
Boot Hill Heroes
A small-team Wild West JRPG that swaps fantasy castles for dusty frontier towns, and trades passive turn queues for a real-time vantage system that will punish button-mashers without mercy.
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About Boot Hill Heroes
I have a soft spot for the games that quietly do something smart with a genre and then never quite get the attention they deserve. Boot Hill Heroes is exactly that kind of game. Experimental Gamer Studios, working from a Kickstarter foundation, planted the JRPG formula squarely in the 19th-century American frontier and came out with something genuinely distinct from the EarthBound-inspired crowd it superficially resembles. The heart of the experience is the combat, and it is the part that will either hook you or send you back to the menu. Forget passive turn queues. Each of Kid, Doc, Moon, and Rosy has four assignable "vantages" drawn from equippable job hats, and everything runs off a shared blue charge meter where more powerful moves cost more charge and take longer to execute. Enemies are doing the same math in real time, which means watching an opponent wind up a heavy hit and deciding whether to counter, dodge, or just eat it becomes a genuine tactical read every single battle. There is no exploiting level grinding to skate past difficult encounters; the system simply asks you to get better at it. A difficulty slider and a slower, more turn-based mode exist for players who find the default pace overwhelming, which is a generous concession from a game that could have left you to figure it out on your own. Outside of combat the structure is a linear town-to-wilderness chain that one reviewer compared to Final Fantasy X rather than an open world, which is accurate and honestly fine. Towns are dense with individual NPC sprites, Western-dialect dialogue that leans into period slang without becoming tiresome, and the occasional oddball scenario like a circus or a poker bar. Your loyal dog acts as the save point and quest compass, which is as charming in practice as it sounds. Weapons can be customized with status-inflicting properties, so a lasso that catches fire or a gun rigged to fire multiple bursts per trigger pull adds genuine craft to gear selection. The job hat system drives character class identity, and swapping hats to unlock new vantages before locking in a build for a tough stretch of bosses gives the game a quiet strategic layer. The honesty note: Boot Hill Heroes ends on a hard "to be continued" that will feel abrupt if you come in cold. This is episode one of a planned trilogy, and while a post-game bonus dungeon adds some closure, the main narrative stops rather than concludes. Minor bugs surface here and there, including audio spikes on multi-hit attacks and a save-notification quirk from the dog, and some players have found the early hours slow before the full four-character party assembles. The sprite work is also inconsistent in places, with some enemy designs noticeably rougher than others. None of it is fatal. The soundtrack by Jake Kaufman, built on midi instruments but somehow evoking Ennio Morricone in its quieter moments, carries a lot of the atmosphere on its back and earns every note of praise reviewers have given it. At roughly nine to twelve hours with a bonus dungeon at the end, this is a game that knows its length and mostly respects it. It asks you to pay attention, time your stances, and enjoy a setting that mainstream RPGs almost never touch. If the idea of an ATB-style combat system dressed in dusty sheriff's stars and frontier humor sounds like it was made for you, it probably was. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 1 GB RAM
- DirectX
- Version 9.0c
- Storage
- 150 MB available space
- Graphics
- DirectX 9.0c compatible
- Processor
- 1.6Ghz
- Sound Card
- DirectX 9.0c compatible
Reviews & Ratings
No ratings available
Game Info
- Developer
- Experimental Gamer Studios
- Publisher
- Experimental Gamer Studios
- Release Date
- Oct 10, 2014