

Lords Of The Fallen™ 2014
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.






01About Lords Of The Fallen™ 2014
Lords Of The Fallen™ 2014 is a dark fantasy action RPG in which Harkyn battles Adyr and the Rhogar. Explore winding routes, uncover hidden passages, and face powerful bosses. Melee combat, magic, and customizable equipment shape each fight. Steam players rate it 58%% positive from 13,400 reviews. The Steam PC version supports Simplified Chinese, English, French, Italian, German, Spanish, Czech, Japanese, Polish, Portuguese, Portuguese-Brazil, Russian, and Korean. Released October 28, 2014.
Credits
Lowest recorded in 36 months
$1.992024-10-24 · Humble StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | Yes |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play style
The Steam PC version is single-player. Nine classes can be customized by earning XP and upgrading skills and spells.
Language
English and Russian have full audio; other supported languages use subtitles. The interface is available in 13 languages.
03Frequently asked questions
What is the story about?
You play Harkyn, a convicted sinner who faces Adyr and the Rhogar.
How does character progression work?
Kills earn XP to improve attributes and preferred spells.
What shapes the gameplay?
Combat combines melee, magic, and major boss battles; choices can affect gameplay.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
It's like Dark Souls but they made it way harder by making the game crash every 15 minutes.Show moreShow less
LotF is a game I won’t be revisiting in the long term, but I definitely enjoyed it enough for the time I have spent with it up to now. I’d love to recommend it, but it falls short of expectations. LotF is a game that (predictably) uses a combat system similar to that in the Souls games. You control Harkyn from the 3rd person perspective and probe enemies for patterns & weaknesses before moving in to finish them off using a weapon of your choice. There's a relatively large selection of weapons & armour to choose from, with the game slowly allowing you access to more powerful items as you continue with the linear narrative. The combat is functional and usually fun, but can be a little clunky at times, and the spells are often completely underwhelming and are more useful for tactical purposes. If you like to play RPGs as a mage then honestly you should probably avoid this game. You have access to one long range weapon which you can use in a variety of ways, but I found it most useful for pulling single enemies out of larger groups. The game looks pretty good with a very consistent art-style, and the two major areas had very distinctive visual themes. The enemies were well designed and the environments were pretty, even if you could tell how constrictive they were. The armour designs were not to my taste (far too large and “showy”) and were a bit reminiscent of the kind of over-sized armour you see on space marines from 40k. The enemy animation was good enough for me to easily distinguish between what attacks they were winding up which allowed the combat to flow. The sound was not up to the same standard as the visuals: the scripting and voice acting in LotF are simply atrocious. Conversations often have sentences that don’t really follow on from the last, being said in tones that don’t follow the mood, on subjects you couldn’t care less about. The poor voice acting really impacts on the narrative too, as it is delivered in a very obvious and linear manner through conversations and cutscenes. The story simply plods along from A to B with few surprises. The audiobooks add meat to the narrative and are delivered with far more convincing speech than that from actual characters in the game, without them the story would have been paper-thin and completely forgettable (which is why so little of this review is dedicated to the story). I have a few more gripes about LotF as well. The biggest issue is that after finishing, not much changes in NG+ except that enemies have far more health, which really kills the replayability. My second largest issue is the scaling/levelling seems very oddly balanced: even when not using checkpoints for long periods of time to get extra XP, I rarely built up enough experience to increase Harkyn's capabilities in a noticeable manner; sometimes adding a point into Strength actually reduced the damage of my equipped Strength-scaling weapon and I have literally no idea why. Thirdly there are some technical problems: occasionally the game would outright crash, resulting in complete loss of everything you’ve done since last touching a checkpoint; the frame-rate would often bomb to unplayable levels; and sometimes the load times between areas would take unusually long. It probably sounds like I’ve panned LotF, but I did manage to enjoy my time with it despite its failings. If you like 3rd person fantasy RPGs then this is worth the price of admission in a sale.Show moreShow less
