- Invokyr tutorial basics: place the dice on the board, roll carefully, and react to each summoned threat.
- Primary objective: recover the required idols, survive the house, and return to the board.
- Co-op priority: stay within callout range, mark safe rooms, and avoid splitting during active hunts.
- Resource rule: special dice can heal, revive, hide, or disrupt danger, so use them at high-risk moments.
- Escape step: collect the game board and say “Invokyr” when the final curse instructs you to end the game.
Invokyr tutorial: Learn the Core Loop
Invokyr is a co-op psychological horror game built around a cursed board game, a shifting house, and unpredictable dice rolls. This Invokyr tutorial focuses on the practical loop shown in the available first-run material: start the board, explore rooms, recover objectives, survive hazards, and bring the required items back before attempting escape.
The reference material describes support for up to four players in online co-op, with each run combining exploration, traps, curses, creatures, and limited-use dice. The house can include distinct environments such as jungle areas, icy regions, and oversized toy-themed spaces. Because the game is listed as coming soon, specific layouts, enemy behavior, and balance may change before release.
Video Highlights:
- The board must be activated before the run properly begins.
- Dice rolls can trigger curses, hazards, clues, or enemy encounters.
- Golden idols and other objectives must be carried back to the board.
- Mirrors and revive effects can provide valuable recovery options.
- The final sequence requires returning with the board and using the correct spoken command.
The central rhythm is simple, but every stage adds pressure:
| Phase | Main Action | Primary Risk | Recommended Response |
|---|---|---|---|
| Start | Place and roll a die | Immediate curse or hazard | Read the result before moving |
| Explore | Search rooms and corridors | Getting lost or separated | Mark routes and keep voice contact |
| Recover | Find idols, dice, or tools | Carrying objectives through danger | Clear a return route first |
| Survive | Avoid creatures and traps | Health loss or forced detours | Use cover, mirrors, and distractions |
| Escape | Return to the board | Missing the final requirement | Check objectives before activating the ending |
Roll
Place the die on the board and resolve its effect before rushing into the house.
Search
Inspect rooms, drawers, shelves, mirrors, and side areas for useful items.
Coordinate
Share enemy positions, route information, and objective locations with the team.
Return
Bring the required items back to the board before attempting the final escape.
Do not treat every roll as a speed trigger. Pause long enough to identify the curse, clue, or objective requirement, then choose the safest route.
Set Up the Board and Manage Dice
The board is the run’s anchor. The first-run sequence indicates that players begin by placing dice on the board and rolling them to advance the scenario. A roll may alter the environment, introduce a curse, reveal a clue, summon a creature, or change the next objective.
Dice are also part of the game’s resource system. The available game description states that hidden dice can be recovered throughout the house and that each die can only be used once. That makes exploration valuable, but it also creates a timing decision: using a powerful die early may make the final section harder.
| Die or Effect Type | Likely Function | Best Timing | Common Mistake |
|---|---|---|---|
| Standard roll | Advances the board sequence | Early progression | Rolling without reading the result |
| Healing effect | Restores survival potential | After meaningful damage | Spending it before a dangerous section |
| Revive effect | Returns a dead player | After a confirmed team loss | Carrying it without a recovery plan |
| Hide or defense effect | Reduces immediate pressure | During a hunt or blocked route | Activating it too late |
| Curse effect | Adds a restriction or hazard | Never deliberately sought | Ignoring its wording |
Place the die
Put the selected die on the board and confirm that the game has registered it. If the interaction does not trigger, reposition the die instead of abandoning the board.
Read the result
Listen for the clue and inspect the visible instruction. Some effects describe a target, a score threshold, a color, a direction, or a special action.
Assign roles
Have one player interpret the clue, another track the route, and the remaining players watch for enemies or useful items.
Resolve before rushing
Complete the immediate requirement before exploring randomly. A clue may require reaching a score, inserting an item, avoiding a color, or surviving a timed threat.
