Din, champion of the gods, has cursed you into a second life of service because you selfishly squandered your first one while causing misfortune to those around you.
User reviews:
Very Positive (111 reviews) - 87% of the 111 user reviews for this game are positive.
Release Date: Mar 31, 2010

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About This Game

Din's Curse is a single player and co-op multiplayer action RPG with 141 class combinations, infinite number of dynamically generated towns, real consequences, and a dynamic, evolving world.

Din, champion of the gods, has cursed you into a second life of service because you selfishly squandered your first one while causing misfortune to those around you. To redeem yourself, you must impress Din by building a reputation for helping others. Travel the spacious western plains of Aleria and save desperate towns from the brink of annihilation. Until you're redeemed, you're doomed to wander the earth alone for all eternity.

In Din's Curse, you will explore an extensive underground, slaying dangerous monsters, solving dynamic quests, dodging deadly traps, and in your spare time, plundering loot. Quell uprisings, flush out traitors, kill assassins, cure plagues, purge curses, end wars, and complete other dangerous quests or the danger WILL escalate. Not all is as it seems though, traitors will gladly stab you in the back, renegades can revolt against the town, spies can set up ambushes, and items might even curse or possess your friends.

Choose one of 141 class combinations and journey to an infinite number of dynamically generated towns with vastly different problems. Every game is a surprise! Your actions have real consequences in this dynamic, evolving world. Your choices actually matter!

Open the door to Din's Curse. Surprising adventures await!

Key Features

  • Uniquely created worlds for every game, with different monsters, items, quests, and even townspeople give the player a new experience every time
  • Explore a dynamic, evolving, living world
  • Many hybrid classes to experience - 6 full classes, 18 specialties, 141 total combinations
  • Your choices truly impact the game
  • Surprising, emergent gameplay
  • Co-op multiplayer to adventure with friends

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP/Vista/Windows 7
    • Processor: 1.5 GHz Pentium 4 or better
    • Memory: 256 MB RAM
    • Hard Disk Space: 200 MB
    • Video Card: GeForce 2 (or equivalent) or better
    • DirectX: DirectX 7
    • Additional: DSL or better internet connection required for multiplayer
    • OS: OS X 10.4 or newer
    • Processor: 1.5 GHz processor (PowerPC or Intel)
    • Memory: 256 MB RAM
    • Hard Disk Space: 200 MB
    • Video Card: GeForce 2 (or equivalent)
    • Additional: DSL or better internet connection required for multiplayer
    • Processor: 1.5 GHz processor (PowerPC or Intel)
    • Memory: 256 MB RAM
    • Hard Disk Space: 200 MB
    • Video Card: GeForce 2 (or equivalent)
    • Additional: DSL or better internet connection required for multiplayer
Customer reviews
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Very Positive (111 reviews)
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98 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
4 of 6 people (67%) found this review helpful
Not Recommended
12.6 hrs on record
Posted: October 4
Din's Curse is definitely a solid co-op action RPG. I found the graphical style charming, and thought that the randomly-generated levels made for compelling exploration. The game offers dual-classing which is a must for me, always wanting to try a build outside of the beaten path. Where the game misses the mark a little is in the hook. The player is in servitude to the god Din, and must save a number of towns to be released. However, I was "released" at a relatively low level, something like level 16. It seems that the level cap is around 100! I also feel that the skill system is a bit strange. I had a "main" skill that I intended to do most of my damage with. I really felt no reason to put points in any other skill...and I did relatively fine. I suppose that if you're driven by the challenge, you can replay the game with a number of different modifiers - and perhaps the loot lust will keep you moving. Lastly, there are some issues with the objectives. As mentioned in other reviews, you very often are too late to rescue townspeople in the dungeon, especially if they are many floors below you. Additionally, the town gets attacked quite often, and it is sometimes extremely difficult to find the enemies. The mini-map has a poor resolution that is difficult to decipher. Either way, not a bad co-op play, but much worse than something like Grim Dawn.
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Most Helpful Reviews  Overall
41 of 46 people (89%) found this review helpful
119.3 hrs on record
Posted: January 29, 2014
This is a fun little RPG. It's hugely replayable, as every town is different and you have to do different things to save each town (most of these are "Kill X monster", "Destroy X Machine", or "Collect X Items", but they're just slightly different enough to stay interesting). There are some flaws in the game, the graphics are extremely dated and can be glitchy, and townspeople behave like idiots (starving to death when 1 copper piece in debt, charging towards high level invading monsters with poor weaponry and armor, standing motionless while a tornado is heading straight for them, and so on. Worse is that you suffer a reputation penalty even when they die in stupid ways). The monster AI seems pretty rudimentary as well, once they're aggro-ed, they run in a straight line after you and attack in predictable ways. However, even with the flaws, it's still a solidly fun game and you can get engrossed in it pretty easily
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31 of 34 people (91%) found this review helpful
6.7 hrs on record
Posted: February 8
Just picked up Din's Curse during the sale and figured I would give it a shot. Played it for a few hours... pretty much addicted to it now.