Overall, I had to say that I enjoyed playing this game. When I first started it, I was encountering some crashes but someone's suggestion on the forum quickly cleared up anything and I never saw a crash since. Regarding the gameplay, I enjoyed it. The combat did feel grittier than a Souls game, and I like how the magic in this game was much more 'supportive' rather than primary, as it can be in a Souls game (as an aside, I feel like magic ruined Dark Souls 2, but that's just an aside). The boss designs were decent--they could use improvement, but I did enjoy some of them. I also did enjoy all of the little details they put in the game, like different ways to defeat bosses, different ending paths based on choices (which did seem a little hardboiled at times but was still a nice effort none the less). The only thing that frustrated me from time to time was the level design, which seemed labyrinthine. There's lots of weapons in this game, and plenty of loot. The armor and weapon design were all decent. All in all, is it "Souls-like"? Yes, it is. Do I care? No. It's not like Dark Souls was the first Action RPG. Is it a fun game? Yes, yes it is. Do I hope they make another one and improve upon the first? Yes. I think what sometimes people forget, especially with original titles is that to criticize it needlessly and blast it with negative reviews, and to make statements such as "don't support this publisher", will ultimately lead to less variety, innovation, and entertainment. This is not a defense of bad games, but it is a defense of "improvement". If they make another, and I hope they do, I hope they can improve the formula, add some additional features that make it interesting and continue to innovate on this extremely fun genre. The more the merrier, I say.Show moreShow less
In Lords of the Fallen, you play as Gruff McGrufferson, the gruffest, toughest dude around. But under that gruff exterior, he is actually a wobbling mound of jelly. Our pal Gruff the jelly man must wobble his way around a castle and a demonic realm, fighting a bunch of angry demons and their sickly looking pals. Unfortunately for our chum Gruff McJellyman, his wibbly legs make him less manouverable than an asthmatic sloth, and his wobbly arms mean that swinging anything bigger than a toothpick is a real struggle for our intrepid hero. Even more unfortunate for our dashing dispatcher of ne'er do wells, the villainous villains he encounters have some deviously diabolical tricks up their muscular sleeves. Every one of these no good rascals comes equipped with an invisible record player, which they stand upon. What this means for mighty Jellyman is that all these cads he encounters can swivel on the spot... without moving their feet! The KNAVES! The SCOUNDRELS! The UTTER CHEEK! Our poor hero must face large, brutish enemies, who hide behind mighty shields, have vast qauntities of health, and who only give miniscule openings in their defence. These dastardly fiends laugh at our delicious Jelly hero, for they know that further down the corridor, two more of their identical brethren lie in wait - and our gruff protagonist must face them all, lest he be overwhelmed! Oh the horror... Although, it's not all bad news for our gelatinous champion. On his quest, he is accompanied by his best pal, Jam, the friendly invisible cameraman! Jam eagerly follows Jelly Goat Gruff on his delectable adventures. Unfortunately, Jam gets a little giddy whenever his pal Jellyman charges into battle, and can't keep a firm grip on his camera. Also accompanying our damn tasty chum is Karlo...Kaslo?...Carlos? Whatever. Our ABSOLUTELY memorable pal Karlos freed the magnificent Jellygruff from his horrible jelly prison, where our hero was placed after attempting a coup against the Ice Cream king, to supplant him from the delicious dessert throne. Mage-o Kazooie brings Gruff McJellyjelly to Keystone to fight the nasty demons, because only he, with his superior reflexes, nimble footwork, and masterful weapon-handling, can save the day from EVIL! Our gastronomical hero also gains assistance from an amiable demon blacksmith! "I can inscribe your weapons with runes to make them worthy of Gods!", he proudly claims. Lo and behold!, Jellyman was overjoyed to find that his now godly weapon turned a monster that previously took 12 hits to kill, into a monster that now takes a measly 11 hits to vanquish. Oh yeah, there's also this woman, Yetka or something. She definitely wasn't as memorable as Kazoozle, the COMPLETELY memorable wizard dude. Also, there was some bad dude who's name began with A. But who cares, he was just a butthole. Dare you join the mighty Jellyman on his quest? Dare you battle these fearsome record player equipped demons? Dare you slog through dozens and dozens of said demons, over and over again? Dare you wrestle with the dreadful beast known as the inventory? Dare you attempt to make sense of cryptic item descriptions that tell you nothing of an item's purpose? Dare you listen to grim and chilling audio logs? Dare you battle visually identical, yet stastically superior versions of foes you have already fought? Dare you behold Jam's shaky camera-work, while keeping your dinner intact? Dare you become... THE JELLYGRUFF? In all seriousness, I had way more fun writing this review than I did playing the game.Show moreShow less
