Store data
- UK price
- £7.19
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 12 October 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
1 player-data day recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
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| October 2026 | 1 | — | — | 1 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Cute little fighters. Absolutely no mercy.
BokoBoko Strike is a 3D arena shooter played on terrain that comes apart as the match runs. Every block of every map can be shot away, drilled through or built back up, and by the end of a round the arena rarely resembles the one everyone started in.
That changes how a fight works. A wall is a route rather than an obstacle. High ground lasts only as long as the ground underneath it, and a player losing a firefight can leave through the floor.
Bullet guns, rockets, grenades, mines, a laser, a flamethrower, and a cannon that fires wind. Every weapon hits fighters and terrain differently, so a loadout is partly a decision about how much of the map you are willing to lose.
Some of the thrown weapons work the other way and add terrain, leaving fresh dirt or grass where they land. They can seal a doorway, close a room around you, or bridge a gap that opened a moment earlier. A badly placed one gives your opponent cover.
The grappling hook is a real projectile: it travels, and it can miss. Where it bites is where you end up. From there you can swing like a pendulum, reel in, and release at the top of the arc, carrying that speed into your next shot.
Most of the skill in the game sits on the rope, and it carries a matching risk. The wall an anchor is buried in breaks like any other, so a swing can end early.
The hand drill is always available and costs no loadout slot. Held against a surface, it opens a passage through it: a sniper slit, a hollowed-out hill, or a way through a floor when leaving quickly is the better option.
Every match can start on a map the game builds from scratch: grassland, desert, frozen tundra, volcanic ash, crystal caverns, tight city blocks. Each one runs its own day and night, with rain, snow, drifting cloud, and a sun and moon that cross the sky. Hand-built maps load the same way, for when you would rather fight somewhere familiar.
Survival gives every fighter a set number of lives; a fighter who runs out is eliminated, and the last fighter or team standing wins. Deathmatch removes lives entirely — unlimited respawns, first to the kill count. Practice is a solo range for learning the rope and seeing what each weapon does to terrain.
Matches are free-for-all or team-based, and any empty slot can be filled with a CPU fighter. They find their way through broken terrain, dig their own routes, and use the rope and the drill as a player does.
The map editor is on the main menu, and it is the one every map in the game was built with. You sculpt with hard-edged or smooth brushes, paint materials, place spawn points and stamp in structures, then enter Test Play without leaving the editor. A finished map is a single file, and a friend can load it directly.
Online multiplayer is supported. Bring your own opponents, fill any remaining slots with CPU fighters, and play the same destructible arenas against people.
1 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.