
Hunters Of The Dead
Permadeath, a randomly generated city, and five hunter classes fighting toward Dracula - this one punches above its budget tier if you can tolerate a rough early-game difficulty wall.
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About Hunters Of The Dead
I track my roguelikes by how fast the first wipe makes me want to restart versus quit for good, and Hunters of the Dead lands in the "frustrated but restarting" category - which is actually a compliment. The loop here stacks three distinct systems on top of each other: a city-exploration layer where you claim buildings and gather resources, a real-time tactical defense layer where your five hunter classes physically hold a lane against waves of undead, and a between-run upgrade tree with 16 unlockable improvements that mean a failed run still moves you forward. That structure is lean enough to learn in a session and deep enough to keep producing interesting decisions for several more. The resource tension is where the design earns its keep. Sending a hunter to a hospital for healing or to a graveyard for training takes them off the roster entirely - so every building expansion is also a bet on whether Dracula's forces will attack before that unit returns. Venturing further from your base in the procedurally generated city escalates both battle frequency and enemy density, which means the risk-reward math around expansion is genuinely meaningful. It is the kind of constant triage that strategy players find satisfying rather than punishing, once the first couple of runs calibrate your instincts. The criticism that sticks, and it is fair, is that the experience does not stand out in a crowded genre. The steampunk-vampire aesthetic is present but thin. The solo critic review that surfaced at launch landed the game squarely in "competent but unremarkable" territory, and the Steam community sits at a mixed split just above the 60 percent line - which mirrors that verdict pretty closely. Community threads from the early days flagged a steep opening difficulty where Dracula can attack before you have time to stabilize your roster, and some players reported unit-placement bugs that occasionally left them with no defenders to place at battle start. Neither issue has a reported fix from the developer, and the game has been dormant post-launch with no meaningful update history visible. For genre newcomers, the sub-hour tutorial curve is actually an asset. The mechanics are intuitive enough that a beginner can parse the city map, the battle lane, and the hunter management panel without a manual. The randomly generated cities, quests, and weapons give the core loop decent replay variety, and the two unlockable difficulty tiers extend the ceiling for players who clear the base campaign. If you have ever bounced off Rebuild or similar city-survival hybrids because of UI complexity, this is a gentler entry point with a cleaner feedback loop. Veterans of that subgenre will clear the content ceiling faster than they would like, but the price point at this tier makes that a minor complaint rather than a dealbreaker. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP / Vista / 7
- Memory
- 1 GB RAM
- Storage
- 250 MB available space
- Graphics
- 960x720 minimum resolution, graphics card with 128 MB of RAM
- Processor
- 2 GHz
- Additional Notes
- Will not display correctly on 5:4 screen ratios
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Game Info
- Developer
- Traptics
- Publisher
- Strategy First
- Release Date
- Sep 4, 2014