Lords of the Fallen gets a lot of things right, but is also blasted by many people for not being as polished as Dark Souls, or for even trying to be like Dark Souls. Wherever you stand on that issue, I personally think the expansion of that sort of gameplay into a proper genre is good for business overall. I want more games like Dark/Demons Souls, not less. If you can get over the fact that yes, the game is very similar to the Souls titles, I think you'll find it to be quite a good game. It lacks some of the bells and whistles of the Souls titles, such as the persistent and interesting multiplayer found in those games, but I believe it totally nails the combat, and is absolutely packed with secrets, both of which are some of the top reasons I enjoy the Souls games. The story is a lot more straightforward than those titles (Sorry for all the comparisons, but the genre is still in its infancy and there isn't much else to compare it to, and this game wears its inspirations on its shoulders.) which can be both good and bad. Good because you have a fairly clear motivation, bad because, well, let's face it, the voice acting is pretty mediocre and the talking animations and lip synching are actually kind of embarassingly bad. Characters gesticulate wildly when saying the simplest things, all while retaining their stiff, wooden, doll-like faces and flapping mouths. The stilted facial expressions clash furiously with the rest of the visuals, which have a distinct Warhammer (read: big shoulder pads, intricate armor, you know whether you enjoy that style or not. I do, but you may not.) feel that is very consistent. Having a very solid art style and beautiful technical work and then seeing Playstation 2-level facial animations is jarring to say the least. It's not too big of a deal, but they put it in there, so I figured I'd give my two cents. Also I feel it prudent to remind people that while the Souls games had decent voice acting, the characters rarely ever moved at all while talking and mouths never seemed to move at all, so, uhh, just throwing that out there. So, let's talk about gameplay. This game is said to be easier than the Souls games. I never found those games to be particularly difficult so much as games that forced you to be patient. Few fights ever required a high degree of dexterity, just that you observe and wait for an opening. I think this game handles that just right. But I warn you: If you're looking for a challenge, choose something besides the Warrior play style. That class is a lot like the spell-casting class (Noble, was it?) in Demons Souls, where it was basically an easy mode for new players. Try weird weapons, if you feel too tanky, wear super light armor. I say these things because if you want the game to be difficult, then the default selections are not for you. The game has fairly lengthy attack animations, longer than the Souls games in many cases, but it also has a bigger impact. With my great hammer during a well-placed attack I can physically knock enemies across the room, and when it strikes the ground the sound design and visual effects really sell that I'm swinging a huge, deadly weapon and that it is not to be trifled with, but it also takes timing and understanding of each type of swing at my disposal. I can out-poise some enemies if I wear heavy armor and just swing through it, or to challenge myself I can wear very light armor and rely on timing above all else. Enemies do have a bit of cheapness to them occasionally. Not all hitboxes are perfect, you can get hit by attacks that appear to miss you by several inches, and sometimes enemies do a very familiar Dark Souls move of "sliding" forward at the end of an attack to force it to connect, which feels just as cheap here as it did in the Souls games. Luckily, both of these problems are fairly rare and tend to be limited to just a few enemy types -- and thankfully after encountering them a few times I didn't seem to notice it happening anymore. Shouldn't be there to begin with, but not as big of a deal as I thought it would be after the first few times it happened. I want to take a moment to warn you that I don't play these types of games quite the same way I think most people do. I played a ton of Monster Hunter before I first played a Souls game, so I tend to rarely ever use the lock-on here. I don't really circle-strafe enemies to fish for backstabs and I don't have many issues with the camera that allegedly appear due to what I assume is locking on in such tight quarters. If you use lock-on for