Record the outcome
Remember which dice are spent, which rooms are safe, and where the team last saw the board. This information becomes essential after a curse changes the route.
Use the board as a navigation reference rather than a place to visit only at the beginning. If a player finds a die or objective, announce its location and establish a route back. The team should avoid carrying every item into an unknown area without first identifying an exit.
The game description indicates that recovered dice can be used only once. Save healing, revival, and defensive effects for moments that can block progress or prevent a team wipe.
Survive Curses, Creatures, and Traps
Invokyr’s danger comes from more than direct pursuit. Curses can remove tools, change how players navigate, or create new conditions for progress. The first-run material includes hazards involving fire, darkness, hostile creatures, color-based threats, sudden attacks, and movement challenges. The safest response is to identify the active rule before moving deeper into the house.
The house is also described as a labyrinth. Losing the route back to the board is a major threat because objectives are only useful when the team can return with them. A fast escape from one enemy can therefore create a larger problem if it sends players into an unfamiliar wing.
| Threat Pattern | Warning Sign | Survival Priority | Team Callout |
|---|---|---|---|
| Hunter pursuit | Footsteps, visible movement, or direct tracking | Create distance and avoid dead ends | “Hunter near” plus direction |
| Fire hazard | Burning floor, flame effect, or blocked route | Find an alternate path before crossing | “Fire ahead” and safe side |
| Darkness curse | Loss of flashlight or reduced visibility | Stay together and use known landmarks | “Lights out” and regroup point |
| Color rule | Clue involving black, white, or another color | Identify the safe target before acting | “Safe color is” plus location |
| Movement challenge | Narrow gaps, jumps, or unstable paths | Slow down and check landing space | “Jump route” or “No jump” |
| Labyrinth effect | Repeated rooms or uncertain direction | Return to the last confirmed landmark | “Board route” and room name |
Use Landmarks
Mirrors, staircases, distinctive furniture, doors, and board-room entrances help rebuild the route after a chase.
Control Panic
Rushing can cause players to collide with fire, fall from a ledge, or lose the teammate carrying an objective.
Share Threat Data
Describe what the creature is doing rather than only saying that it is nearby.
When an enemy appears, do not automatically run in a straight line. First check whether the route contains a drop, a trap, a blocked door, or a second enemy. If one player is being pursued, the others should guide them toward a known safe room rather than scattering.
The game’s special dice may help heal, hide, or hinder hunters, but these effects should support a route plan. A defensive item is most valuable when it lets the team cross a dangerous junction, revive a teammate, or carry an idol through a hostile area.
The best escape route is the one the whole team can repeat. A slightly slower path with clear landmarks is usually safer than an unknown shortcut.
Recover Idols and Complete Objectives
Objectives appear to be the bridge between exploration and escape. The available material highlights golden idols, hidden dice, and other items that must be found inside the house. Carrying an objective is not the same as completing it; many items need to be returned to the board or placed at a specific location.
Before entering a new section, assign a carrier and a navigator. The carrier focuses on protecting the objective, while the navigator maintains the route. A third player can watch behind the group, and a fourth can scout only when the area is safe enough to support separation.
| Objective Task | Preparation | Completion Check |
|---|---|---|
| Find a golden idol | Search side rooms and unusual corners | Confirm the item is visibly carried |
| Recover a hidden die | Inspect drawers, shelves, and rooms off the main path | Announce whether the die is spent or reserved |
| Follow a clue | Repeat the wording and identify its target | Verify the required action before leaving |
| Return an item | Choose a route with known landmarks | Place the item on or near the board as instructed |
| Prepare the finale | Confirm idols, board, and survival tools | Read the final instruction carefully |
Run Preparation Checklist:
- Identify the board room and one reliable return landmark
- Assign a carrier, navigator, and rear guard
- Record every discovered die and its likely purpose
- Confirm each idol or objective before leaving its room
- Reserve a recovery effect for a critical failure
The first-run material also demonstrates why item handling matters. Players locate idols, move them back toward the starting area, and react to interruptions while carrying them. Dropping an item, taking the wrong corridor, or getting separated can turn a successful discovery into a lost objective.
