- Release Year: 2020
- Platforms: Macintosh, Windows
- Publisher: Sokpop Collective
- Developer: Sokpop Collective
- Genre: Simulation
- Perspective: Third-person
- Game Mode: Single-player
- Average Score: 69/100

Description
Deer Hunter II is a hunting simulation game released in 1998 by WizardWorks, developed by Sunstorm Interactive, featuring immersive outdoor gameplay set in diverse environments like forests and meadows across various seasons. Players track and hunt deer while adhering to ethical guidelines, avoiding penalties for shooting protected species, and navigating a third-person perspective with direct controls to encounter wildlife and scenic elements.
Gameplay Videos
Where to Buy Deer Hunter II
PC
Deer Hunter II Reviews & Reception
gamefaqs.gamespot.com (60/100): A decent enough hunting sim. Nothing ultra special though.
Deer Hunter II Cheats & Codes
PC
Press F2 to open the cheat console, then type the code and press Enter.
| Code | Effect |
|---|---|
| dh2tracker | Shows deer on the map and GPS. |
| dh2shoot | Puts you in shooting range of the nearest deer. |
| dh2deadeye | ArrowCam! Follows your shot to the target. |
| dh2honey | Attracts deer to your location. |
| dh2circle | Attaches you to a deer. |
| dh2sightin | Sights-in your weapon without target range. |
| dh2wright | Enables flying mode. |
| dh2doolittle | Animals will not be afraid of you. |
| dh2flash | Makes the hunter run faster. |
| dh2supaflash | Makes the hunter run very fast. |
| dh2thunder | Causes thunder. |
| dh2light | Causes lightning. |
| dh2rain | Makes it rain. |
| dh2snow | Makes it snow. |
| dh2blizzard | Cycles weather conditions more quickly. |
| dh2deerzilla | Makes deer giant. |
| dh2friday13 | Shows more blood when a deer is hit. |
| dh2bandolier | Provides infinite ammo. |
| dh2sidewind | Restricts player movement to only walk towards deer. |
| dh2swig | Reduces weapon wobbling. |
| dh2supatracker | Shows all animals on the map. |
| dh2showsights | Shows the weapon’s sight status. |
| dh2baddream | Slows down bullets. |
| dh2magicbullet | Bullets travel straight with the camera. |
| dh2shoedeal | Prevents the hunter from getting tired. |
| dh2weatherstop | Stops all weather effects. |
| dh2bulletcam | Camera follows the bullet’s trajectory. |
| dh2treehugger | Allows climbing trees. |
| dh2caddyshack | Allows walking around in the target range. |
| camera set player | Switches to first-person view. |
| camera set deer# | Switches to the view of a specific deer (replace # with a number). |
| camera set fox# | Switches to the view of a specific fox (replace # with a number). |
| camera set crow# | Switches to the view of a specific crow (replace # with a number). |
Deer Hunter II: Review
Introduction
In a gaming landscape often dominated by high-budget shooters sprawling with narrative complexity and cutting-edge graphics, deer hunter II (2020) emerges as a quiet, enigmatic outlier. Released by prolific Dutch indie collective Sokpop Collective on January 17, 2020, this $1.49 title exists at the nexus of survival simulation, archaeological exploration, and minimalist existential dread. While its name immediately evokes the hyper-realistic hunting simulations of the late 1990s, this iteration is a radically different beast—a compact, meditative experience where survival in a hostile desert is intrinsically tied to scavenging the remains of fallen predecessors. This review will dissect deer hunter II not as a hunting game, but as a profound commentary on isolation, legacy, and the cyclical nature of survival. My central thesis is that beneath its deceptively simple surface, Sokpop Collective has crafted a haunting microcosm of human resilience, where every corpse looted and every item crafted becomes a testament to both fragility and perseverance in an indifferent world.