extended periods, you'll have to get that info elsewhere, as I can't provide you relevant critique on it. Of course, while it borrows from the Souls series, it also has its own little twists that I think are genuinely interesting that may help push the genre forward. The ideas themselves aren't mind-blowing, but stuff like the experience multiplier for going longer without banking your experience is fantastic, as well as the experience degrading the longer you take to retrieve it after death. To me, these are pure upgrades to the soul retrieval system in the Souls games, hands-down. I hope this inspires future games in the genre to think of cool additions as well. I had quite a bit more to say, but this is getting very long for a Steam review. So I'll wrap it up and give my conclusion: Is this game as polished or as in-depth as the Souls series? No. Is it some blasphemy to the genre that you should be offended by? Absolutely not. It's a great game, marred right now by some technical problems (I knew I forgot something! The game is crash-prone at the time of this review and while performance on my Titan Black is fine, on plenty of other rigs it's all over the place. Check the updates to see if they fix that stuff in a timely fashion.) but once everything is ironed out I absolutely recommend it to any fan of the Souls series if they want more of that style of gameplay, or people intimidated by the Souls games' obtuseness. This is a good gateway game to those titles. Don't be an elitist, games like this will push the genre forward, not destroy or harm it! That's my take on it, at least. I heartily recommend this!Show moreShow less
Ok, ok, this review has gone through a few iterations so bear with me people. When I first played LOTF, I absolutely despised it. Being a big fan of the Souls games, I was looking forward to some Souls-esque but-without-getting-stomped-by-overpowerd-invasions fun. But dang, Harken was slow and seemed to spend about 10 seconds winding up his attacks before actually throwing them, and I quickly grew bored of this game and its unresponsive controls. So, my first review was rather scathing, and lo many a fan boy/girl posted some rather immature and insulting comments, most of which have been deleted. I’m a stoopid noob and I should go back to candy crush saga, apparently. I also need to 'git gud' even though the difficulty of this game (which isn't much) was never an issue... Being a cheapskate and wanting to get my money’s worth out of the game, I forced myself to complete. And you know what? LOTF is not a bad game. I might even have enjoyed it a wee bit. But I would not recommend this game unless it is on sale – because there are much better games (i.e. Dark Souls) which do everything LOTF does only much better. Still, LOTF is bloody gorgeous, looking like Todd Macfarlane and Warhammer Fantasy got together to make a Cannibal Corpse album cover. The armour and weapon designs are so ludicrously spikey and evil that I want to break out my old Slayer albums. Sound is also great, with satisfying clunks and crashes giving combat a satisfying feel. The bosses are super cool too. I also particularly liked the system up upgrading weapons and armour with runes, which is very simple but kinda nice anyway. However, I found the controls to feel really unresponsive. No matter what class you play as, there’s a significant lag between actually hitting the attack button and Harken swinging whatever oversized spike metal thingy he is carrying. It lead me to a lot of frustration, as I signed in vain while the enemy would rush off for a cup of tea, do the washing, then come back and put their shield up in the time it takes Harken to wind up his attack. Second, the game is not really challenging, and it doesn’t have difficulty settings. Most enemies can be overpowered just by circling endlessly and button mashing, and many of the bosses can be easily beaten on first try once their attack pattern has been seen a few times. I understand that NG+ is more of a challenge, but I’d already lost interest by then. In summary, my opinion, which you don’t have to agree with, is that LOTF is an ok Dark Souls-lite game, but I wouldn’t recommend it because Dark Souls, even Dark Souls 2, does EVERYTHING infinitely better aside from graphics. Furthermore, if I’m in the mood for some fantasy hack and slash and I’m not in the mood for Dark Souls, I’d play Devil May Cry, Darksiders 2, Dragons Dogma, Revengence or something long before I’d go for LOTF. but hey there seems to be a lot of ppl who really loved this...what does a stoopid noob like me know anyway? git gud or go home... Edit - Now that Dark Souls 3 is out there is no need to even contemplate this game. Or go with Salt and Sanctuary if your a 2d indie hispter - that said, if they make a sequel i'd give it a look as, if they got the gameplay right, this could easily be the Slayer album cover made flesh the never-dying 12 year old inside me is always looking for.Show moreShow less
