
Boogey Hunters is a strategic ammo-building game where you travel the world hunting mythical creatures from different folklore. Plan your moves carefully, combine bullets to unleash powerful moves, battle terrifying boogies, and save the world in the shortest day possible!
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About
Boogey Hunters is a strategic ammo-building game that takes players on a thrilling global journey to hunt down terrifying mythical creatures, known as boogeys, from different folklores. As a skilled hunter, you must travel the world, carefully plan your movements, and engage in tactical combat to rid each country of its unique boogey.
Travel around the world strategically.
Manage time wisely. Every action causes a day to pass, and boogeys grow stronger each day.
Discover folklore and mythical creatures from different cultures. Boogeyman, Jersey Devil, Baba Yaga, Cuca, El Hombre Del Saco and many more...
Face increasingly powerful boogeys as they evolve through different phases.
Engage in tactical deck-building combat with unique bullet combinations.
The effects of certain bullets are determined by dice mechanic. Believe your luck and roll the dice.
Enjoy a challenging single-player experience with deep strategy and replayability.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Turkish*, French*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Simplified Chinese*, Traditional Chinese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Cool! It mechanically plays like any other roguelike deckbuilder with the difference of using a fixed amount of bullets (cards basically) and the way the interact with each other. The most interesting part are the boogeys, creatures of folklore and legends from all around the world, each country has a unique boss that gets stronger the more days pass. It's fun to build a deck with the different bullets, organize the time to travel from place to place (with random events too) and trying to be both strong enough and efficient, a bit hard but very engaging. Totally recommended. Esp: Ta bueno. Mecánicamente es como cualquier otro roguelike de cartas, con la diferencia de que usas una cantidad fija de balas (básicamente cartas) y la forma en que interactúan entre sí. Lo más interesante son las criaturas del folclore y leyendas de todo el mundo. Cada país tiene un boss único que se vuelve más fuerte a medida que pasan los días. Es divertido construir un mazo con las diferentes balas, organizar el tiempo para viajar de un lugar a otro (con eventos aleatorios también) e intentar ser lo suficientemente fuerte y eficiente, un poco difícil pero te engancha fácil. Bastante recomendado.
I really like what this game does. It's essentially Slay the Spire meets Xcom. So, why the negative review? 1) The bugs. Out of 10 runs, I only ever had ONE run where I did not need to quit to the main menu and forfeit an entire fight's worth of progress at the minimum. It constantly hangs up on whose turn it is mid fight and sometimes post-fight it will simply break. A few times is understandable, nearly every game is not. 2) The mechanics aren't fleshed out. One of the core pieces of this game is its race against the clock gameplay. You travel from country to country balancing health and time to take out boogeys before they evolve into a more powerful state. VERY cool idea, I love it. Unfortunately, in the late game this timer becomes redundant. The first 150-200 days are a rush, but after that every boogey has reached its final form in which you'll either be so powerful that it won't matter or the game is over. Most of my time, I outleveled them. This resulted in me stretching two fights across nearly 100 days at a time. Low on health? Let me spend 30 days traveling to the other side of the world to heal, spend 30 days coming back, then fighting. 3) The lack of variety. Unlike most roguelike games, you'll have likely seen everything the game has to offer within 2 playthroughs. The order of random events tends to be the same, the events themselves always offer the same loot and the same "right" choices, each country only has 1 boogey type. It just gets boring. 4) The game gets easier the more you play. There are two hunters. When you level them up, they get pretty significant buffs ranging from simple HP boosts to entire damage reworks and dice alterations. With no difficulty options, this means that your first playthrough and final playthrough will differ HEAVILY in the wrong direction. It's fun, but heavily flawed.