Development History & Context
Sokpop Collective, known for their staggering output of one new game every two weeks, operates as a counterpoint to the bloated development cycles of AAA studios. Founded by a small team including Jesse Joudrey, their ethos prioritizes playful experimentation, raw mechanics, and accessibility over polish or graphical fidelity. deer hunter II is a product of this ethos—a rapid iteration on a core concept: survival in a desolate world. Technologically, it embraces constraints, using GameMaker to deliver a lightweight experience that runs on modest hardware, a direct nod to the accessibility of classic survival games like Unreal World or Don’t Starve.
Developed in late 2019 and released in January 2020, the game arrived during a period when indie survival games were saturating the market, yet few dared to be this minimalist. It deliberately eschews the open-world pretensions of contemporaries like Valheim or Raft, instead focusing on a tightly curated, loop-driven experience. The choice of a desert setting—barren, punishing, and historically symbolic of existential trials—aligns with Sokpop’s penchant for evocative, low-detail environments that emphasize mechanics over spectacle. Its development was a swift, focused effort, mirroring the game’s own premise: adapt quickly with limited resources. The collective’s vision was clear: create a micro-survival sandbox where the environment itself is the antagonist, and human connection is mediated only through the ghostly traces of past players.
Narrative & Thematic Deep Dive
deer hunter II rejects traditional narrative in favor of emergent storytelling, weaving a tale of solitude through environmental cues and player-driven actions. The game opens with the player awakening alone in an unforgiving desert, a blank slate with no backstory, no quest markers—only the primal imperative to endure. This immediacy is its narrative strength. The desert becomes a character, oppressive and indifferent, its vastness amplifying the player’s isolation. Thematic resonance is found in the game’s core loop: hunting for resources to survive while simultaneously looting the corpses of previous players. Each skeleton, each abandoned water flask, or crafted tool becomes a poignant testament to a life lost and a legacy left behind. This creates a profound meta-commentary on gaming itself—players are both survivors and inheritors of a digital graveyard where every failure fuels another’s progress.
The game explores themes of cyclical existence and impermanence. As players craft items to stave off dehydration or snakebites, they are reminded that their own remains will one day become resources for another. The “final challenge” hinted at in the Steam description remains undefined, inviting personal interpretation: is it a boss? A climatic event? Or simply the inevitable collapse of the player’s own body? This ambiguity transforms the game into a Rorschach test for existentialism. The lack of dialogue or explicit plot means themes of resilience and futility are communicated through gameplay—every successful hunt is a fleeting victory against entropy, every corpse a stark reminder of mortality. It’s a minimalist tragedy where the only story is the one written by the player’s struggle against the void.
Gameplay Mechanics & Systems
At its core, deer hunter II is a distilled survival experience built on three interlocking systems: resource gathering, crafting, and environmental navigation. The gameplay loop is ruthlessly efficient: scavenge the desert for water, food, and materials; craft tools (e.g., water bottles, weapons) to mitigate threats; and repeat. Survival is a constant balancing act against three primary threats: exposure (managed by seeking shade or crafting protective gear), dehydration (addressed by collecting water from cacti or corpses), and snake bites (requiring antivenom crafted from found herbs). Each threat is persistent and unforgiving, turning the desert into a lethal chess match where one misstep can be fatal.
Crafting is the game’s backbone, a simple yet satisfying system accessed via the “E” key. Players combine resources like cactus pulp, snake scales, or bone fragments into practical items—a bow for hunting small game, a canteen for water, or antivenom to counter poison. The recipes are intuitive but demand exploration, encouraging players to test combinations and discover new uses for mundane materials. Combat is rudimentary but purposeful, involving a bow and arrow to hunt desert fauna for sustenance. While not complex, it provides a welcome break from resource management, offering moments of tense, pixelated tension as players aim at skittish prey.