Rating - 81/100 Recommendation - Worth looking at, just don't expect Dark Souls Disclaimer 1: Lots of people talk about crashing, but I had literally zero problems. I don't know if I'm super lucky or if issues have been patched, but I can't deduct points for problems I didn't have. Just be warned. Disclaimer 2: This game is not Dark Souls. If you're expecting Dark Souls, you'll be disappointed. If you're hoping for Dark Souls, you'll be disappointed. THAT BEING SAID, I will be doing comparisons to how Dark Souls works since it's probably the frame of reference most people will be coming from. I liked this game a LOT more than I was expecting to. Reviews for it were pretty terrible at first, and are only mediocre now, but the only thing I can think of to cause that is people coming in here with a mentality of "let's see how different it is from Dark Souls." It's clear from the get-go that the developers were trying to capitalize on a formula made prominent by the Souls games, but please try to judge this game of its own accord rather than compared to the genre juggernauts. Right off the bat, Souls players should feel comfortable. Combat is mostly focused on patience and energy (stamina) conservation, knowing when to block/dodge/strike, etc. Jumping in and flailing will get you ripped to shreds, and studying your enemies attack patterns = success. Killing enemies gives you experience, which you can use to level up attributes or spells at shards (save points). However, unlike the Souls games, using a shard doesn't respawn enemies in the world (that only happens when you die or leave the zone), but rather resets your experience multiplier. As you kill enemies, your experience multiplier increases, giving you a reward for taking risks and saving less often. When you die, you drop all your experience, and unlike the Souls games, you have a limited amount of time to pick it back up again before it vanishes. I liked the system a lot. It's a mild evolution on a formula, but it introduced just enough to keep things interesting. There's some frustration with combat, though. It's inconsistent and unreliable what attacks will break an enemy's guard, and even when you do, their shields are back up before you're even mid-swing. Harkyn (you), on the other hand, seems to get stunned for 8 seconds. It's frustrating. Fights with shield enemies are either shoot-from-afar-with-my-gauntlet or block-their-hit-and-hit-back-until-death. Plus, hit detection is not perfect. I had a not-insignificant number of sword swings and gauntlet shots that simply passed right through enemies. It wasn't a rampant problem, but it should NEVER happen. Story-wise, I actually liked this game a lot more than Dark Souls (I welcome your knee-jerk reaction downvotes). A huge part of Dark Souls' mystique and whatnot comes from a complete lack of communication with the player. Lords of the Fallen is not that game. You have objectives (story quests only), the world is laid out more linearly, and while your hand is never held, the difficulty in the game is in achieving objectives rather than figuring out what to do AND THEN doing it. The story is serviceable, and moves around enough to be interesting, but it's nothing groundbreaking. I think this game actually serves as a good halfway step between standard RPGs and Dark Souls. The difficulty is more approachable, as is the game world itself. You have a mission objective, but no map or direction markers, and side quests are never tracked at all, so it's up to you to remember where people/things are. I loved it. It still left some of the questing burden on me, but I never got that "oooookay, what do I do now?" feeling. You're told to "fight to the top of the citadel" but then left to your own devices. Hardcore Souls players might be turned off by that type of gameplay, but I welcomed it. No getting your intestines ripped out through your nostrils right away in the catacombs here. Don't get me wrong, this game is still difficult, but I had an easier time here than in the Souls games. I can't say for sure that it's because Lords of the Fallen is easier, since it's just as likely that playing through Dark Souls, Demon's Souls, Dark Souls 2, and then Dark Souls again prepared me for this one. New players be warned, this is not an easy game. You can't really wander into an area you're not supposed to be yet, though, so there is that. The world itself is not all that large (maybe half the size of Dark Souls), and there's a bit of backtracking, but it never feels all that repetitive. Enemies in certain areas will change and grow stronger as you play through the main story, so the parts where you do have to backtrack are at least interesting again. To be honest, most of the backtracking was due to side quests, which can be completely ignored. Fair warning, too, I did grind a bit (probably 4 or 5 hours' worth), but that's just because I wanted to try