Horror

Invokyr: Co-op Horror Board Game Guide

A co-op survival horror board game from hell. Roll the dice, survive what the Gamemaster summons, and escape the house with up to 6 players.

HorrorActionAdventureIndie
Invokyr gameplay with players exploring the cursed house while the board game waits
Developer
Ludogram
Platforms
Windows
Price
Price to be announced
Release date
To be announced
Players
Single-player or online co-op up to 6 players
Game type
Horror, Action, Adventure, Indie
Publisher
Ludogram
Updated
September 14, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
September 14, 2026

Update history

  1. Deep dive expansion: Yeti board tactics, event seam timing, dice banking sequences, co-op roles, known issues from patch history, accessibility options.

  2. Initial deep-dive guide built from the Steam store page, official patch notes, and the Early Access date announcement.

Official game

Play Invokyr

This game is hosted by Steam. Continue to the official page to play or download it.

Wishlist on Steam

Overview

Invokyr is a first-person co-op survival horror game built around a cursed 1970s board game, developed by Ludogram. Up to six players are trapped in an abandoned house where a figure called the Gamemaster rules. The way out runs through the board: roll the dice, survive whatever each roll summons, and reach the end. Every roll summons something new, and each die is single-use, so the core tension never relaxes. The roll you spend is gone forever, and the house only gets worse.

The game enters Early Access on Steam on October 8, 2026, after a demo that ran through Steam Next Fest and picked up a major update along the way. Early Access is planned to last about a year, with the price rising gradually as content ships. At EA launch the game already contains the full multiplayer loop for 1 to 6 players, several themed boards, more than 15 monsters, more than 20 events, over a dozen dice types, cursed idols, a shop with upgrades and equipment, environmental secrets, and a cursed rules system that makes every session unfold differently.

FactDetail
DeveloperLudogram
GenreCo-op survival horror, psychological horror
PlatformWindows (64-bit)
ReleaseEarly Access October 8, 2026, roughly one year planned
PriceAnnounced at launch; planned to rise through Early Access
PlayersSolo, or online co-op up to 6
Core loopFind dice, roll, survive the summons, advance the board
Dice supplyEach die is single-use
Monsters / Events15+ monsters, 20+ events at EA launch
Boards at launchSeveral themed boards, plus board progression toward the Invokyr Board
AccessibilityAdjustable text size, subtitles, no-quick-time-events mode, key rebinding, arachnophobia mode, camera shake toggle
Languages12 supported at the store level

Who this is for: groups who liked the panic of Lethal Company or Phasmophobia but want a rules layer and a scorekeeping object on top, or board game fans who always suspected the box was watching them. Who should wait: solo players looking for a deep narrative horror. Solo works, but the game clearly leans on group chaos, and a lot of its best moments are arguments about who carries the totem back.

One correction worth repeating: the store lists Windows only. If you play on macOS or Linux, there is nothing to install yet.

Getting Started: Your First 30 Minutes

A session runs on three interlocking systems, and knowing which one is currently killing you is half the game.

  1. The board. Your token advances as rolls succeed. The board is the win condition and the clock at once. Groups that forget to push the board end up surviving forever without escaping.
  2. The dice hunt. Dice are hidden in the house. Someone has to leave the table, search rooms, and bring dice back while the rest of the group handles the summons. Each die is single-use, so every found die is a question: spend it now on something small, or save it for a worse moment?
  3. The summons. Every roll can spawn creatures, traps, or curses. Each creature hunts in its own way. Learning what a summon wants before it reaches you is the difference between a scare and a wipe.

Your first half hour should look like this:

  1. Learn the board room before anything else. Every expedition starts and ends at the table. Memorize its doorways, and pick a rally point inside the room.
  2. Take one short loop, not one long one. Grab the first die you find and bring it back. The point of the opening minutes is learning the route between the table and the nearest dice spawns with your blood still in your body.
  3. Watch one summon for a full cycle before you engage it. Every monster hunts differently. Circling behavior, ambush behavior, and direct chase behavior all have different answers, and you cannot learn them while sprinting.
  4. Name rooms out loud. "Ice room with the red couch" beats room numbers nobody remembers. Voice chat is a survival tool here, not a luxury.
  5. Agree on a dice bank before the first roll. Something like "nobody rolls while we hold fewer than two dice in reserve" prevents the classic opening disaster: three rolls in the first five minutes, zero dice in the bank, and a long walk back through a house that has woken up.

