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Mushroom 11 Asks You to Shrink a Blob Until It Fits

Mushroom 11 review: Untame's 2015 anti-platformer where you cut and regrow your own mushroom body to move, scoring 8.1/10 across five platforms.

By mitch·8 min read
A mass of glowing cells drifts through a bright, colored landscape, each cell a separate piece of a greater whole.

Mushroom 11 arrived in 2015 with a hook that sounds like a dare: you cannot move forward until you destroy yourself. Untame built a puzzle-platformer where the player controls a green mushroom not by running and jumping but by deleting chunks of its own cells and letting it regrow into the space left behind. It is a 2D side-scroller on Linux, Android, PC, iOS and Mac, and it inverts the basic promise of the genre. Most platformers ask you to preserve your character. Mushroom 11 asks you to spend it.

Trailer, via Untame.

A Green Mushroom That Regrows When You Cut It

The mushroom in Mushroom 11 has no limbs, no jump button and no fixed shape. It is a mass of cells that regrows continuously. When the player erases part of the mass, the remaining cells flow into the gap, and the whole organism shifts. That is the movement system. Cutting is walking. Cutting is climbing. Cutting is the only verb the game gives you, and the puzzles are built on the consequences of using it well or badly.

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The mushroom can be split and shaped to solve puzzles. That sentence from the game’s own description is the whole design compressed. A single blob becomes a bridge, a hook, a weight or a wedge depending on where the player removes cells and how the regrowth pushes what is left. The game is filed under platform, puzzle, adventure and indie, with an action theme, a side view and a single-player mode. Those labels are accurate but they undersell how strange the result is. This is not a platformer with a gimmick bolted on. The gimmick is the platforming.

Untame developed and published Mushroom 11 itself. The studio did not hand the game to a larger label, and the game carries the marks of that independence: a narrow, specific idea pushed hard rather than a broad one sanded down for a wide audience.

Destruction as the Only Way to Move

The game’s own summary calls it an award-winning anti-platformer where destruction is the only way to move. That word, anti-platformer, is doing real work. A platformer trains you to treat your body as a thing to be protected and your jumps as a resource to be timed. Mushroom 11 trains you to treat your body as material. You are always consuming yourself to get somewhere, and the regrowth means the consumption is never final. The tension is not about falling. It is about how much of yourself you need to spend to get across.

That reframing changes how a player reads a screen. A ledge is no longer a jump distance. It is a question about how a blob of cells can be reshaped to reach it. A gap is not a hazard. It is a place to grow into. The mushroom can be split and shaped, which means the player is constantly deciding whether to keep the mass together or tear it apart. Both choices have costs.

The summary promises a devastated landscape filled with brain-twisting puzzles and bizarre mutations. The mutations matter as much as the puzzles. A game about a creature that changes shape needs a world that changes shape back at it, and Mushroom 11 leans into that. The result is a game that reads as hostile to the player’s instincts in a productive way. It does not want you to feel powerful. It wants you to feel like a thing that has to come apart to keep going.

The Five Platforms and What They Ask of You

Mushroom 11 shipped on Linux, Android, PC, iOS and Mac. That spread is wider than most indie puzzle-platformers of its era, and it changes the game depending on where you meet it.

Platform Control demand Best fit
PC Precise mouse or keyboard input for shaping cells The version most players should start with
Mac Same shaping controls as PC A close second for desktop play
Linux Same shaping controls as PC and Mac A solid option for desktop players on open-source systems
iOS Touch input for splitting and shaping the mushroom A natural match for a game about direct manipulation
Android Touch input for splitting and shaping the mushroom The most portable way to play

The touch versions are not a downgrade in concept. A game whose core action is reaching in and deleting part of a creature maps cleanly onto a screen you touch. The desktop versions win on precision. Shaping a mass of cells with a mouse gives you finer control over exactly where the cut lands, and Mushroom 11 is a game where the exact location of a cut decides whether a puzzle resolves or stalls.

None of the five versions changes what the game is. The mushroom still regrows. The puzzles still demand the same reshaping. The platform choice is about how directly you want to touch the thing you are tearing apart.

