A cute-looking, take-no-prisoners 3D arena shooter. Every block of the map can be shot away, drilled through, or rebuilt — dig through a wall, drop the floor from under someone, then swing through the hole on a real grappling-hook rope. Ships with a full map editor.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The game is already playable from end to end, and what it needs now is
players. Maps and weapons are still being added, the match rules want tuning
against real matches rather than my own solo tests, and online play needs real
connections and real opponents before I can call it proven. I would rather build
that part together with the people who play it.”

Approximately how long will this game be in Early Access?

“Until the work is done rather than until a set date. The core game is
playable, so Early Access is about breadth and polish: a larger map pool, a way
to share community-made content, and the match modes a competitive lobby needs.”

How is the full version planned to differ from the Early Access version?

“The full version adds to what is here rather than replacing it — more maps,
more weapons, sharing for player-made maps and skins, and more match modes. The
destructible terrain, the rope and the in-game map editor are already the game
and will not be rebuilt.”

What is the current state of the Early Access version?

“The whole game is in the build. A match runs end to end: pick or generate a
map, set the rules, fill the empty slots with CPU opponents, play, read the
results, go again. The map editor is in the main menu.

Playable now:
- Fully destructible and constructible terrain, in every map, for the whole
match.
- Bullet guns, rockets, thrown explosives, mines, a laser and stream weapons,
plus the grappling rope and the hand drill.
- Three modes: Survival, Deathmatch, and a solo Practice range. Free-for-all or
teams.
- CPU opponents in several difficulty tiers. They path through broken terrain,
dig their own routes, and use the rope and the drill.
- Seed-generated maps across a range of terrain themes, plus hand-built ones,
each with its own day/night cycle and weather.
- The in-game map editor. A saved map is one file you can hand to another
player.
- English, 日本語, 한국어 and 简体中文, switched in-game. Rebindable keys, minimap,
kill feed, scoreboard, and a spectator camera after you are eliminated.

Not in it yet: there is no music, only sound effects. There is no controller
support, so it is keyboard and mouse. Maps are shared as files rather than
through the Steam Workshop. Online play is the newest part of the build and has
had far less time with real players than the rest of it.”

Will the game be priced differently during and after Early Access?

“Yes. Early Access costs less than the full version will, and the price rises
when the game reaches 1.0.”

How are you planning on involving the Community in your development process?

“I plan to develop the game with the community's feedback. I read the Steam
discussion boards and the Community Hub, and what players report and suggest
feeds into what gets worked on next.”
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About This Game

Cute little fighters. Absolutely no mercy.

BokoBoko Strike is a 3D arena shooter played on terrain that comes apart as the match runs. Every block of every map can be shot away, drilled through or built back up, and by the end of a round the arena rarely resembles the one everyone started in.

That changes how a fight works. A wall is a route rather than an obstacle. High ground lasts only as long as the ground underneath it, and a player losing a firefight can leave through the floor.

Weapons that reshape the battlefield


Bullet guns, rockets, grenades, mines, a laser, a flamethrower, and a cannon that fires wind. What a weapon does to a body and what it does to the ground are separate values, so a loadout is partly a decision about how much of the map you are willing to lose.

Some of the thrown weapons work the other way and add terrain, leaving fresh dirt or grass where they land. They can seal a doorway, close a room around you, or bridge a gap that opened a moment earlier. A badly placed one gives your opponent cover.

The rope changes how you move


The grappling hook is a real projectile: it travels, and it can miss. Where it bites is where you end up. From there you can swing like a pendulum, reel in, and release at the top of the arc, carrying that speed into your next shot.

Most of the skill in the game sits on the rope, and it carries a matching risk. The wall an anchor is buried in breaks like any other, so a swing can end early.

The hand drill is always available and costs no loadout slot. Held against a surface, it opens a passage through it: a sniper slit, a hollowed-out hill, or a way through a floor when leaving quickly is the better option.

A new arena every time


Every match can start on a map the game builds from scratch: grassland, desert, frozen tundra, volcanic ash, crystal caverns, tight city blocks. Each one runs its own day and night, with rain, snow, drifting cloud, and a sun and moon that cross the sky. Hand-built maps load the same way, for when you would rather fight somewhere familiar.

Play it your way


Survival gives each team a shared pool of lives; a team that runs out is eliminated, and the last one standing wins. Deathmatch removes lives entirely — unlimited respawns, first to the kill count. Practice is a solo range for learning the rope and seeing what each weapon does to terrain.

Matches are free-for-all or team-based, and any empty slot can be filled with a CPU fighter. They path through broken terrain, dig their own routes, and use the rope and the drill as a player does.

Build your own maps — in the game


The map editor is on the main menu, and it is the one every map in the game was built with. You sculpt with hard-edged or smooth brushes, paint materials, place spawn points and stamp in structures, then enter Test Play without leaving the editor. A finished map is a single file, and a friend can load it directly.

Fight your friends


Online multiplayer is supported. Bring your own opponents, fill any remaining slots with CPU fighters, and play the same destructible arenas against people.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some of this game's graphics and audio assets were created using AI tools.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Quad-core 64-bit processor (8 threads)
    • Memory: 8 GB RAM
    • Graphics: Vulkan 1.2 capable GPU, including modern integrated graphics
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
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