
HunterX
Tsuki hunts demons under a purple moon in a Souls-tinged Metroidvania that rewards build creativity far more than it rewards reading the story. Rough around the edges, but 83% of Steam players don't seem to mind.
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About HunterX
I have a soft spot for small studios swinging above their weight class, and ORANGE POPCORN does exactly that with HunterX. The team behind it previously shipped 3000th Duel under a different banner, and you can feel that institutional memory at work: the interconnected map structure, the Karma-as-currency death loop, and the satisfying snap of move-canceling combat all carry that lineage forward. None of it is wildly original, but there is something quietly confident about how it holds together. You play as Tsuki, a teenage demon hunter who stumbles through a dimensional rift and into an ancestor world swarming with monsters. The narrative is thin to the point of near-transparency. Characters drift in and out with minimal context, the main villain barely registers until you are already punching him, and the localization leaves some story beats genuinely ambiguous. If you came for lore, look elsewhere. What the game actually sells is its combat toolkit, and that toolkit is more interesting than the genre price tag implies. Tsuki can attack, dash through enemy hitboxes with clear telegraphed windows, parry, block, execute Mortal Blow finishers fuelled by an MP bar, equip two Occult magic abilities (think fireballs, ice knives, slashing bursts), carry two accessories for stat and elemental tuning, and swap weapons across a pool that grows from a basic blade into war hammers, axes, and fancier swords. Over 170 collectible items feed into a branching skill board upgraded with Karma drops. The design philosophy is one of multiple viable approaches: parry specialists, dash-and-punish players, and glass-cannon strength builds all find room to breathe. Where HunterX stumbles is in consistency. Difficulty spikes without much warning, the mini-map gives no reminder of which ability unlocks which gated door, some parry windows feel arbitrary, and the musical loop over each area is limited enough that veterans of longer runs have noted tuning it out entirely. The post-launch Easy mode is a welcome addition, though it requires a full restart to access, which is the kind of friction that stings. The 2.5D visuals carry a retro-PS2 charm that divides opinion; the enemy and boss designs are genuinely inventive (marionette creatures, crossbow dogs, a shrieking ice woman), while the background environments settle for functional over expressive. The soundtrack, for its part, lands with more personality than the level art would suggest. Steam user sentiment sits at 83% positive across nearly 700 reviews, which is a reasonable signal that the core audience, Metroidvania lifers who have cleared their backlogs and want something low-cost with genuine combat depth, mostly gets what it came for. Completionists chasing the full item roster and build experimenters trying high-risk stat spreads will extract the most mileage. Narrative-first players and anyone who expects crisp save-room placement or an Easy mode that doesn't cost a restart should temper expectations accordingly. ORANGE POPCORN has since released a follow-up in HunterX: code name T, itself sitting at 84% positive, which suggests the studio is iterating rather than coasting. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- DirectX
- Version 11
- Storage
- 3 GB available space
- Graphics
- 1GB of video RAM
- Processor
- Intel Core 2 Duo E4400
- Additional Notes
- 16:9 recommended
Recommended
- OS
- Windows 10
- Memory
- 2 GB RAM
- DirectX
- Version 12
- Storage
- 3 GB available space
- Graphics
- 2GB of video RAM
- Processor
- Intel Core i5
- Additional Notes
- 16:9 recommended
Reviews & Ratings
No ratings available
Game Info
- Developer
- ORANGE POPCORN
- Publisher
- ORANGE POPCORN
- Release Date
- Apr 28, 2022