

Fuzz Force: Spook Squad
Fuzz Force · 2021 · Roguelike Deckbuilder, Deckbuilding, Supernatural, Turn-Based, Roguelike
PC
Positive89% · 47
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About Fuzz Force: Spook Squad
Become the newest recruit in the Fuzz Force's Spook Squad division and undertake a mission to capture the prankster Polter Prince! Use Dice instead of cards in battles for an easy to get into dicey deckbuilding-roguelite.
- Five fuzzy and unique agents offer their own roles in battles with unlockable weapons further tweaking their specialisation.
- Slot Dice and passive ability Modules into your Dice-powered weaponry. Discover the synergies between Dice, their Status Effects, Modules and your agent's skills for a highly customisable play style.
- Take on the ghostly horde of the Polter Prince and chronicle their information inside your Boo~stiary.
- Discover the agent's history and previous missions in stories obtained by completing challenging Special Missions.
- Take a chance on a Bonus Roll before battles and shops for some very helpful boons. But beware, your greed could set you up for a bad time.
- Find story events on your journey and choose best how to overcome them. Rely on your dice to decide your fortune, pay some money or solve the issue with a fight?
- Navigate the tabletop worlds of the Forest, the Halls and the Attic on your mission. Will you rush straight to the exit or meticulously explore each area to power up your equipment at the risk of being defeated?
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Two main issues. One is information exposure and clarity. Descriptions of status effects and equipment effects are often ambiguously written or missing important information. Seeing enemies rolling dice is next to meaningless when you don't know which moves the numbers on their dice correspond to, and you're not going to memorize the numbered moveset for every enemy. Enemy passive effects are important enough that if the player knew about them in advance, they might make some strategic choices-- shuffling dice or equipment around, or choosing a different lucky number-- but by the time the player can see the passive effects, it's too late to do any of that, so the opportunity for strategic choice is lost. That would be fine if there were enough strategic choice to be made in other areas, but... Issue two is the lack of interactivity and couterplay. With very rare exceptions, the player's gameplan and the enemy's gameplan don't really interact with each other: you may tweak your loadout before combat, but once combat starts, your loadout lets you pursue victory in a single inflexible fashion rather than anticipating or responding to individual opponents' tactics. To borrow a CCG te…15 found this helpful
The game is way to wonky to be any fun. The very first two run I did playing the game I used the bonus dice feature on the first chest I found. I got the upgraded mimic fight twice and promptly lost because there is no way a fresh character can beat it. I just stopped using it as I seemed to get a negative effect on top having to spend resources to do it. Combat isn't much better. Not knowing what you enemy is going to do and it being random makes it difficult. You can end up spending turns blocking when your enemy doesn't attack. Frustrating and not fun.1 found this helpful
https://youtu.be/YtRUdQ8o2s0 Oddly balanced to have long drawn out combat of constant back and forth gathering resources and trading blows on shields.
Fuzz Force: Spook Squad is a vibrant, dice-driven roguelite that blends board-game sensibilities with turn-based combat and a playful ghost-hunting theme. Developed and published by Fuzz Force, the game stands out immediately for its bright, toy-like aesthetic and its commitment to delivering a tabletop experience in digital form. Instead of cards, classes, or traditional roguelite tools, the heart of the game is dice—dice that can be upgraded, modded, swapped, rerolled, and strategically manipulated to turn chance into an advantage. This gives the game a distinctive identity: it feels familiar to fans of deckbuilders and roguelites, yet builds its own personality through physicality, risk-taking, and satisfying audiovisual feedback. Each run begins with selecting one of several fuzzy agents of the Spook Squad, each with their own strengths, stats, and playstyle tendencies. You then progress across a board composed of branching paths, each tile representing an encounter, shop, enemy, treasure chest, puzzle, or random event. The board layout enhances the feeling of playing a tabletop adventure, and navigating it becomes its own mini-strategy layer as you weigh the risks and rewards…
it's actually pretty fun, i beat the game with every character (And 1 of the hardest characters) it IS replayable
Turn-based Combat in a more family friendly format. It's got a degree of skill and luck to it, making it enjoyable for multiple runs, and even for younger audiences. Short, simple, sweet. Not a terribly taxing game to pick up or set down. 6/10
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