[h1]Boogey Hunters é uma joia estratégica que mistura folclore, tática e sorte de forma brilhante! Pena que é desconhecido [/h1] O jogo é surpreendente... A proposta mistura tática, mitologia e roguelike com uma mecânica de deckbuilding super criativa. Você precisa caçar entidades folclóricas como Baba Yaga, Cuca (yes! Brasil p***) e até o próprio Boogeyman, usando balas personalizadas cujos efeitos são definidos por rolagens de dados; e sim, cada bala faz diferença! A progressão é desafiante: o tempo está sempre contra você, os inimigos ficam mais fortes, e cada decisão importa. Logo, você precisa pensar duas vezes para quantos dias vai queimar viajando, descansando, observando inimigos ou até mesmo explorando eventos aleatórios... A arte cartunesca dá o tom perfeito pro clima sobrenatural, e a trilha sonora acompanha tranquilamente. É fácil perder horas tentando aquela “run perfeita” ou desbloquear/upar todos os quatro personagens com habilidades únicas. Altíssima rejogabilidade, desafios constantes e uma vibe inesperada dada pelos eventos aleatórios que acontecem durante as viagens e através dos rádios. Tudo o tempo todo pode mudar! Se você curte estratégia com um toque sombrio e curte aprender sobre lendas do mundo todo, esse jogo vale muito a pena.
[code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE CARD AND BOARD GAMES FOLLOW US [b]CARD GAME KING [/b][/url] [/code] Interesting, and decently doe blend of deckbuilding and light dice rolling, but anything outside of these two doesn't quite always hit the mark. To briefly describe the gameplay: During combat you place up to 3 bullets (cards) into your gun in order in which they will be played. Some cards require a dice roll which gets stronger the more bullets of that type there are. Outside of combat, you draft new cards, buy items and hunt monsters in any order you wish. The trick is that they grow stronger with time, and taking too long to get to the next monster or even taking too long to kill one, makes other stronger. You win if all monsters on the map are dead. The bullet order was an interesting idea, but outsdie of some specific effects, it usually didn't matter or the order was obvious. The deckbuilding is pretty much the most impactful component of the game and decently done, but the big issue here is that there is no way to remove cards (outside of some random events), which can be rather frustrating. Even more so when the game refuses to give you useful cards, so now every combat drags on because enemies have a lot of health and you lack stronger cards. Because enemies grow stronger over time you need to kill as much of them as possible before they grow into their boss stage. I really can't say I've enjoyed this part because once enemies have grown to their final phase, you don't need to rush and can just walk around the map fishing for good events or heal after each battle. This "optimal" way of playing is sadly boring as you wait for movement animations to finish. The game itself can be challenging (mostly because you can't remove cards) but for whatever reason, there are roguelite elements that significantly boost your power between runs, so it's really hard to tell whether you won because you got better or you just have better stats. Despite some rough corners, the core of the game is decent enough, and a welcomed respite from myriad of roguleike StS clones. I just wished the new formula was more fun and combat faster. [h1][b]The positive[/b] [/h1] + Decent card play and deckbuilding + Some unique ideas like order of cards (sometimes) mattering [h1][b]The neutral[/b][/h1] * Non-optional roguelite elements makes future games easier * Some unnecessary slow animations [h1][b]The negative[/b][/h1] - Combat can take too long if you don't get your deck going early - No card removal forces you to play with weak cards, making it difficult to get a powerful deck [h1][b]Conclusion:[/b] [/h1] A deckbuilding, dice rolling duo, that dares to stray away from common mechanics, but it doesn't always work out. Recommended, 7/10.