higher gear. I can't say for sure that it's necessary, although it did help. Speaking of gear, this is one of the game's weak points. The armor sets and weapons look beautiful, and they're almost all beefy and chunky, but all of the classes end up being built the same way. I picked the Cleric class (the healing spell is FANTASTIC) and built my character for speed, but could have doubled as a tank. By the end of the game, my regular sword (there's shortswords, swords, then greatswords) did more damage than all but 2 of my great-weapons, and swung faster. I had all but one spell level unlocked (there's 4 spells per class, each with 3 levels), and enough strength/stamina/poise to withstand direct hits from the final boss with no damage. I honestly can't see how building solely as a warrior would have been that much stronger. I suppose that's another thing I liked about this game, though. In Dark Souls, even though I played as a tanky build, I always felt extremely weak, even right up to the end. In Lords of the Fallen, however, I really got a sense of how strong I became. Maybe it's because it's easier and quicker to backtrack and fight early enemies, but it felt quite a bit more apparent what effect all that leveling up had. Overall, I legitimately enjoyed my time here. The graphics are fantastic, the game world is beautifully-designed (even if you are in gothic castles 98% of the time), combat is satisfyingly meaty, the enemies are varied and interesting, the bosses are a decent challenge (they all have hidden bonus objectives too), and aside from a few small glitches, the gameplay was rock-solid. If you come in to this game not expecting it to perfectly fill a Souls-shaped hole in your heart (and you have no crashing issues), you should enjoy it too. I thoroughly did, and I could easily see myself coming back to this game for another playthrough later.Show moreShow less
The game is great but the product is defective. I haven't completed my first play through of Lords of the Fallen because I simply haven't been able to. Not because the game is too difficult or too long but rather because of endless crashes. My first save file was ruined by a death loop bug that rendered the file completely unusable. I looked to see if there was a solution or if others had experienced it. A few had and some even were able to get out of it by rolling their character immediately upon loading. "OK" I thought, "It was only 10 hours on that file, no big deal." Now on my second play through (after having twiddled with the settings per all the common temporary fix threads out there) I just can't play for more than 10 minutes without a crash. This is particularly problematic in a game in which one of the core mechanics is gambling for bigger rewards by not saving your game. This, in itself, is a fun mechanic- I like the idea of having to risk your progress in the game for incremental rewards. It's clever and potentially fun. This is undermined entirely by the reality that bugs and crashes incentivize me to save as often as possible. There are good things about this game, a lot of them. The art is amazing, the game feel is heavy in a visceral way that connects you to what you're doing. I can't recommend it until it's been fixed, however. I can't even play it. With a GTX780 and similarly big specs throughout the rest of my rig, there's no excuse why these glitches, crashes, and bugs should exist. This game was simply not tested thoroughly enough. I hope the developers will 1- fix the bugs asap and 2- learn their lesson so that their talents aren't overshadowed by sloppy mistakes. Update 1: I have pushed through to NG+ perhaps due to a desire to harm myself. Update 2: I'm looking forward to the new patch which promises to fix stability issues; I will expand my thoughts. Update 3: So far, so good. Played for several hours without any stability issues. Will get through NG+ before I decide to turn the frown upside down. Clearly I'm enjoying the game a great deal or else I wouldn't be playing it. It's still not for everyone.Show moreShow less
Took me 20 hours. In the 20 hours, I have: - never had a single crash - never seen a single bug - never had a single framedrop What I did have was a great fun. It is an easier game than Dark Souls (I finished both DS games), I finished most bosses pretty quickly. And yeah bosses are not as memorable as in DS games, mostly consisting of humanoid knights. But they were fun to fight anyway. The level design is pretty good. I enjoyed exploring it and the graphics is amazing (played maxed, but without nvidia turbulence stuff since I have AMD 280X). Considering the likely low budget and zero experience of the developers with this kind of game, I am super impressed with what they achieved and I hope they will keep this quality and improve upon in for the future games. If there are some nitpicks..I did not like many invisible walls, and I am still not fan of the art style. I do not hate it, but I do prefer more realistic style of Witcher / DS games. This is subjective though. As for the Denuovo anti-tamper, I had zero issues with it. Would never know it is there if it wasn't for the internet making a huge fuss of everything.Show moreShow less
