- Release Year: 2017
- Platforms: Nintendo Switch, Windows
- Publisher: Experimental Gamer Studios
- Developer: Experimental Gamer Studios
- Genre: Role-playing (RPG)
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Turn-based combat
- Setting: Western
- Average Score: 56/100

Description
Boot Hill Bounties is a turn-based RPG set in the Wild West, where players control a group of four heroes—Kid, Doc, Moon, and Rosy—who are the only ones aware of a conspiracy threatening to ignite a war between settlers and the Chepakwik tribe. To prevent this catastrophe, the party must hunt down five legendary and fearsome outlaws across an isometric, old-school styled world. The game combines traditional JRPG mechanics with a unique Western setting, featuring varied gameplay and an attractive world, though some critics note it can become repetitive in its standard enemy encounters.
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Reviews & Reception
metacritic.com (50/100): While the central quest in Boot Hill Bounties may have been cliche and the gameplay slightly disappointing, the time spent with my crew made it worthwhile.
opencritic.com (50/100): Boot Hill Bounties would be considered a serviceable JRPG without the bugs.
the-gamers-lounge.com : Difficulty wise, Boot Hill Bounties won’t hold your hand. This makes winning a battle feel much better but there are times where you just can’t figure out what’s going on.
rpgamer.com (70/100): Though there isn’t too much that really stands out on its own, it all fits together nicely and uses the Wild West theme well to create a highly enjoyable romp through Bronco County.
Boot Hill Bounties: A Retro Western RPG Odyssey
In the vast and often predictable landscape of independent role-playing games, few titles dare to saddle up and ride into the uniquely American frontier of the Wild West. Boot Hill Bounties, the second chapter in a planned trilogy from Experimental Gamer Studios, is a bold, ambitious, and deeply flawed love letter to the JRPGs of the 16-bit era, filtered through the lens of spaghetti westerns and six-shooters. It is a game of immense heart, staggering scope, and a development saga as epic as the story it tells.
Development History & Context
A Posse of One: The Vision of Experimental Gamer Studios
Boot Hill Bounties is the brainchild of Dave Welch, the singular creative force behind Experimental Gamer Studios. As Welch revealed in an interview with Old School Gamer Magazine, the concept was born a decade prior to its 2017 release, crystallizing after a winter spent replaying classic RPGs. The vision was twofold: to plant the genre’s flag in a setting rarely explored in RPGs—the Wild West—and to create an experience that could be shared with friends through seamless local co-op.
The game’s development was a marathon, not a sprint. Described as a “six years in development” project on its Steam page, it involved a complete rebuild of the engine from its predecessor, Boot Hill Heroes (2014). This was not merely a sequel but a wholesale re-imagining and expansion, growing in scope to become what Welch termed “one of the biggest 2D RPGs ever to exist by many measurements.” This was a herculean task for a solo developer, operating within the constraints of a modest budget and the technological limitations of recreating a retro aesthetic with modern features like four-player co-op. The game was built using the MonoGame framework, a testament to its indie, DIY ethos.
Its release in late 2017 placed it in a gaming landscape increasingly welcoming to retro-inspired indies, yet it faced stiff competition from genre-redefining titans and a market saturated with pixel art. Its journey to the Nintendo Switch in 2020 marked a crucial second chance to find its audience on a platform renowned for embracing such niche, passionate projects.
Narrative & Thematic Deep Dive
The Good, The Bad, and The Character-Driven
Boot Hill Bounties continues the story of the Boot Hill Posse: the stoic leader Kid, the grizzled and vengeful physician Doc, the optimistic Chepakwik tribesman Moon, and the plucky farm girl Rosy. The central plot is a classic western trope: a conspiracy by the notorious Saints-Little Gang to provoke a war between settlers and the Chepakwik tribe. The player’s mission is to hunt down five legendary outlaws—Creed Little, Stampede Sally, Tuco Delgado, Scorpion Saint, and Burning Crow—to uncover the truth and save their homes.
Where the narrative excels is in its structure and character focus. After a linear introductory chapter, the game opens up into four distinct, non-linear story arcs that can be tackled in any order. Each arc is intimately tied to the backstory and personal vendetta of a specific party member, a design choice praised by critics like Alex Fuller of RPGamer for providing “engaging individual tales” and giving the antagonists “plenty of characterisation.” This approach elevates them beyond simple caricatures of evil; they are men and women with motives, histories, and twisted philosophies born from the harsh realities of the frontier.
Thematically, the game does not shy away from the darker aspects of its setting. As noted in a review from Save or Quit, it “explores themes of war, racism, violence, religious institutions, and other matters that fit the Western times.” The writing is pulpy yet surprisingly effective, weaving a tale that is at times humorous, tragic, and suspenseful. The extensive use of campfire scenes, where the party chats and bonds, is a particular highlight, adding a layer of warmth and camaraderie to the journey.
The game’s biggest narrative criticism is its ending. As part two of a trilogy, it concludes on a cliffhanger that, while setting up the final act, leaves the central conflict of the impending war unresolved. Some players may find this lack of closure frustrating, though it is a calculated risk for a serialized story.
