Compare Codename Ghost Hunt prices across 50+ stores and find the best deal. Developed by Rahul Martin. Published by Rahul Martin. Released on 9/2/2018. Available on PC. Genres: Violent, Action, Indie, RPG, Strategy.

A solo-dev turn-based PVP tactics game with zero community footprint - squad stealth, weapon countering, and Ghost Coin wagering sound interesting on paper, but a dead playerbase is the real boss fight here.

I came to Codename Ghost Hunt the same way I come to any niche PVP game: cautiously optimistic, already half-expecting to queue into an empty lobby. This is a one-person indie effort from developer Rahul Martin, released in 2018, and the honest first thing to flag is that the playerbase data from SteamSpy estimates ownership somewhere between zero and twenty thousand, with 35 followers on the community hub. That gap between ceiling and floor tells you everything about how much real traffic this game has seen. No Steam reviews, no Metacritic score, no community discussion threads worth reading. That is the context you need before evaluating anything else. The pitch is genuinely decent for what it is. You assemble a four-unit squad from four distinct classes, each carrying its own skill set and weaknesses, then drop into short-span PVP matches against an opponent doing the same thing. The pre-match loop has some teeth: you can see enemy squad composition before the battle starts, which means there is a real countering layer where weapon loadouts and class selection matter. Visibility and concealment appear to be the central tension in a match - keeping units hidden while locating and eliminating enemy ghosts. The designer explicitly frames it as tactical stealth-in-turns rather than open brawling, which is a coherent design philosophy. A Ghost Coin economy rewards wins and lets you reinvest into squad upgrades, which at least implies a progression loop that should compound skill over time. The problems are structural and, from a PVP standpoint, basically fatal. Turn-based PVP with a microscopic playerbase is not just inconvenient, it is a functional blocker. You cannot stress-test weapon countering, class synergies, or the stealth mechanics if you cannot find a live opponent. There is no reported single-player mode, no bot practice, no AI skirmish fallback. The game also appears to require a Gamesparks account for online play, a backend service with its own historical reliability questions. For a game that is entirely online PVP, that dependency matters a lot. I have no evidence post-launch updates addressed the population problem, and the absence of any community discussion six-plus years after release suggests they did not. Frank assessment: the core concept is lean and readable in a way a lot of indie tactics games are not. Four classes, counter-pick logic, stealth-driven turn structure, and a wager economy could add up to something satisfying in a healthy lobby. But this is not a healthy lobby. If you have a dedicated friend willing to queue with you, you might extract some value from the countering system and class variety. If you are planning to find random opponents organically, the probability of that working is low enough that I would not bet Ghost Coins on it. Fred, Scout Team

Codename Ghost Hunt
ViolentActionIndieRPGStrategy

Codename Ghost Hunt

Sep 2, 2018Rahul Martin
GamerScout Says

A solo-dev turn-based PVP tactics game with zero community footprint - squad stealth, weapon countering, and Ghost Coin wagering sound interesting on paper, but a dead playerbase is the real boss fight here.

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Screenshots & Media

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About Codename Ghost Hunt

I came to Codename Ghost Hunt the same way I come to any niche PVP game: cautiously optimistic, already half-expecting to queue into an empty lobby. This is a one-person indie effort from developer Rahul Martin, released in 2018, and the honest first thing to flag is that the playerbase data from SteamSpy estimates ownership somewhere between zero and twenty thousand, with 35 followers on the community hub. That gap between ceiling and floor tells you everything about how much real traffic this game has seen. No Steam reviews, no Metacritic score, no community discussion threads worth reading. That is the context you need before evaluating anything else. The pitch is genuinely decent for what it is. You assemble a four-unit squad from four distinct classes, each carrying its own skill set and weaknesses, then drop into short-span PVP matches against an opponent doing the same thing. The pre-match loop has some teeth: you can see enemy squad composition before the battle starts, which means there is a real countering layer where weapon loadouts and class selection matter. Visibility and concealment appear to be the central tension in a match - keeping units hidden while locating and eliminating enemy ghosts. The designer explicitly frames it as tactical stealth-in-turns rather than open brawling, which is a coherent design philosophy. A Ghost Coin economy rewards wins and lets you reinvest into squad upgrades, which at least implies a progression loop that should compound skill over time. The problems are structural and, from a PVP standpoint, basically fatal. Turn-based PVP with a microscopic playerbase is not just inconvenient, it is a functional blocker. You cannot stress-test weapon countering, class synergies, or the stealth mechanics if you cannot find a live opponent. There is no reported single-player mode, no bot practice, no AI skirmish fallback. The game also appears to require a Gamesparks account for online play, a backend service with its own historical reliability questions. For a game that is entirely online PVP, that dependency matters a lot. I have no evidence post-launch updates addressed the population problem, and the absence of any community discussion six-plus years after release suggests they did not. Frank assessment: the core concept is lean and readable in a way a lot of indie tactics games are not. Four classes, counter-pick logic, stealth-driven turn structure, and a wager economy could add up to something satisfying in a healthy lobby. But this is not a healthy lobby. If you have a dedicated friend willing to queue with you, you might extract some value from the countering system and class variety. If you are planning to find random opponents organically, the probability of that working is low enough that I would not bet Ghost Coins on it. Fred, Scout Team

Tags

multiplayerpvponline-pvptier:sub-5Turn-Based PVPSquad BuildingClass Counter-PickGhost Coin EconomyStealth TacticsDead Playerbase RiskSolo DevShort-Match Format

System Requirements

Minimum

OS
Windows XP
Memory
512 MB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
Nvidia GTX 730, AMD HD 4850
Processor
Intel i3, 2.0 Ghz or higher
Additional Notes
Internet Connection is required to play the game

Recommended

OS
Windows 10
Memory
512 MB RAM
DirectX
Version 10
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
Nvidia GTX 960, AMD RX 480
Processor
Intel i5 2.8 Ghz or higher
Additional Notes
Internet Connection is required to play the game

Reviews & Ratings

No ratings available

Game Info

Developer
Rahul Martin
Publisher
Rahul Martin
Release Date
Sep 2, 2018

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