Slay the Spire系のデッキ構築カードゲーム。日本語翻訳はやや悪。 現在使用できるキャラは3人。他のデッキ構築系と明確に違う部分を書きます。 ・現実の世界地図を元にした1枚MAPを移動して、世界各国を訪れていく。よくあるマス目を下から上へ方式ではない。 ・敵は世界各国のUMA。カナダならウェンディゴ、日本なら口裂け女が敵として登場。 ・1国につき1体の敵と戦う。日本なら口裂け女と戦い、倒したら日本は制圧。他の国へ移動する。 なので、所謂「雑魚戦は存在しない」と考えて良いかも。ボス戦の連続のような感じ。 ・手札から3発までの弾薬を選んで銃に込め、装填した順番で敵に向かって発射し攻撃する。 ・上記の方法で戦闘するので、カードではなく弾薬を集めてデッキを強化していく。カード=弾薬。 ・3発まで弾を込めて準備し、攻撃ボタンを押すと一気に全弾発射する。1枚ずつカードを使って~という事はできない。 ・時間という概念が存在し、戦闘のターン数、世界MAPでの移動によって日数が経過し、時間が経つごとに世界のUMA達が強化されていく。フェーズ2、フェーズ3とレベルアップし、体力や攻撃力が上昇する。 ・戦闘する前に「調査」をする事で、UMAの状態が分かる。現在のフェーズ段階を確認するのに役立つ。調査しなかったら何も分からないまま戦う事になる。体力も???表示になり数値が分からない。 ・「調査」したUMAは図鑑に登録され、豆知識が見られるようになる。 ・ショップと休憩所はゲーム開始時に、ランダムにどこかの国に配置される。ブラジルにショップ、中国とドイツに休憩所みたいな感じ。その国に行かないと利用できない。ショップは1ヶ所だけ。休憩所は2ヶ所。 ・ショップや休憩所でカード削除ができない。ランダムイベントで減らすしかない。 思いつくのはこのくらいですが、かなり独特なゲーム性となっています。戦闘自体は他のデッキ構築系と似ているのですぐに慣れると思いますが、ショップなどの利用の仕方、日数管理などの要素があり最初は戸惑うかもしれません。 [h3]良い所[/h3] ・UMAのデザインが凝っている。 フェーズ段階によって姿形が変わり、攻撃時・被弾時のグラフィックも変わります。フェーズは1~3まであるので、1体につき3種類のデザインが用意されており、力が入っていると思います。 ・BGMも凝っている。 各国に合わせたBGMが流れるので、雰囲気を損なうことなく戦う事ができます。数えたわけではありませんが、これも相当な数のBGMが用意されていると思います。 ・銃を使った攻撃がユニーク。 3発目に発射された時に効果が発動する弾薬、1発目に発射された弾丸の効果を強化するレリックなど、装填する順序が重要にな るのは面白いです。 [h3]気になる所[/h3] ・テンポが悪い。 世界MAPで移動している時の速度が遅いです。カナダからロシアに向かうなどの長距離移動では結構待たされます。 また、戦闘が終わると2秒くらいのオートセーブが入るのですが、この間操作が効かなくなります。待つしかない。戦闘が終わるたびに毎回入るので鬱陶しいです。繰り返し遊ぶローグライクとして見ると、テンポが悪いし周回の妨げになると思います。 ・状態異常の計算が反映されず、分かりづらい。 「与えるダメージが25%減少する」「受けるダメージが50%上昇する」といった状態異常がありますが、状態異常の効果がカードに反映せずテキストの数値が変わりません。 手札に「5ダメージ与える」という効果のカードがあったとします。敵に「受けるダメージが50%上昇する」という状態異常が付いていても、数値は「5」から変わりません。自分で計算をしなくてはならないという訳です。発射して敵に当たって、初めて反映された数値が表示されます。 「与えるダメージが25%減少する」も同様です。敵が「14」の攻撃を計画しているとします。状態異常を付与してもこの数値は変わりません。こちらが攻撃を受けて初めて反映された数値が出ます。 令和7年に発売されたゲームでこの仕様はどうなのかなと思います。他のデッキ構築系では、状態異常を反映してカードの数値を変えてくれる作品が普通にあります。明確なマイナス点と言えるでしょう。 ・キャラのカードで翻訳されていない物がある。 ダリウスというキャラですが、テキストが英文のままのカードがあります。正確にはカードのテキストは翻訳されていますが、補足説明のテキストが英文のままです。 ・UMAの名前が(恐らく)違う。 フィンランドとロシアのUMAの名前が両方とも「バーバ・ヤーガ」ですが、フィンランドのUMAは「ノッケン」だと思います。 ・効果がよく分からないレリックが複数ある。書かれている内容と違うレリックがある。 「攻撃する時、このレリックは基本弾として扱われる」というレリックがありますが、全く意味が分かりません。銃にレリックを装填して発射する事は出来ないので、どういう効果なのか本当に不明です。 他にも「このレリックはタムタム弾として扱われる」という似たような物が複数あり、効果が分からない物が全部で8個くらいあります。翻訳が悪いのか原文が悪いのか分かりませんが…。 また、ダルマのレリックがあり「一度も弾丸でダメージを与えなかった場合、次のターンで手札+1」という効果なのですが、ダメージを与えても手札が増えます。何が正しいのかもう分からん。 ・運の要素が若干強い。イカれた能力を持つUMAがいる。 カードの中には「サイコロを振り、出た目によって効果が変わる」という物が多数存在し、戦闘に運が絡んでくる事も少なくありません。(振るサイコロの数は増やせるので、問題にならない) 上記レベルの運要素ならまだ許容できますが、敵に「50%の確率で攻撃を回避する」というイカれた能力を持つ者が存在し、完全に運ゲーになっています。しかも2、3ターン効果が続くというおまけ付き。 単純に考えて2回に1回は攻撃を避けるので、戦闘が長引きターン数がかかります。ターン数が延びるという事は各国のUMAが強化されるまでの猶予が短くなり、プレイヤーにとって不利に働くという事です。あと戦ってて楽しくないし普通に面倒。 プレイヤーの力量でどうにかなる物ではありません。完全に運です。フェーズ3ならまだ分かりますが、フェーズ2の段階でこの戦法を取ってくるのも嫌らしい。2ヶ国くらいのUMAしかやってこないのが救いです。 また、日本のUMA「口裂け女」のフェーズ3での能力も厄介です。「プレイヤーが攻撃する前にサイコロを1つ振り、4が累計3回出たら死亡」という状態異常をこちらに付与してきます。これも運ゲーとしか言いようがありません。 運の要素が強すぎる敵がいます。特に「50%で避ける」は面白さよりも不愉快の方が上回っています。 ・タイトル画面などで自由に見られる図鑑が無い。 各キャラのカード、レリック、UMAの情報など何一つ確認する事が出来ません。 特にUMA図鑑は「調査」で確認した情報は、いつでも見られるようにした方がいいとと思います。新しくゲームを始めると図鑑が真っ白になるのもよく分からない。 最初はおすすめしないにしようかと思いましたが、甘めに付けてgoodにします。 セールならば手を出しやすいお値段ですし、UMAなどのアートワークは素晴らしいと思います。めちゃくちゃ面白い訳ではありませんが、気が向いたらどうぞという感じ。
A chill ammo-building game, definitely on the simpler side. You won't find overly complicated bullets, however there is enough variety to branch out to different builds throughout the game. Managing travelling times is very important as enemies scale with days passed and you can suddenly find yourself fighting an overpowered monsters. I have not experienced any crashing/bugs while playing this game, all runs smoothly for me. I recommend this game if you are looking for a chill deck/ammo-building game with a lot of charm and don't want a game that requires ton of strategizing.
