Invokyr artwork$12.9993%Very Positive

Invokyr A Haunted Game Night With Friends

Roll the dice, survive whatever the house sends, and play your way out of a cursed board game together.

Is Invokyr worth it?

Invokyr is worth it if…

  • you like co-op horror that is more funny and tense than truly scary
  • you want short runs full of dice rolls, traps, and unpredictable monsters
  • you have a group of four to six friends for regular game nights
  • you like replayable maps and unlocking harder challenges

Screenshots

Roll the dice, wake the house

Everything starts at the board. You roll, you move, and each roll summons something new: traps, curses, strange creatures with their own way of hunting. Reach the end of the board and you earn your freedom. Perhaps.

Death is not always the end here, so a bad roll stings without ending the night. You learn to hold your breath, run back through dark rooms, and laugh when the plan falls apart.

Six friends, one bad idea

This is built for online co-op with up to six players, and it shows. You can work together, split up to search faster, or leave someone behind when the noises get close. The house feels fairer with more eyes and hands, and funnier when everyone disagrees about what to do next.

Expect shouting over the board, bad dice advice, and heroic rescues followed by someone getting caught anyway.

Hunt for dice that do strange things

Dice are scattered through the house, and each one can be used only once, so every throw counts. You scour rooms and corridors to restock, then decide when a roll is worth the risk.

Some dice are special: they can heal, hide, or hinder what hunts you, but nothing comes without risk. Save the good one for later or burn it now to get your friend out of trouble. Choose wisely, then live with the roll.

A labyrinth that keeps changing shape

The house is a maze of rooms, easy to get lost in when you stray from the board. Past its cold halls sit stranger places: a jungle, an ice mountain, an oversized toy chest.

Surviving earns rewards and unlocks harder challenges, which gives repeat runs some pull. The tiles start to look familiar after a while, but the layout stays fresh enough to keep each escape tense.

Good to know before you roll?

How does a run actually work?

You gather around the board in an abandoned house ruled by the Gamemaster, a once-beloved toy with a bitter sense of humour. Roll the dice, move along the board, and survive whatever that roll summons. Make it to the end and you escape. Fail, and the darkness keeps you a little longer.

What do the monsters do?

Each creature hunts in its own way, so you cannot use the same trick twice. Traps and curses pile on between hunts, which keeps even simple trips back to the board risky.

What is there to do between rolls?

Search the house for lost dice, since every die is single-use. Spend what you earn in the shop on supplies and upgrades for the next stretch. And try not to get lost: wander too far from the board and the labyrinth has a way of keeping you.

Is it very scary?

It is dark and full of jumpy surprises, with a psychological edge and a joking tone underneath. The mood lands closer to a rowdy board-game night with monsters than a slow dread-filled haunting, which suits players who want tension and laughter in the same run.

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