Gameplay Mechanics & Systems
A Tangle of Systems Under a Ten-Gallon Hat
Boot Hill Bounties is a game bursting at the seams with mechanics, a testament to its ambitious design. At its core is a combat system that hybridizes traditional JRPG elements with real-time urgency.
Combat: Eschewing random encounters, enemies are visible on the field. Battles use an Active Time-style system where characters continuously generate Action Points (called “Power”). Abilities, known as “Vantages,” are tied not to the character but to their equipped Hat. This “Job Hat” system is the game’s primary progression mechanic. With 34 different hats—from the Stetson to the Careta—each provides a unique set of nearly 200 unlockable Vantages. Hats level up independently through battle, encouraging experimentation. Combat is praised for being “fast and frenetic” and strategic, requiring careful management of status effects, interrupts, and party synergy. However, it is also a source of frustration. The “all-or-nothing” nature of dodges means instant-kill attacks from bosses can feel cheap, forcing players to adopt specific strategies rather than experiment freely.
Beyond Battle: The game is a Russian doll of interconnected systems:
* Cooking & Imbuing: Rosy cooks meals for battle buffs; Moon imbues weapons with status effects. These require scavenging ingredients from the world and Kid’s farm.
* Doctoring: Doc can treat persistent “Wounds” (e.g., fractures, dysentery) at camp, avoiding costly doctor visits.
* The Newspaper: An ingenious world-building tool that offers side quests, recipes, riddles, and coupons.
* Puzzles & Mini-Games: From “Chuckwagon Chief” cooking contests to environmental puzzles in mines.
The critical consensus, from outlets like Digitally Downloaded, is that while these systems are impressive in their variety, they often feel shallow and underbaked. Farming is a simple resource generator; imbuing is trial-and-error; and the sheer number of mechanics can feel overwhelming without deep integration. The UI, however, was praised for its intuitive, non-intrusive design, particularly the quick menu access.
The four-player local co-op is a standout feature, allowing friends to drop in and seamlessly take control of a party member, a rare and welcome inclusion in a story-driven RPG.
World-Building, Art & Sound
The Sights and Sounds of Bronco County
Boot Hill Bounties’ world is its greatest achievement. Bronco County feels alive and meticulously crafted. The isometric pixel art is charming and detailed, with “hundreds of unique NPCs” each possessing their own sprite and name. Locations like Swellsville, Fool’s Feast desert, and Mad Earl McGovern’s Travelling Circus are visually distinct and brimming with personality. Character and portrait art changes with equipped hats, a delightful touch that adds to the customization.
The soundtrack, composed by industry veteran Jake “virt” Kaufman (Shovel Knight, Shantae), is universally acclaimed. While initially seeming less grandiose than a typical Morricone-inspired score, its melodies are infectious “ear worms” that perfectly complement each location and battle. As one reviewer noted, “daily chores are certainly more exciting when you do everything whilst singing the battle theme from this game.” The audio is a masterclass in retro composition, elevating the entire experience.
The atmosphere is a successful fusion of the quirky, character-driven world of Earthbound with the gritty, lived-in authenticity of Red Dead Redemption. It’s a world that rewards exploration not just with loot, but with stories.
Reception & Legacy
A Cult Classic in the Making
Upon release, Boot Hill Bounties received a mixed-to-positive critical reception. On aggregate sites, it holds a score of 62% on MobyGames based on two reviews, and 71% on OpenCritic. Reviews ranged from praising its ambition, setting, and music (Use a Potion awarded it 7.5/10) to criticizing its lack of originality and sometimes frustrating mechanics (Digitally Downloaded gave it 2.5/5). Technical issues, particularly in the initial Switch port regarding bugs and graphical glitches, were a noted drawback, though the developer was proactive in addressing them.
Commercially, it found a niche but dedicated audience. Its Steam reviews sit at “Very Positive,” with players praising its charm, length (20-30 hours), and co-op fun. Its legacy is that of a passionate, ultra-niche cult classic. It did not redefine the genre but proved its versatility. It stands as a testament to what a single developer can achieve with unwavering vision and a deep love for both JRPGs and Westerns. Its influence is subtle, seen in the continued exploration of unique settings within indie RPGs and the ongoing interest in local co-op experiences.
Conclusion
Boot Hill Bounties is not a perfect game. It is, at times, an unwieldy beast, its ambition outstripping its execution. Its systems can feel shallow, its difficulty curve uneven, and its story incomplete. Yet, to focus solely on its flaws is to miss the point entirely.
This is a game crafted with an immense amount of love, detail, and personality. It successfully transplants the heart and soul of a SNES-era JRPG into the dusty boots of a Western epic, creating an experience that is both comfortingly familiar and thrillingly unique. Its world, characters, and soundtrack linger long after the credits roll. While it may not reach the legendary status of the Chrono Triggers and Earthbounds it reveres, Boot Hill Bounties is a worthy and memorable journey for any RPG fan looking to ride a less-traveled trail. It is a flawed gem, but a gem nonetheless, and an essential play for anyone who has ever wondered what a Final Fantasy might look like if it were told around a campfire under the vast, starry skies of the American frontier.