Bluey captures the spirit of Australia’s creative scene, but the video games based on the show have faced some challenges. Recent titles have raised eyebrows among parents and critics alike.
In 2023, many were wary of Bluey: Let’s Play!, a mobile game from Budge Studios. With a $9.99 monthly subscription and constant ads for more games, it didn’t sit well with everyone. Similarly, Bluey: The Videogame from Artax Games had its share of troubles. Released with a hefty $60 price, players criticized it for its short, two-hour gameplay and technical issues. Australian game critic Luke Plunkett described it as a “cash grab.”
This year saw the launch of Lego Bluey, offering more fun at a lower price. But the standout title is Bluey’s Quest for the Gold Pen. Made in Brisbane by Halfbrick Studios, this game, created by Bluey’s own Joe Brumm, brings true Aussie flavor to the gaming world. It’s the first Bluey game made in Australia, promising a unique experience.
From my early playthrough, it feels like a real adventure. The game takes about ten hours to finish, where Bluey and Bingo chase their dad, Bandit, through imaginative worlds. Players can explore and enjoy creative tasks, reinforcing the charm of the beloved show.
Joey Egger from Screen Australia emphasizes that crafting a game that captures Bluey’s essence required a deep understanding of Brisbane culture. “It’s so daggy; it’s very Brisbane,” he said, highlighting the importance of local insight in making the game relatable.
Shainiel Deo, the CEO of Halfbrick, had long hoped to create a Bluey game. His close friendship with Brumm allowed them to share ideas and vision. They were determined to produce something meaningful rather than rushing a product. “We wanted to create a great experience,” Deo mentioned, showcasing their commitment to quality.
Beyond just being fun, investing in the Bluey franchise means representing Australian culture globally. Jason Imms, a fellow industry professional, underscored how important it is to leverage local talent. Bluey is not just another character; it’s a symbol of Australian identity that resonates broadly.
We hold high expectations for video games today, especially for kids. There’s ongoing debate about how the gaming industry engages young audiences. Instead of treating them as easy targets for profits, creating meaningful narratives that inspire is essential.
Deo consciously chose a one-time purchase model for Bluey’s Quest, steering clear of the subscription approach that’s common now. “Ethics is important for me,” he stated, illustrating a commitment to ensure children enjoy a game without feeling pressured to continuously pay.
Imms echoed this sentiment, expressing a belief that kids deserve high-quality experiences. “Stories that teach values about kindness and empathy are vital,” he said.
As we watch the landscape of children’s gaming evolve, it’s clear that the success of Bluey’s latest venture does more than entertain. It could set a new standard for how we approach games for younger players, combining fun with meaningful messages.

