For decades, the horror genre has thrived on the hypothetical: Who would emerge victorious in a clash between cinematic titans? Whether it is the cold, calculated terror of Alien vs. Predator, the supernatural slashers of Freddy vs. Jason, or the gothic rivalry of Dracula vs. Frankenstein, the debate over which monster reigns supreme is a cornerstone of horror fandom. Soon, however, these hypothetical debates will move from the forums and living room couches to the tabletop. Spooktacular, the latest project from the acclaimed studio Level 99 Games, invites players to step out of the audience and into the silver screen. By assuming the roles of iconic, B-movie-inspired terrors, players must compete to see who can generate the most dread—and devour the most unfortunate cinema-goers—in a frantic, high-stakes battle for horror supremacy. The Genesis of a Monster Mash Level 99 Games has carved out a distinct reputation in the tabletop industry for delivering mechanically rich, thematic experiences. From the high-octane, combo-heavy combat of the Guilty Gear Strive board game to the atmospheric, cat-and-mouse tension of the Dead by Daylight adaptation and the brilliant, puzzle-centric design of the Bullet series, the studio is no stranger to complex IP integration. Spooktacular represents a pivot toward a more approachable, party-oriented experience, yet it retains the design DNA that Level 99 fans have come to expect. During a recent digital demo on Tabletop Simulator, developers Marco De Santos and marketing lead Crystal Tsui showcased a game that feels less like a somber horror experience and more like a rowdy, "all-out monster mash." De Santos frames the game as a loving, playful tribute to the history of horror cinema, citing Drew Goddard’s The Cabin in the Woods as a primary tonal inspiration. The game doesn’t just feature monsters; it features characters born from a century of cinematic tropes. Designer D. Brad Talton has gone so far as to write full, tongue-in-cheek synopses for every one of the 20 featured monsters, grounding each character in a fictionalized history that feels like a love letter to the genre. Asymmetrical Gameplay: A Symphony of Scares The core of Spooktacular lies in its asymmetrical design. In the demo, the sheer variety of playstyles was evident immediately. The player characters ranged from the "Screamin’ Eagle"—a bizarre, American football-themed mascot clutching a decapitated head—to the "Doombox," an 80s-inspired audio system armed with lethal sonic waves. Opposing them were the "Killer Car" (an homage to Stephen King’s Christine) and the "Outlander," a gunslinging cowboy archetype. The Mechanics of Terror Each of the 20 monsters is governed by a unique deck of cards, blending generic actions with signature abilities. What makes Spooktacular stand out is the player board: each monster features a distinct turn structure. While one player might focus on mobility and movement, another might be forced to manage a "minigame" rule that alters how they draw cards or interact with the board. This asymmetry is intentionally kept light. Unlike the dense, strategic weight of a game like Root, Spooktacular opts for a "fast and loose" approach. It draws comparisons to the chaotic, narrative-driven energy of Betrayal at House on the Hill. The game is designed to be unpredictable, with player interaction acting as the primary engine of the experience. Objectives: Scaring and Devouring Despite their mechanical differences, every player shares the same ultimate goal: to accumulate the most points by terrorizing the hapless guests roaming the cinema. The board represents a multi-room cinema complex, and the gameplay loops involve two primary actions: Scaring: Forcing guests to flee from a room through a designated doorway earns points. It evokes a darker, more cynical version of Monsters, Inc., where the goal is to maximize the "volume" of the panic. Devouring: For players who prefer a more permanent solution, the "devour" action removes guests from the board. Collecting sets of guests in five distinct colors rewards the player with cinema tickets, which grant variable, high-value end-game points. The strategy deepens through the monsters’ unique point-scoring methods. For example, the Screamin’ Eagle can introduce "wild" guests to the board that only it can eat, while the Doombox can activate different "playlist tracks" that trigger passive bonuses as it consumes guests. The Outlander, conversely, manages a risk-reward system where certain monster actions may result in a loss of points, forcing the player to balance aggression with careful resource management. A Design Philosophy of "Fair-Unfair" One of the most compelling aspects of the gameplay loop is its reliance on combo-chaining. By default, players start with a limited action economy—playing one card per turn. However, the game allows for the stringing together of actions, provided the cards allow for it. This creates a satisfying puzzle-solving element that rewards tactical, short-term planning rather than long-term strategy. "This isn’t a game about planning three turns in advance," notes the development team. "It’s a game about reacting in the moment to your opponents’ moves." This "reactive" design philosophy is what makes Spooktacular feel like a party game. It thrives on the joy of subverting your friends’ strategies. If you want to shove an opponent into a room full of guests they were planning to eat, or hoard the last of the "guest" tokens they need for a set, the game actively encourages it. It is a brand of competitive play that is "fair-unfair"—while it can be brutal, the game moves at such a brisk pace that no one is ever out of the running for long. The Road to Release As the project moves toward its official crowdfunding campaign this autumn, the team at Level 99 Games is finalizing the physical components that will bring the digital prototype to life. The final retail version promises high-quality, screen-printed meeples for each of the 20 monsters, which will help distinguish the characters on the board. Furthermore, the game will include a custom, lo-fi soundtrack designed to be played alongside the game, remixing classic horror motifs to heighten the atmosphere. The Significance for the Hobby The release of Spooktacular in 2025 will serve as a bellwether for the "horror party game" sub-genre. By balancing the intellectual weight of modern board games with the accessible, high-energy chaos of a classic Friday night activity, Level 99 is aiming for a broad demographic. It is designed to fit perfectly into an hour-long break during a horror movie marathon. It does not require players to memorize 40-page rulebooks, yet it provides enough depth through its 20-monster roster to ensure that no two games feel identical. Whether you are a newcomer to the hobby or a veteran looking for a lighter, more chaotic experience to round out your collection, Spooktacular aims to be the definitive "monster mash" of the modern tabletop era. Final Thoughts: Why It Matters In an industry currently dominated by massive, sprawling campaign games, Spooktacular is a breath of fresh, albeit macabre, air. It understands the fundamental joy of the horror genre: the spectacle. It doesn’t take itself too seriously, yet it treats its source material—the history of horror film—with a level of reverence that will appeal to cinephiles. If the demo is any indication, players can expect a game that is as much about the shared laughter of a ruined plan as it is about the mechanics of the game itself. For those who relish the satisfaction of a well-timed "screw-you" move or the thrill of a last-minute comeback, Spooktacular is poised to be an essential addition to the gaming table come next Halloween. With the Kickstarter launch imminent, the question remains: which monster will you choose when the lights go down and the screen flickers to life? One thing is certain—the cinema has never been quite this deadly, or this much fun. Post navigation Return to Night City: R. Talsorian Games Prepares to Launch the Cyberpunk: Edgerunners Mission Kit