Beginner Mistakes to Avoid

MistakeWhy it hurtsFix
Rolling every die the moment someone finds oneSingle-use dice vanish fast, and late boards punish empty reservesSet a group minimum bank before anyone rolls
Everyone searching at onceThe board stalls and summons pile up with nobody handling themSplit roles: rollers, runners, bait
Treating all creatures the sameEach has its own hunting patternWatch one full cycle of a new summon before engaging
Wandering without landmarksThe house is a labyrinth; the store literally warns you can get lostCall out room features aloud; use the board room as north
Playing solo like a co-op roundSolo means you do every job, including baitIn solo, prioritize dice economy over exploration greed
Ignoring special dice risksHeal, hide, and hinder dice all carry a costRead the risk text before the roll, not after
Throwing dice at the ceilingPhysics is real; dice have landed on top of shelves and under the tablePlace rolls gently on the board, like a person, not a craps shark

That last row sounds like a joke until it happens to you. The dice are physical objects, and community bug reports from the demo are full of dice lost on top of furniture or fallen behind the table. Roll like the game is watching, because it is.

Core Mechanics Explained

The Single-Use Dice Economy

Every die in Invokyr is spent the moment it is rolled. This one rule drives everything. A group with five dice in the bank can afford a bad roll. A group with zero dice is in a horror movie, and horror movies do not end well for the cast.

Treat dice like ammunition in a survival game:

  • Common dice fuel steady board progress. Spend these freely, but only between events.
  • Special dice (heal, hide, hinder) change the state of the game. These are your emergency buttons. A heal die spent when nobody is hurt is a heal die wasted; a hinder die hoarded until half the group is down is a wipe.
  • The late board demands more from each roll. Banked dice from the mid-game are what carry you through.

A simple banking rule that works for most groups: hold a reserve of two common dice plus one special die at all times. When an event ends and your reserve is intact, spend down to the reserve. When it is not, the next die found goes straight to the bank, unspent.

Summons and Their Hunting Patterns

The EA launch ships with more than 15 monsters, and the store stresses that each has its own way of hunting. The demo gives you a preview of the design space, and three broad families are already visible:

FamilyBehaviorCounter
StalkersCircle at range, close when you look away or split the groupMove in pairs; keep line of sight; back toward the board room
RushersDirect chase, often in a straight line, dangerous in corridorsBreak line of sight around doorframes; never outrun them in a straight hallway
TrappersHold ground near objectives, dice spawns, or puzzle roomsLure them away with one designated bait, then loot the room clean

The Yeti added in the demo update is a stalker with reach, and it punishes groups that spread out through the frozen wing. Penguins and a second new creature share that board, so do not assume every white shape in the snow is harmless.

Events are the pressure valve. More than 20 exist at EA launch, and the patch history shows the team repeatedly fixing monsters from a previous event lingering into the next. That tells you events have seams. Between events, the house is calmest, and that is when the efficient groups move.

Totems, Idols, and the Walk Back

The board is not the only objective. Runs in the demo revolve around recovering golden idols and totems and carrying them back to the table, and the "bring back the golden idols" line in the Next Fest announcement is a real mechanic, not flavor. Two things follow from this:

  • The walk back is the dangerous part. Carrying an objective makes you the most valuable target in the house. Escort objective carriers the way you would escort a wounded player.
  • Death while carrying costs the group tempo, not just a life. The object drops where you fell, and someone has to repeat your trip. Route through rooms you have already cleared rather than shortcutting through fresh territory.

The Gamemaster and Cursed Rules

The Gamemaster sits over all of it. Think of the rolls as gambling with the house's money: the more you play, the more the house pushes back. At EA launch, a rules system stacks cursed rules onto the board as you progress toward the ultimate Invokyr Board, so late sessions play by warped versions of the base game. Two consequences for planning:

  • Rules modifiers change what a "safe roll" means. Re-read the active rules at every board stop.
  • The shop, upgrades, and equipment you buy between boards exist to buy margin against exactly these rules. A run that saves all its money for the final board is a run that dies on the second-to-last one.

Progression Strategy

Between boards you keep progression, earn rewards, and can spend at the shop. The EA structure rewards three priorities in order:

  1. Survivability first. Upgrades that keep players upright compound across every future board. A dead player rolls nothing.
  2. Dice-related advantages second. Anything that improves dice finds or mitigates bad rolls raises the floor of every session.
  3. Style and unlockables last. Character skins and cosmetic rewards exist, and the board shows five character slots with nickname spaces, but cosmetics do not stop a Yeti.

Unlock pacing across Early Access: the roadmap promises regular themed updates with new monsters, events, items, and features, and 1.0 will add boards, dice, cursed rules, upgrades, and more of the narrative mystery around the Gamemaster. Nothing you learn in the demo gets thrown away; the mechanics you master now are the baseline the new content will stress.