Progression is entirely experience-based, with no levels or skill trees. Growth comes from knowledge: learning where water sources spawn, recognizing venomous snakes, or remembering corpse locations. The UI is admirably minimalist—a status bar for health, thirst, and exposure, with a grid-based inventory accessible via the ESC menu. This simplicity avoids clutter but can lead to frustration, as vital information like “how long until dehydration?” is never explicitly stated. The game also incorporates a unique multiplayer element tangentially: players can encounter the scattered corpses and items left behind by others, creating a shared world of silent, anonymous legacies. While not multiplayer in the traditional sense, this mechanic fosters a chilling sense of community in isolation.
World-Building, Art & Sound
Sokpop Collective’s art style is defined by stark, minimalist beauty. The desert is rendered in a muted palette of ochres, dusty browns, and pale blues, evoking both desolation and timeless grandeur. Environments are low-poly and untextured, yet remarkably expressive—a jagged mountain range casts long shadows at dusk, while cacti cluster like sentinels in the distance. This abstraction forces players to focus on landmarks and topography rather than graphical fidelity, deepening immersion. The day-night cycle is not just aesthetic; it’s a core mechanic, with scorching days amplifying dehydration risk and freezing nights increasing exposure. The visual design turns limitation into strength, conjuring a world that feels both alien and hauntingly familiar.
Sound design amplifies the atmosphere of isolation. The wind is a constant, low-frequency hum, punctuated by the distant call of unseen birds or the rustle of sand underfoot. Footsteps are crisp and directional, with 3D spatial audio hinting at unseen threats or resources. Crafting emits simple, satisfying clinks and scrapes, grounding the player in tactile reality. Combat is sparse but impactful—a bowstring’s twang, the thud of an arrow hitting flesh, or a snake’s hiss before a strike. The absence of a musical score heightens tension, making the desert’s silence a character in itself. Together, the art and sound craft an environment that feels oppressive yet serene, where beauty and brutality coexist in equal measure.
Reception & Legacy
Upon release, deer hunter II received a “Mostly Positive” rating on Steam, with a Player Score of 79/100 based on 58 reviews. Players praised its minimalist design, tense survival mechanics, and Sokpop’s signature “jam-like” creativity. One Steam review noted, “It’s not about hunting deer—it’s about hunting your own sanity in a desert that wants you dead.” Critics lauded its ability to evoke profound emotion with so little, comparing it to experimental titles like Outer Wilds or The Long Dark in its atmospheric storytelling. However, some criticized its brevity (average playtime: 1.1 hours per player) and lack of depth beyond the core loop.
Commercially, the game performed modestly, with PlayTracker estimating around 17,000 total players—a solid figure for a $1.49 indie title. Its legacy lies in Sokpop Collective’s broader impact. As a member of their bi-weekly release schedule, deer hunter II exemplifies their philosophy that smaller, riskier experiments can yield unique artistic experiences. It influenced a wave of minimalist survival games that prioritize mood over mechanics, such as Terra Nil or UnderRail. Culturally, it became a touchstone for discussions on “games as art,” demonstrating how survival themes can transcend genre clichés to explore universal human experiences. While it won’t dethrone hunting giants like Cabela’s Big Game Hunter, its quiet resonance ensures it remains a cult classic—a desert gem in a market of crowded oases.
Conclusion
deer hunter II is far more than a title suggests. It is a masterclass in minimalist game design, a desert meditation on life, death, and the traces we leave behind. Sokpop Collective strips survival gaming to its essence, replacing complex skill trees with the raw, visceral struggle against thirst and heat. Through its sparse art, haunting sound, and emergent storytelling, the game crafts an unforgettable experience—a digital pilgrimage through loneliness where every corpse is a eulogy and every crafted tool a monument to survival. While its simplicity may frustrate those seeking depth or longevity, its thematic weight and artistic cohesion make it an indispensable work. In the pantheon of survival games, deer hunter II stands not as a contender for realism or spectacle, but as a poignant reminder: in the end, all we have is each other’s remains and the will to endure. Verdict: an essential, haunting masterpiece of indie survival.