Boogey Hunters is a strategic roguelike deck-building game developed by Keep The Engine Games and published by Rogue Duck Interactive alongside Gamersky Games. At its core, the game merges turn-based tactical combat with a unique ammunition-combination system that replaces traditional card mechanics. Instead of relying on spell cards or character abilities alone, players build attack sequences by assembling different types of bullets that determine the power and effects of each shot. This distinctive twist on the deck-building formula helps the game stand apart in a genre that has grown increasingly crowded over the years. The premise revolves around a supernatural crisis unfolding across the world. Mythical creatures drawn from folklore and urban legends have begun emerging in various regions, threatening humanity with destruction. These creatures, referred to as “boogeys,” are manifestations of ancient legends and cultural fears. Players assume the role of a professional hunter tasked with tracking these monsters across different countries and eliminating them before their power grows beyond control. Rather than focusing on a single storyline, the game frames its narrative through the player’s journey from one hunt to another, gradually revealing a world where folklore has become terrifyingly real. One of the most interesting structural elements of Boogey Hunters is its world map system. Players travel between countries and cities while deciding which locations to visit before confronting the next monster. Every movement across the map consumes time, measured in days, and this time management mechanic plays a crucial role in shaping each run. The longer a boogey remains active, the stronger it becomes. As a result, players must carefully balance preparation and urgency. Spending too much time gathering upgrades or resources can make the final encounter far more difficult, while rushing into battle without proper preparation can be equally dangerous. Combat itself is turn-based and built around the game’s unconventional ammo-building mechanic. Instead of drawing a hand of cards in the traditional sense, players assemble different types of ammunition that determine the outcome of each attack. Each bullet type carries its own properties, such as increased damage, elemental effects, or special abilities that influence enemy behavior. By combining these bullets in different ways, players can create powerful attack sequences that allow them to exploit weaknesses or control the battlefield. This system adds a satisfying layer of experimentation, encouraging players to discover combinations that suit their preferred strategy. Another layer of unpredictability comes from the game’s use of dice mechanics. Certain attacks rely on dice rolls to determine their effectiveness, meaning that even carefully planned strategies carry an element of chance. A well-constructed ammunition chain may produce devastating results if the dice roll favorably, but poor luck can weaken an otherwise strong move. While this randomness can occasionally be frustrating, it also ensures that each battle remains dynamic and prevents combat from becoming completely predictable. The enemies themselves are inspired by myths and legends from around the world, which gives the game a unique thematic identity. Each boogey reflects the folklore of a specific region, drawing inspiration from well-known supernatural creatures. Encounters may include infamous figures such as Baba Yaga or other legendary monsters that have been reimagined with creative visual designs and attack patterns. These monsters often possess multiple phases during battle, evolving as their health decreases and introducing new abilities that force players to adapt their tactics. Between battles, players encounter a variety of events across the world map. These events can introduce new characters, reward valuable resources, or present difficult decisions that influence the direction of the run. Some locations function as shops where players can purchase upgrades or rare ammunition types, while others offer risky opportunities that may yield powerful rewards. These interactions