Co-op Roles for Six-Player Groups

Six players is the sweet spot, and groups that thrive assign jobs before the first roll:

  • The Caller (1 player). Owns the dice bank and decides what gets rolled and when. Groups without a caller spend their dice like party favors.
  • Runners (2 players). Search the house for dice and idols. The best runners learn one biome wing at a time instead of wandering the whole map.
  • Bait (1-2 players). Draws summons away from runners. Needs map knowledge more than combat skill.
  • The Hoarder (1 player). Carries special dice and only spends them on disasters. A good Hoarder never explains a save; they just hand you the heal.

For four players, merge Caller and Hoarder. For solo, you are all of the above, and the practical advice is to advance slower than feels comfortable. The board is patient. Dead players are not.

Step-by-Step Strategies

Sequence 1: The Standard Opener

  1. Land, group up at the board, and do not touch anything for the first sixty seconds.
  2. Send two runners on the shortest possible loop while the Caller and Bait hold the board room.
  3. First die found comes straight back to the table. Bank it unless everyone is standing safe at the board.
  4. Roll once, watch what spawns, and learn the monster's pattern without fighting it.
  5. End the opening with a two-dice reserve before anyone leaves the board room again.

Sequence 2: The Banking Cycle (Mid-Game)

  1. After each event ends, regroup at the table and count the bank out loud.
  2. If you hold more than the reserve (two common plus one special), roll the surplus immediately while the house is calm.
  3. Push the board one to two spaces per calm window, never more.
  4. Restock during the next window. Repeat until the board reaches the last third.
  5. In the last third, stop spending commons on anything except progress; hold specials for the final sequence.

Sequence 3: Yeti Board Survival

  1. Enter the frozen wing in pairs, never alone. The Yeti isolates, then kills.
  2. Keep to cleared corridors; the ice adds slips and falls to every chase.
  3. When the Yeti stalks your pair, walk, do not sprint, toward the board room. Sprinting breaks formation.
  4. Use hide dice only when the Yeti has line of sight on a runner carrying an objective.
  5. Treat penguins as audio camouflage: their noise masks the approach you actually need to fear.

Sequence 4: Event Seam Exploitation

  1. Learn your group's event trigger: usually a roll made while the previous summon is still active.
  2. When an event begins, stop all looting. Everyone returns toward the board room.
  3. Handle the event with banked dice, not with found ones; runners stay home until it ends.
  4. The moment the event clears, sweep the rooms the summon occupied. Its spawn area often hides dice that were unreachable while it patrolled.
  5. Roll for progress only after the sweep, while the seam is still quiet.

Sequence 5: The Two-Down Recovery

  1. When two players die, the remaining group switches from progress mode to economy mode. No rolls except heals.
  2. One player retrieves carried objectives from the death sites while the other holds the board room.
  3. Spend the first special die only when the group is back to full strength or the board demands it.
  4. If a third death would end the run, bank everything and push the board with the minimum possible number of rolls.
  5. Accept slow wins. A crawl across the finish line beats a heroic wipe every time.

Sequence 6: The Final Board Push

  1. Before the last third, everyone gathers at the table with full reserves. This is the point of the whole banking system.
  2. Assign one player to read the active cursed rules out loud and translate them into "what changes for us."
  3. Roll in pairs: one die for progress, one held ready to react to what spawns.
  4. Spend hinder dice on whatever the final sequence summons first, not on the boss escort. Early tempo saves lives later.
  5. When the last space is in reach, roll it the moment the house is calm, even if the bank is empty afterward. There is no tomorrow on the last space.

Advanced Tips

Dice Throwing Is a Skill

The dice are physical. Demo players have lost dice on top of shelves, behind the table, and inside the gap under it, and patches specifically fixed dice getting stuck. Advanced table etiquette: roll low, roll in the center, and never let the group's most excited member throw the die because "it worked last time." If a die lands somewhere stupid, look up before you panic; several stuck-die cases resolved when players simply found the right camera angle or climbed the shelf, and at least one shelf in the manor can be climbed into a hidden room.

The Secret Room Upstairs

There is a jump puzzle room upstairs, and it has changed between demo versions: an earlier build kept a pile of snow and a totem up there, and the frozen update left a pile of sand with a Pharaoh mask. The current answer to "is there anything up there" is "not much yet," which is exactly what a tease looks like. Check it every update; Ludogram hides things in that room. The Game Room's Pharaoh mask got its own patch fix, which suggests these props matter more than they appear.