A useful approach is to clear the route in two passes. On the first pass, scout the corridor without committing the whole team. On the second pass, carry the objective through the route after the major hazard has been identified. This method reduces the chance that the carrier becomes trapped in an unfamiliar room.
For the game’s broader structure, the official Invokyr media kit describes online co-op for up to four players, hidden dice, special effects, multiple biomes, and rewards tied to surviving increasingly difficult challenges.
Use short callouts such as “idol found,” “board route,” and “return blocked.” Clear information is more useful than long descriptions while a creature is active.
Reach the Board and Escape
The final section begins when the team has recovered the required objectives and is ready to return. Do not assume that reaching the starting room automatically ends the run. The available sequence includes a final challenge, a return command, and an instruction to pick up the game board before escaping.
The safest finale is deliberate. Gather the team, confirm who is carrying each item, and check whether a revive or defensive die remains available. Then follow the final clue exactly. If the game asks players to say the name of the game, use the command only after the required items and board interaction are ready.
| Finale Stage | Team Action | Failure Risk |
|---|---|---|
| Confirm objectives | Check idols, board, and required tools | Leaving one item behind |
| Regroup | Bring players together near the return route | Activating the end while someone is lost |
| Read the final clue | Identify the exact interaction or phrase | Guessing from memory |
| Activate escape | Perform the board or spoken command | Triggering the wrong state |
| Verify completion | Wait for the scene or door transition | Moving away too early |
A player who dies may not always be permanently removed. The game description specifically presents death as reversible in some situations, and the first-run material includes revival effects. Still, revival should be treated as a recovery option rather than a reason to take unnecessary risks.
If the team reaches the ending but sees a new area, unopened door, or additional challenge, continue checking the board and objective state. The available material suggests that surviving one section can unlock additional maps or harder scenarios, so the first escape may function as an introduction to the wider game structure rather than the end of all progression.
Before triggering the finale, say the objective list aloud: idols recovered, board ready, team regrouped, and final command understood.
Q: What is the main goal in Invokyr?
The main goal is to play the cursed board game, survive the horrors it summons, recover required objectives such as idols, return to the board, and escape the house.
Q: How many players can join an Invokyr co-op run?
The official game description supports online co-op for up to four players. Team roles work best when players divide navigation, carrying, scouting, and rear-guard duties.
Q: Should I spend special dice as soon as I find them?
Usually not. Special dice can heal, revive, hide, or hinder threats, and the available description indicates that each die can be used only once. Reserve them for blocked routes, active hunts, or critical recovery moments.
Q: How do I finish the first escape sequence?
Recover the required items, return to the board, pick up the board when instructed, and follow the final spoken or interaction command exactly. The first-run sequence uses the game name as the ending command.
Invokyr Tutorial: Quick Reference
Use this final reference when a run becomes confusing. The most important habit is to preserve information: remember the board location, announce objective discoveries, and describe threats by direction and behavior.
| Situation | Immediate Decision | Avoid |
|---|---|---|
| A new curse appears | Stop and read its condition | Running before understanding it |
| A player is chased | Guide them toward a known landmark | Splitting without a regroup point |
| An idol is found | Assign a carrier and return route | Exploring deeper without an exit |
| A die is recovered | Record its effect and reserve value | Spending it because it is available |
| The board is reached | Confirm the final requirement | Assuming the run is already over |
The game’s horror systems reward communication more than improvisation. A calm team can convert clues into routes, routes into objectives, and objectives into a controlled escape. When the house changes or a new biome introduces unfamiliar hazards, return to the same process: identify the rule, mark the route, protect the carrier, and spend resources only when they preserve progress.
Invokyr is listed as coming soon, so treat specific enemy behavior, map layouts, and balance details as subject to change during development and future updates.