It's basically Diablo or Titan Quest. If you're already a fan of those type of games, you owe it to yourself to try this one out. This was absolutely a thrill to play. Everything seems to work. The graphics are a bit dated, but by looking at the release date this is about a 6 year old game.

The loot was pretty good here as well, it was always interesting to know what each magic item's attributes were. It's just the same as the Diablo series, it's always worth identifying your equipment in case you get something special. It almost felt slightly crazier loot-wise than Diablo, as they would sometimes get items that Blizzard wouldn't dare give you at a low level, like gloves that add +56 damage when your weapon is only like 5-10 damage. It doesn't even feel imbalanced or anything like that, since the difficulty ramps up quite quickly, it's just a huge bonus when you find something awesome.

There's something this game does differently which I had not seen before. It sort of just throws quests at you like crazy to the point where you are having to find food for everyone in town one at a time. It felt like Fallout 4 where the whole settlement needed your help, where normally in Diablo you would not have to fend for anyone but yourself, typically. Also it seems like everyone in the town had a busy-quest for me. Usually quite simple like killing some foes, activating a button, etc, but the fact that you have seemingly random generation on quests is something that I haven't seen from one of these types of games. Usually the game comes with a bunch of quests and that's it. Not so sure about this game. Seems like they changed enough aspects of the game to make it really unique.

I'd love to see if there is a multiplayer community for this game! I see it is supported, but I haven't tried it out yet.

All in all, I'm super impressed. Go out and buy this game!
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27 of 29 people (93%) found this review helpful
18.6 hrs on record
Posted: April 1, 2015
Din's Curse is a game about substance over style. There are prettier, smoother, flashier action rpgs out there right now, but what Soldak brings to the table with their take on the genre is a game that can be fine-tuned and customized, providing a randomly generated town and a dungeon to protect it from. Layer on top of that systems of interactive NPCs both friendly and hostile (which works most of the time) and a class system that gives you the freedom to build the kind of character you want to play. These features and more allow Din's Curse to stand on it's own.

There is somewhat of a storyline. You (The Player Character) have incurred the wrath of Din, who tasks you with redeeming yourself by becoming a hero. It's mostly an excuse to send you to an infinite number of worlds so that you can delve into their dungeons and kick the crap out of pixies and orcs. Most of the quests in the game are randomly generated "kill x" and "fetch y" throwaways.

The way this is kept from turning the game completely stale is the way that these quests can have a tangible effect on the game world. You aren't just collecting metal shards for no reason - the townsfolk might be making an ice turret to fend off attackers. Leave an enemy leader alive too long and he'll start building an army which will overflow from the dungeon and endanger the townsfolk. It's possible for the town to become dehydrated and famished too as shipments are lost in the dungeon.

The combat can feel clunky at times. Though the game isn't terribly old the animations and hit feedback leave something to be desired. The dungeons themselves aren't particularly attention grabbing. They more or less look like a series of corridors filled with monsters to slay. Generic at best, mediocre at worst. The UI itself is the definition of clunky and there are features missing that have existed in most games like it for years.

The reason I have to give this game props is that it truly does build on its own unique concepts. I've had lots of fun delving into dungeons and gearing my character, and I love that I can go through and save a town in a matter of hours. It allows me to craft somewhat of a legacy for my character: He isn't just a guy who has done that one heroic thing. He's the savior of multiple universes!

This game will be hit or miss for a lot of people. I personally loved it, but that's because I had the patience to look past the clunky presentation to see the underlying systems beneath. It's sophisticated, but not outwardly so. If you're a fan of dungeon crawlers I'd say give it a go.

I give Din's Curse an 8/10

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76 of 113 people (67%) found this review helpful
3 people found this review funny
Not Recommended
16.6 hrs on record
Posted: December 30, 2013
I really wanted to like this game. I could look past the low-poly models, the awkward texturing, the clunky animations, the garish particle effects, the simplistic UI, the bland music, and the jarring sound effects... If ONLY the game was fun to play.

For the most part, it's like any other Diablo clone you might have played. Sometimes the movements and attack animations feel kind of sluggish, but it's the same kind of point-and-click combat accompanied by a lot of randomly-generated loot, and other random factors.