Lockers Are Shelter and a Trap

Lockers hide you from stalkers, and death is not always the end in Invokyr, so hiding is often better than fighting. But a demo player got locked inside a locker and had to quit the run. Knock before you commit, and never hide in a locker while carrying the group's only special die.

Voice Discipline Beats Volume

The mute-on-death bug from the demo (die while muted and you cannot unmute to talk) got people killed in a game where the board room needs coordination. Set your mic status before the run starts. During events, switch to callouts only: room names, dice counts, monster positions. Storytime can wait for the win screen.

Set FOV Early

The FOV slider goes to 110, and players coming from other horror co-ops report the default feels cramped. Raise it in the first menu, not mid-chase. Camera shake and arachnophobia options exist in the same menu, and both are functional rather than cosmetic: shake off means steadier tracking during chases, and the spider option replaces the relevant horrors instead of deleting the content.

Known Issues and Troubleshooting

The demo's patch trail shows what breaks and what has been fixed. Current status going into Early Access:

IssueStatusWorkaround
Dice stuck on shelves or under the tablePatched repeatedly; physics remains spicyRoll low and centered; restart position if needed
"Failed to host the game" errorsPatched several timesTry a different room code; use Steam invites over public lobbies when hosting fails
Fifth player joining kicks the lobbyReported late in demoHost relaunches lobby; keep groups to five while it is hot
Muted-on-death voice bugReportedSet mic status pre-run; use text as fallback
Ice map pass-through texture (falls to death)ReportedAvoid walking on cracked ice textures near walls
Monsters completing attacks during death animationsFixed in V0.37.10Not an issue going forward
Stuck cocoon audio loopFixedNothing to do on current builds

Accessibility and Options

The store lists five accessibility features, and the Yeti update added more on top: adjustable text size, subtitle options, custom volume controls, stereo sound, a playable-without-quick-time-events mode, key rebinding, an arachnophobia option, and a camera shake toggle. That is a serious list for a small studio, and it means slower-reaction groups can play at full effectiveness. Turn off timed inputs if your group hesitates under pressure; nothing in the core loop requires them.

Comparison With Similar Games

GameWhat it shares with InvokyrWhat Invokyr does differently
PhasmophobiaCo-op in a haunted building, evidence gatheringThe board gives every session a scoreboard and a clock
Lethal CompanyLoot runs, monsters with distinct AI, group chaosDice scarcity creates a group-level resource debate, not just personal greed
Dead by DaylightAsymmetric hunter pressureThe Gamemaster is not another player; pressure comes from your own rolls
A real board game nightRules, turns, house-rules argumentsThe house actually eats you when you argue too long

FAQ

When does Invokyr release? Early Access starts October 8, 2026 on Steam, Windows only. Expect roughly a year of updates before 1.0, with the price rising along the way.

How many players? Up to 6 in online co-op, playable solo. The board displays five character slots plus shared space, so six is the design target, not an afterthought.

Is there a demo? Yes, and it is substantial: two boards (the original and the Yeti board), public lobbies, Steam invites, and the same 6-player co-op as the full game.

What happens when a player dies? The store teases that death is not always the end. Expect downed states, revives, or second chances rather than instant elimination, but treat every death as expensive anyway.

Can I play with strangers? Yes. The Yeti update added public lobbies and Steam invites. The lobby-joining bugs from the demo saw several patches, and Steam invites are currently the most reliable way in.

Is it scary or just gory? It leans psychological. The horror comes from resource pressure and being hunted. The toy chest biome is unsettling rather than violent, and the arachnophobia mode exists for a reason.

What are the system requirements? Not finalized. The demo ran on modest streamer hardware, and the accessibility-first design suggests reasonable demands. Check the Steam page the week of October 8.

How long is a session? Roughly 30 to 60 minutes per full board attempt with a coordinated group, longer with newcomers and longer still on boards with stacked cursed rules.

Quick Reference Card

  • Win condition: advance the board to the end before the house takes you apart.
  • Dice are ammo. Each one is single-use. Bank two commons and one special at all times.
  • Assign roles. Caller, Runners, Bait, Hoarder. Solo means you are all of them.
  • Learn summons by watching. One full cycle of observation buys you the whole fight.
  • The board room is home. Every expedition starts and ends there.
  • Roll between events, not during. Event seams are the safe windows.
  • Carry objectives like they are worth a life, because they are.
  • Roll dice gently. Physics loses dice on shelves, and lost dice lose runs.
  • Early Access: October 8, 2026. Windows. Solo or up to six players.

Screenshots

Players exploring a room of the cursed house while a summon hunts themThe group back at the board for a crucial rollA special die being spent to heal or hinder the horrors