help create a sense of adventure as players travel across different regions in pursuit of their next hunt. Visually, Boogey Hunters adopts a colorful and stylized art direction that gives the game a playful yet mysterious atmosphere. Characters and monsters are drawn with exaggerated proportions and expressive animations that help bring the world to life. Despite dealing with dark folklore themes, the art style maintains a slightly cartoonish tone that prevents the experience from becoming overly grim. The user interface is clean and easy to read, presenting combat information clearly so players can focus on planning their moves. The soundtrack complements the adventurous tone of the game with energetic background music that accompanies both exploration and combat. The music helps maintain momentum during battles while reinforcing the sense of traveling across a world filled with strange creatures and dangerous encounters. Sound effects, particularly those tied to gunfire and dice rolls, provide satisfying feedback that enhances the tactical rhythm of each turn. Replayability is one of the game’s strongest qualities. Because Boogey Hunters follows a roguelike structure, each playthrough offers a different combination of events, upgrades, and enemy encounters. Players are encouraged to experiment with new ammunition builds and travel routes across the world map, discovering strategies that may work better in future runs. Even unsuccessful attempts contribute to learning the game’s mechanics and improving decision-making for the next hunt. However, the game is not entirely without flaws. The complexity of its mechanics may feel overwhelming to new players who are unfamiliar with roguelike deck-builders. Understanding how different ammunition types interact takes time, and early runs may end quickly while players learn the basics. Additionally, the reliance on dice rolls means that luck occasionally plays a larger role than some players might prefer, particularly in crucial moments of battle. Another challenge is that the genre itself has become highly competitive. Many roguelike deck-builders exist today, and while Boogey Hunters introduces interesting ideas, it still operates within many familiar structures. Players who have spent significant time with other games in the genre may find certain elements somewhat predictable despite the unique ammunition system. Despite these minor issues, Boogey Hunters stands out as a creative and engaging strategy game that brings a fresh perspective to the roguelike deck-builder formula. Its blend of folklore-inspired monsters, global exploration, and inventive combat mechanics creates a gameplay loop that feels both challenging and rewarding. The pressure of managing time while preparing for increasingly dangerous hunts adds a constant sense of tension that keeps players invested throughout each run. Ultimately, Boogey Hunters offers a compelling experience for players who enjoy strategic decision-making and experimentation. Its imaginative approach to combat, combined with its mythological theme and replayable structure, makes it a notable entry within the genre. While it may require patience to fully understand its systems, players willing to dive into its mechanics will find a surprisingly deep and entertaining monster-hunting adventure. Rating: 8/10
It's fun, I played it between matches and ended up cancelling queue for playing more.
Güzel bir oyun. Öcülerle savaşıyoruz. Müzik ve karakter dizaynları çok hoş. Kafa dağıtmalık chill bir oyun olduğunu söyleyebilirim. Oynayın pişman etmez.
In all honesty, I feel like the boogey's you fight against are way too powerful once they level up to their second phase. Secondly, when it comes to combat, it seems like everything is in your opponent's favor. Even if you create a chain combo, the enemy's buffs will negate its effects.
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