya version, titled I Am Bread TV, was made available on December 20, 2016, for the Android-based console.[36] These ports were facilitated by the game's development in the Unity engine, which supported cross-platform adaptation.[37] Mobile releases extended the game's reach to handheld devices. The iOS version launched on September 3, 2015, tailored for touch controls to simulate the bread's gripping and flopping.[38] Android followed on October 13, 2016, though it was later removed from the Google Play Store in January 2020.[39] Developed by Bossa Studios—the team behind Surgeon Simulator—the game was marketed as a spiritual successor, emphasizing absurd physics-based humor in its promotional materials and Steam store page to attract fans of the earlier title.[40] The PC launch strategy prioritized Steam as the primary distribution channel, leveraging early access to build hype and iterate on player input before wider platform expansions.[2]| Platform | Release Date |
|---|---|
| Windows, OS X (Early Access) | December 3, 2014 |
| Windows, OS X (Full) | April 9, 2015 |
| PlayStation 4 | August 25, 2015 |
| iOS | September 3, 2015 |
| Android | October 13, 2016 |
| Ouya | December 20, 2016 |
| Xbox One | January 20, 2017 |