- Release Year: 2020
- Platforms: Nintendo Switch, Windows
- Publisher: Phase Two Games Pty. Ltd.
- Developer: Phase Two Games Pty. Ltd.
- Genre: Action, RPG
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Action RPG, characters control, Multiple units
- Setting: Fantasy, Medieval, War
- Average Score: 67/100

Description
Battle Hunters is a fantasy action RPG set in a medieval kingdom under threat from a mysterious villain. Players lead a party of heroes, including warriors, wizards, and other unique allies, on a quest to aid an ancient wizard in defending the realm. The journey spans treacherous regions like the Great Forest and Cliffs of Desolation, battling goblins, gargoyles, and other monstrous foes. With a hybrid combat system blending real-time action and strategic command, players deploy abilities, manage items, and make tactical decisions to secure victory in this homage to classic adventure games.
Gameplay Videos
Where to Buy Battle Hunters
PC
Battle Hunters Cracks & Fixes
Battle Hunters Guides & Walkthroughs
Battle Hunters Reviews & Reception
opencritic.com (40/100): I persevered with Battle Hunters and finished it (admittedly after dropping the difficulty down) but there wasn’t really a point where I actually enjoyed my experience.
metacritic.com (80/100): Battle Hunters is a great RPG that uses the urgency of its plot to create a focused gameplay loop that focuses on fairly strategic combat using a wide array of characters that were mostly throwaway pawns.
switchscores.com (69.5/100): It’s always interesting to run into indie games that are a bit of a surprise and while it is by no means perfect or likely a game for everyone Battle Hunters was precisely that for me…
steambase.io (80/100): Battle Hunters is a great RPG that uses the urgency of its plot to create a focused gameplay loop that focuses on fairly strategic combat using a wide array of characters that were mostly throwaway pawns.
Battle Hunters Cheats & Codes
Nintendo Switch
| Code | Effect |
|---|---|
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000000 580F1000 00000098 780F0000 00000110 640F0000 00000000 0000270F |
Inf HP 1P |
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000008 580F1000 00000098 780F0000 00000110 640F0000 00000000 0000270F |
Inf HP 2P |
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000010 580F1000 00000098 780F0000 00000110 640F0000 00000000 0000270F |
Inf HP 3P |
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000000 580F1000 00000098 580F1000 00000118 780F0000 00000020 640F0000 00000000 0000270F |
Max HP 1P |
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000008 580F1000 00000098 580F1000 00000118 780F0000 00000020 640F0000 00000000 0000270F |
Max HP 2P |
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000010 580F1000 00000098 580F1000 00000118 780F0000 00000020 640F0000 00000000 0000270F |
Max HP 3P |
| 580F0000 00339788 780F0000 00000018 640F0000 00000000 000F423F |
Max XP 1P |
| 580F0000 00339788 780F0000 00000058 640F0000 00000000 000F423F |
Max XP 2P |
| 580F0000 00339788 780F0000 00000098 640F0000 00000000 000F423F |
Max XP 3P (Next +40) |
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000000 580F1000 000000B0 780F0000 0000004C 640F0000 00000000 40400000 |
Speed Up 1P |
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000008 580F1000 000000B0 780F0000 0000004C 640F0000 00000000 40400000 |
Speed Up 2P |
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000010 580F1000 000000B0 780F0000 0000004C 640F0000 00000000 40400000 |
Speed Up 3P |
| 580F0000 00339788 780F0000 00000020 640F0000 00000000 00000064 |
UG Point 1P |
| 580F0000 00339788 780F0000 00000060 640F0000 00000000 00000064 |
UG Point 2P |
| 580F0000 00339788 780F0000 000000A0 640F0000 00000000 00000064 |
UG Point 3P (Next +40) |
| 580F0000 00339450 580F1000 00000038 580F1000 00000018 580F1000 00000000 580F1000 00000088 780F0000 00000008 640F0000 00000000 3F19999A 80000100 640F0000 00000000 BF19999A 20000000 |
Walk through Walls (Hold ZL) |
Battle Hunters: The Old Wizard’s Last Stand in a Modern RPG Landscape
A 2020 action-strategy hybrid that channels retro spirit with mixed results
Introduction
In an era when pixel-perfect retro revivals dominate the indie scene, Battle Hunters emerges as a curious artifact – a deliberately old-school tactical RPG that dares to hybridize real-time chaos with strategic command. Developed by Australia’s Phase Two Games, this 2020 release wears its Dragon Force and Rainbow Moon inspirations proudly while stumbling over the expectations of modern RPG enthusiasts. Our thesis: Battle Hunters is an ambitious but flawed love letter to PlayStation-era strategy-RPGs, delivering potent tactical combat wrapped in a narratively anemic package that oscillates between nostalgic charm and frustrating austerity.