Brain-Twisting Puzzles and Bizarre Mutations

The puzzles in Mushroom 11 are the reason the game holds up. Untame did not build a set of levels that each introduce a new mechanic and then discard it. The game keeps returning to the same core action and finds new problems inside it. A puzzle that looks impossible at first is usually solvable by a cut the player has not considered yet. That is a clean loop: look, fail, reshape, look again.

The bizarre mutations in the landscape give the puzzles their texture. The game’s summary treats the mutations as part of the same promise as the puzzles, and that is the right call. A devastated landscape filled with strange growths is not decoration here. It is the vocabulary the puzzles are written in. The mushroom and the world are both unstable, and the player is the force moving between them.

The award-winning label attached to Mushroom 11 is earned by that coherence. The game has one idea and it commits. There is no filler content, no padding, no attempt to be five games at once. A player who does not click with the cutting mechanic will not find a second game underneath it. A player who does click will find the mechanic keeps giving.

An 8.1 Out of 10, and Where It Comes From

Mushroom 11 holds a published critical score of 8.1 out of 10. That figure is an IGDB critic aggregate drawn from 5 outlets. It is a strong number for a game this specific, and the size of the sample is worth naming plainly. Five outlets is a small pool, so the score carries less weight than a wide aggregate would.

An 8.1 is not a perfect score, and the gap between 8.1 and a 9 or a 10 is where the honest criticism lives. The game’s commitment is also its ceiling. Mushroom 11 is uncompromising about its one mechanic, and that means its appeal is narrow by design. Players who want a platformer to feel like a platformer will bounce off the anti-platformer framing. Players who want variety in their puzzle solutions will find the game keeps asking the same question in different shapes. The game does not offer an escape hatch from its own idea, and it does not try to.

That is a choice, not a flaw, and it is the right choice for what Untame set out to build. A game called an anti-platformer should not hedge. The 8.1 reflects a game that does exactly what it says and does it well, while remaining a hard sell for anyone who wants their platformers conventional.

Why the Cutting Mechanic Still Matters

The most important thing about Mushroom 11 is not the puzzles, and it is not the mutations. It is that the game found a way to make destruction feel like progress. Most games treat damage as failure. Mushroom 11 treats it as the only route forward. The mushroom can be split and shaped to solve puzzles, and every puzzle is a small argument that the player’s instinct to preserve the character is wrong.

That inversion is what makes the game worth returning to. It is easy to build a puzzle game around a new verb. It is harder to build one where the verb contradicts everything the genre taught you. Untame did the harder thing. The game shipped on five platforms, developed and published by the studio itself, and it did not dilute its idea to reach a wider audience.

The puzzles are the proof. A player who solves a Mushroom 11 room has not out-jumped the level. They have out-thought their own body. That is a different kind of satisfaction, and it is the one the game is selling.

What the Score Says About the Game

An 8.1 out of 10 is the right number for Mushroom 11. The aggregate behind it is small, and the score should be read as a signal rather than a verdict. A handful of critics mostly agreed that a strange, narrow, self-published puzzle-platformer from 2015 was worth their time.

The score is also a reminder of what the game is not. Mushroom 11 is not a blockbuster, and it was never trying to be. It is a game about a green mushroom that regrows when you cut it, built by a studio that published its own work, released on Linux, Android, PC, iOS and Mac. The scale is small. The idea is not.

What matters most here is the anti-platformer framing. That is the part of Mushroom 11 that still reads as fresh. Plenty of indie games from 2015 have aged into curiosity pieces. A game that makes self-destruction the core movement verb has aged into something closer to a design lesson. The puzzles hold because the mechanic holds, and the mechanic holds because Untame refused to soften it.

The part worth watching is whether more games follow the lead. Mushroom 11 proved that a platformer can be built on subtraction rather than addition, on spending your body rather than protecting it. That is a small proof, delivered on a small scale, and it is the reason the game earns its 8.1 rather than coasting on novelty.

Mushroom 11 is available on Linux, Android, PC, iOS and Mac. Score: 8.1 of 10.

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