Compare Daddy's gone a-hunting prices across 50+ stores and find the best deal. Developed by Wojciech Krupinski. Published by KrupinskiArt. Released on 12/12/2017. Available on PC. Genres: Action, Adventure, Casual, Indie.

A one-person prehistoric action game with genuine DIY charm, built entirely by a solo developer who also composed the music - low expectations going in, genuine warmth coming out.

I went into this one with no community consensus to lean on, no critic scores to triangulate against, and a title that sounds like a folk song. What I found is exactly the kind of micro-release that gets swallowed by the Steam catalog every week: a solo project by Wojciech Krupinski, who handled design, art, code, and music without a team behind him. That context matters. It reframes what you are actually evaluating. The setup is ridiculous in the best low-fi way. A lazy prehistoric dad gets kicked out by his wife and has to hunt food for his kids. You navigate over 50 room-based stages spread across two distinct zones, battling prehistoric monsters with your loyal pet fish - used as both a sword and a boomerang. Yes, the fish. That detail is either the most charming thing in the game or a sign you should close the tab, and your reaction to it will tell you everything you need to know about your own fit with this title. The combat is simple and repetitive, but the absurdist logic of the premise gives it a scrappy energy that keeps early rooms tolerable. The 16-bit SNES-adjacent pixel art is rough at the edges but has a handmade quality that studio asset packs can never quite fake. The developer described it as SNES graphics with a modern touch, and that tracks. The retro FX sounds - little crunchy explosions, impact hits, the general prehistoric chaos - do more work than they have any right to, adding a tactile feel to combat that a more polished game might drown in orchestration. The music is retro-style and built to match the pixel world rather than compete with it. Modest, functional, sometimes quietly enjoyable. Where the game loses credibility is in its shallowness as a sustained experience. Two zones and a fish weapon do not a deep action game make. There is no real progression system, no build variety, no unlocks that meaningfully alter how you play. The difficulty can spike in ways that feel accidental rather than designed - deaths come, and there is no shame in that, but the learning curve owes more to repetition than to any satisfying skill expression. The absence of Steam achievements stings a little for completionist-minded players, and community requests for them went unanswered. This is not a game that grows with you. For what it is - a sub-dollar curiosity from a developer who made everything himself, released it, and moved on - it deserves a fair look rather than reflexive dismissal. The window of audience is narrow: retro action fans who enjoy the archaeology of tiny Steam releases, or anyone who simply wants fifteen minutes of prehistoric silliness without any friction. Go in with patience and zero expectations for depth, and there is a genuine handmade oddity here worth a moment of your time. Kai, Scout Team

Daddy's gone a-hunting
ActionAdventureCasualIndie

Daddy's gone a-hunting

Dec 12, 2017Wojciech KrupinskiKrupinskiArt
GamerScout Says

A one-person prehistoric action game with genuine DIY charm, built entirely by a solo developer who also composed the music - low expectations going in, genuine warmth coming out.

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About Daddy's gone a-hunting

I went into this one with no community consensus to lean on, no critic scores to triangulate against, and a title that sounds like a folk song. What I found is exactly the kind of micro-release that gets swallowed by the Steam catalog every week: a solo project by Wojciech Krupinski, who handled design, art, code, and music without a team behind him. That context matters. It reframes what you are actually evaluating. The setup is ridiculous in the best low-fi way. A lazy prehistoric dad gets kicked out by his wife and has to hunt food for his kids. You navigate over 50 room-based stages spread across two distinct zones, battling prehistoric monsters with your loyal pet fish - used as both a sword and a boomerang. Yes, the fish. That detail is either the most charming thing in the game or a sign you should close the tab, and your reaction to it will tell you everything you need to know about your own fit with this title. The combat is simple and repetitive, but the absurdist logic of the premise gives it a scrappy energy that keeps early rooms tolerable. The 16-bit SNES-adjacent pixel art is rough at the edges but has a handmade quality that studio asset packs can never quite fake. The developer described it as SNES graphics with a modern touch, and that tracks. The retro FX sounds - little crunchy explosions, impact hits, the general prehistoric chaos - do more work than they have any right to, adding a tactile feel to combat that a more polished game might drown in orchestration. The music is retro-style and built to match the pixel world rather than compete with it. Modest, functional, sometimes quietly enjoyable. Where the game loses credibility is in its shallowness as a sustained experience. Two zones and a fish weapon do not a deep action game make. There is no real progression system, no build variety, no unlocks that meaningfully alter how you play. The difficulty can spike in ways that feel accidental rather than designed - deaths come, and there is no shame in that, but the learning curve owes more to repetition than to any satisfying skill expression. The absence of Steam achievements stings a little for completionist-minded players, and community requests for them went unanswered. This is not a game that grows with you. For what it is - a sub-dollar curiosity from a developer who made everything himself, released it, and moved on - it deserves a fair look rather than reflexive dismissal. The window of audience is narrow: retro action fans who enjoy the archaeology of tiny Steam releases, or anyone who simply wants fifteen minutes of prehistoric silliness without any friction. Go in with patience and zero expectations for depth, and there is a genuine handmade oddity here worth a moment of your time. Kai, Scout Team

Tags

singleplayertier:sub-5Solo DeveloperPrehistoric SettingRoom-Based CombatPet Weapon MechanicRetro FX SoundsLow Barrier to EntryShort Session PlaySNES-Style Pixel Art

System Requirements

Minimum

OS
Windows XP
Memory
512 MB RAM
DirectX
Version 11
Storage
50 MB available space
Graphics
Video Any 3D capable card
Processor
Intel Pentium 4 1.3 GHz
Additional Notes
You need DirectX End-User Runtime Web Installer

Recommended

OS
Windows XP/Windows 7
Memory
1 GB RAM
Storage
2 GB available space
Graphics
Video Any 3D capable card
Processor
Intel Core 2 Duo or Athlon 64 X2
Additional Notes
You need DirectX End-User Runtime Web Installer

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Game Info

Developer
Wojciech Krupinski
Publisher
KrupinskiArt
Release Date
Dec 12, 2017

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What platforms is Daddy's gone a-hunting available on?

Daddy's gone a-hunting is available on PC.

When was Daddy's gone a-hunting released?

Daddy's gone a-hunting was released on 12 December 2017.

Who developed Daddy's gone a-hunting?

Daddy's gone a-hunting was developed by Wojciech Krupinski and published by KrupinskiArt.