Development History & Context
Phase Two Games – essentially a solo developer operation – conceived Battle Hunters as a passion project blending 2010s indie sensibilities with late-90s tactical RPG design. Released November 5, 2020, it arrived amidst a renaissance of isometric RPGs (Divinity: Original Sin 2, Wasteland 3), yet deliberately avoided complexity in favor of accessibility. Built with Unity and FMOD for sound, the studio leveraged modern tools to emulate a pre-HD aesthetic, constrained by resources yet ambitious in systemic depth. The 2020 landscape favored narrative-rich adventures (Hades, 13 Sentinels), making Battle Hunters‘ minimalism a risky gambit – a chess match where competitors played 4X.
Narrative & Thematic Deep Dive
The premise is JRPG boilerplate: a nameless villain threatens the realm, and three heroes (Knight, Wizard, Ranger) seek the Old One – the last wizard capable of resisting the darkness. Where Battle Hunters subverts expectations is through its pantheon of 28 recruitable allies – including samurai, dragons, and space marines – whose abrupt introductions lack narrative justification. Dialogue exists purely functionally (recruitment offers, quest briefings), with no party banter or character development beyond combat profiles.
Thematically, it explores the weight of leadership through its permadeath system (characters lost are gone forever), yet undermines emotional stakes with interchangeable heroes. The war-torn kingdoms – Great Forest, Cliffs of Desolation – serve as combat arenas rather than living spaces, their populations reduced to quest-dispensing mannequins. Chalgyr’s critique of “emptiness” rings true: this is a world that exists solely to be conquered, not inhabited.
Gameplay Mechanics & Systems
At its core, Battle Hunters operates on a tense loop:
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Real-Time Strategy Meets Action RPG: Players command three heroes simultaneously in real-time, pausing to issue commands. Each unit has basic attacks, three unlockable abilities (with cooldowns), and defense/evade options. The innovation lies in “prepare states” – abilities requiring warm-up periods where positioning becomes critical.
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Progression & Customization:
- Class Synergy: Warriors tank, mages AOE nuke, archers kite – classic trinity design
- Skill Trees: 10-level progression per hero with binary ability upgrades
- Equipment: Modest loot system with +attack rings or poison-resistant cloaks
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Brutal Economy:
- Healing items are scarce, forcing strategic retreats
- Experience trickles painfully (≈2% per minor fight)
- Food management between zones adds survival-lite tension
Flaws Exposed:
– AI Pathfinding: Units frequently cluster in chokepoints, eating AOE damage
– Balance Issues: Mages die in two hits, making escort missions infuriating
– UI Clutter: No tactical camera, forcing excessive zoom manipulation
The “Auto-Battle” toggle – added post-launch – ironically becomes essential for trash mobs, highlighting the grind.
World-Building, Art & Sound
Visuals channel PS1-era clarity with chunky, unit-coded models (red = warrior, blue = mage) against painterly backdrops reminiscent of Brave Fencer Musashi. Regional biomes impress aesthetically – moss-covered ruins, snow-swept citadels – yet feel static, lacking wildlife or dynamic weather.
Sound design proves divisive:
– Combat FX: Crunchy sword clashes and spell detonations satisfy
– Music: Silent overworld exploration contrasts with intense battle themes
– Ambience: Sparse wind effects amplify the loneliness Chalgyr noted
The art’s greatest sin? Consistency. The Space Marine’s polygonal armor clashes violently with the elf archer’s painterly textures – a jarring reminder of asset limitations.
Reception & Legacy
Commercial obscurity plagued Battle Hunters at launch, with Steam reporting ≈6k owners (SteamDB). Critically, it garnered tepid praise:
– Chalgyr: “Mechanically sound… wish there had been more” (6.75/10)
– Steam User Reviews: “Like Dragon Age meets Diablo on a budget” (Mostly Positive)
Its legacy manifests subtly – the combat system clearly influenced Songs of Conquest’s multi-unit control, while its “recruit anyone” approach presaged Octopath Traveler’s mechanics. Yet as a holistic package, it remains a cautionary tale about marrying retro design with modern expectations.
Conclusion
Battle Hunters resembles a museum piece – fascinating for RPG historians, frustrating for contemporary players. Its ingenious fusion of real-time tactics and party management deserves study, hamstrung by austere storytelling and uneven production values. For genre devotees seeking a Shining Force-like challenge with modern QoL, it offers 15 hours of methodical combat. For others, it’s a relic best admired from afar – a proof-of-concept for bolder sequels that never came. In the pantheon of indie RPGs, it occupies a curious middle ground: too complex for casuals, too sparse for story-lovers, yet undeniably earnest in its retro aspirations.
Final Verdict: A flawed but fascinating artifact of tactical RPG design – worth salvaging for its combat core, if you can endure its emptiness.