Three wolves hunt a flock of fifteen AI sheep on a small point board. Step in, leap over an empty point to capture, and chain up to five captures in one turn. Eat eight sheep to clear the hunt - if the flock blocks all three wolves, you lose. 24 seasonal hunts, puzzles, and fantasy terrain.

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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?

“Fangrush is already fully playable: the core rules, the 24-hunt seasonal campaign, extra hunts, fantasy hunts and the puzzle challenges are all in the game. What still needs real-world validation are two things we cannot settle on our own: whether the sheep AI stays trustworthy at the highest difficulty without making obviously bad moves, and whether the difficulty curve across the maps is fair for new players.

Our own testing only covers a limited set of positions. We plan to use an Early Access period to collect real matches and feedback, use them to tune AI judgement and map balance, and then move to the full release. We want the finished game to be one where the AI earns respect and a loss clearly feels like your own misjudgement.”

Approximately how long will this game be in Early Access?

“We plan on roughly one to two months. If feedback on the AI and map balance converges sooner, we plan to leave Early Access earlier. If the feedback points at problems that need more work, we plan to extend it rather than rush the full release to hit a date.”

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

“The content will not be cut back: Early Access already includes the 24-hunt seasonal campaign, extra hunts, fantasy hunts, puzzle challenges, playing as either wolves or sheep, and multiple AI strengths.

For the full release we plan to:
improve the sheep AI's judgement so it makes fewer clearly bad moves at high difficulty;
retune the difficulty curve of individual maps against real win rates;
expand the puzzle set so every puzzle has a clear goal and a real key move;
improve the tutorial and input feedback so the rules land faster;
keep polishing audio, animation and overall presentation based on feedback.”

What is the current state of the Early Access version?

“It is fully playable, not a slice. The current build includes the complete rule set for three wolves against the flock (stepping, leap-capture, chaining up to five captures in one turn), the 24-hunt seasonal campaign, extra hunts with larger flocks and higher targets, fantasy hunts with mire zones, safe zones and board shapes beyond the square grid, puzzle challenges with fixed positions, free play, playing as either side, multiple AI strengths, and offline single-player with local saves.

Known gaps: at the highest difficulty the sheep AI still makes an obviously questionable move now and then, and a few maps do not sit exactly where their chapter's difficulty suggests. Those two points are what this Early Access period is for.”

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

“Yes. We plan to raise the price when the game leaves Early Access and becomes the full release, because it will be a more polished and more complete game by then. Anyone who buys during Early Access gets all later updates and the full version at no extra cost. We plan to announce the change in advance so players who are still deciding have time to do so.”

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

“We plan to use the Steam discussion boards as the main feedback channel, and to be explicit about the two kinds of reports we need most:

first, "the AI made an obviously bad move" - tell us the map, the difficulty and roughly what the position looked like, which lets us pin down the specific flaw in its judgement;
second, "this hunt is too hard or too easy" - tell us which hunt and where you got stuck, which is what we use to calibrate the difficulty curve.

We plan to go through this feedback regularly and to say in each update post what changed and which reports drove it, so players can see what their input actually produced.”
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About This Game

Three wolves. Fifteen sheep. One board.

Fangrush is a turn-based, asymmetric strategy board game. You command three wolves; the computer moves the flock.

How it plays

1. Step a wolf to an adjacent empty point.

2. Leap-capture: when wolf, empty point and sheep line up, jump the gap and land on the sheep - similar to a checkers jump.

3. Chain up to five captures in one turn, or stop early.

Eat eight sheep on a campaign board to clear it. Lose when the flock blocks all three wolves.

Every capture costs position

A long chain looks free until you land where the flock wants you. The sheep never capture, but they crowd exits, and one greedy jump can strand a wolf for the rest of the hunt.

Content

- 24 seasonal campaign hunts on the 6x6 point board

- Extra hunts with larger flocks - up to twenty sheep and higher capture targets

- Puzzle challenges with fixed positions and explicit goals

- Play the flock instead of the wolves, against several AI strengths

- Free play for open practice on supported boards

Fantasy hunts

The same hunt rules on new ground: mire zones, safe zones, and board shapes beyond the square grid. Captures can leap across mire, but a piece that steps in is stuck for the rest of the hunt while still blocking the point. A sheep inside a safe zone cannot be captured.

Who it's for

Players who want short tactical matches with rules they can learn in a minute and positions they keep thinking about. Single-player and offline; progress is saved on your device, no account needed.

AI Generated Content Disclosure

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

Some visual assets and store-related materials for this game were created with generative AI assistance, then reviewed and edited by humans before inclusion. In-game opponents use traditional search and position evaluation; moves are not generated by generative AI at runtime.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual Core 2.0 GHz
    • Memory: 4096 MB RAM
    • Graphics: Integrated graphics with DirectX 11 support
    • DirectX: Version 11
    • Storage: 1000 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 / 11 64-bit
    • Processor: Quad Core 2.5 GHz
    • Memory: 8192 MB RAM
    • Graphics: Integrated graphics with DirectX 11 support
    • DirectX: Version 11
    • Storage: 1000 MB available space
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