TLDR: Overall, moments of entertainment locked behind odd design choices and unresolved glitches that makes it impossible to recommend. EDIT: And I feel bad for not being able to recommend it because I did have some good fun and effort was clearly made. First the good: -The character/monster/environment designs are well done, it's all massive muscles, massive armour and massive weapons but if you don't mind that it's nicely done. -When the combat works, it can be fun. The mixed (subjective): -The armour sets are well designed, as mentioned above, but the standard as you go through set progression is inconsistent. For light armour for example, you get the best designed armour about half way through then get sets that seem much more 'vanilla' or are (I believe) reskins of previous sets. -The story isn't terrible, but I'm still unsure about the premise. Why exactly is Adyr the god considered a 'villain'? I may have missed an audio log that explains this, but then it is still missable. -There is a universal cooldown on spells, use one and they all go on cd (at least the ones from the same school do, can't verify whether it applies to other schools). On some combinations this may make sense, on others it seems overly restrictive. Keep in mind that without massive xp investment into faith (magic), the mana cost of each spell is likely prohibitive of chain casting anyway. Not impossible mind you, but when you factor in the cast time of each spell and the likelihood of interruption by enemy hits, a gcd seems superfluous. -Combat staggering seemed unpredictable across the board, both on you and the enemies. There seemed no way of knowing ahead of time whether Harkyn would get staggered by any given enemy's attacks or whether they would be staggered by his. -Certain classes may seem underpowered, mileage may vary. Rogue class definitely could have used some life steal baked in to a spell. -Majority of voice work is bland, not all but a lot of it. -The rune/crafting system seemed inconsistent. The game features a system where you can invest xp into locked runes to increase the likelihood of better quality buffs but the return on this seemed very disappointing. Possibly rectified with better 'Luck' character stats but that's uncertain. The bad: -The hit detection is suspect. Weapon strikes simply may decide not to land, spell hits may just not register. -Enemy projectiles may not hit you when they should and may seek you out through walls. -Equipment stats are confusing. You are given numbers without context. Conversely some items have only 'fluff' descriptions. -The camera may decide to snap to a completely obscured perspective during 'backstabs'. -Spell effects may also overwhelm your vision. -The gauntlet is intrusive and frequently redundant. It seemed underpowered no matter which class or loadout was used, an enemy could always be reached to melee them anyway, using it costs mana that would 9 times out of 10 be better used on spell casting and it is unalterably bound to the stance swapping button which gets in the way during combat. -The physics are unbelievable in a bad way. Enemies may do a U-turn mid leap, defying momentum. The enemy also has a bad habit of tracking your motion during weapon swings that would likely snap their bones, also rendering combat maneuvering futile. This becomes more of a problem with the more fragile classes. -Pathing is incompetent. Enemies may get stuck on corners or non existent obstacles, may reset and speed off to their original point (no, not that one demon dog who is scripted to do something similar). -Harkyn's magic is wildly unreliable. Magic may simply not do what it is supposed to. Direct damage spells may just not land despite hitting the mark. Buffs may drop off before their proper duration or not do as described. Bad pathing also applies here. -Even after hours of play time, the cumbersome nature of the spell casting can still be infuriating. Enemy AI is unreliable as to attacking during casting, they may knock you out of it or stand there and wait. A hit the wrong side of a millisecond may interrupt a 'complete' cast. -Controls are unreliable, Harkyn may simply ignore commands. The most frequent suspect for me was the running shield bash attack, it simply didn't happen about 40% of the time and would land Harkyn in hot water each time. Dodges may simply not occur either. -Saves may not be complete, by which I mean you can save your progress at a checkpoint or even move to a new area and quit and when you reload, the game may simply not have saved to that point. On a whim. -Desktop crashes. Frequent and exacerbated by the above problem.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.