But I consider that one of the biggest flaws in the game: TOO much is left up to random chance. You get a random town with random NPCs, a random dungeon with a random monster pool and a random number of floors (generally from about 5 to about 20) and you're given random quests to kill a specific monster, kill several lesser monsters, recover or destroy a random quest item, or find and/or rescue somebody from a random floor. All of which would be FINE, if the game didn't leave SO MUCH up to chance.

For example, if you get a quest to meet an NPC in the dungeon, you have to reach the floor they're on, then HOPE you find them almost immediately, because they can and will be attacked by any monsters that happen to spawn near them. And 9 times out of 10, they'll be killed by the monsters, forcing you to fail the quest. Now, failing one quest like that isn't the end of the world, but it feels like you just aren't given a fair chance, and it's one of many factors reflecting this game's lack of polish.

A lot of reviewers praise the fact that you can fail any quest, any NPC can die, and you can even fail to save whatever town you're on from ruin. This isn't a bad idea in theory, but there's no way to gauge how well you're doing or how safe the town is until people start dying off and it's practically too late to help. It's true that failing to kill a "boss" enemy before an arbitrary time limit means he'll start raising minions and sending troops and assassins into the town, but there isn't much you can do to expedite that quest. It comes to a point where you're fighting a constant tide of new quests, compounded by attacks on the town, which keep you from reaching deeper floors of the dungeon, since you have to constantly return to the surface. The enemies just teleport directly into the town. It would be nicer if they had to physically travel there, so you could intercept them or cut them off, or SOMEhow take preventative action against them, but all you can do is grind along on each quest as you would normally have done. If one of my quests involved killing a boss monster on floor 15, and I was only on floor 5 or so, I would sometimes just let the monsters destroy the town and move on to a new one, because these randomly generated quests were asking far too much of me. I knew I would not only be constantly traveling back to town to kill invaders, but also that new quests in other deep floors of the dungeon would be constantly arising, just as unreachable as the first, and compounding the attacks on the town. People throw around words like "consequences" and "stakes" in praise of this game, but failing to save a town has pretty much negligible consequences. You lose some reputation and you move on to a new town. Losing one or two has no major impact on the overall game, so there's not much motivation to protect them when they're so easily disposable.

Another problem is that a town becomes "saved" after you complete a randomly-selected arbitrary quest, and there's no way of knowing which one it will be. You might kill the boss monster, break his evil altar, destroy an uprising of skeletons, recover an evil artifact, and cure the town's poisoned water supply, but none of those things might "save" the town. Instead, the game might decide that the town is "saved" when you gather items for the townspeople to construct a lightning totem in the town. There's no way of knowing what your "main" quest is, because it looks like any other random task. But all that happens when you "save" a town is that you're allowed to move on to a new one. The dungeon is still full of monsters, and all the other pre-existing quests can still be done (in fact, more will continue to spring up as long as you stay in the town) and you need not even reach the final floor of the dungeon. I found it weird when I saved my first town having only been to 10 of the dungeon's 12 floors.

So, these might be some pretty frustrating game design choices, but by far the most frustrating thing turned out to be the combat. I played as a summoning character, which I usually find fun in games like these. But the monsters' AI is so dreadful, playing a summoner is practically useless. I had my minions set to "aggressive" but they seemed to just do whatever they wanted. Sometimes they would completely ignore enemies, even as I fought them, sometimes they would attack an enemy once and then run away for no reason, and worst of all, they LOVED to stand in narrow hallways, blocking my path when I needed to escape from enemies.

But worse than that is the enemies' ability to stun you. Certain enemies with special attacks, or even ordinary enemies getting critical hits, apparently, can stun you, meaning you are 100% immobilized and unable to make any attacks or use any skills for a good three seconds. At higher levels, this is plenty of time for a swarm of monsters to surround you, stunlock you, and slowly whittle away at all of your health as you cannot possibly break through the crowd or drink potions fast enough to keep yourself alive. All you can do is sit there and watch your character slowly die.

I'm perfectly fine with a game being difficult, but this game just comes across as sloppy. The difficulty is unfair and unbalanced, as a result of some very clunky combat mechanics and far too much of the quests being left up to random chance. Speaking of which, there is no real narrative or over-arching final objective to "beat" the game. Just a big disorganized pile of infinite towns, infinite dungeons, and infinite quests. I was eventually given the "gain your freedom" quest, which I took to be something a little different, signaling an "end" to the game, even though I was only about level 18. But the objective was just to kill another randomly-generated boss monster. And after I did it, nothing changed. I didn't gain an especially substantial reward, I still had my same pile of quests from the townspeople, and the game invited me to do some more of them... Forever. Even worse, actually, is that I FAILED the "gain your freedom" quest on my first attempt, and the town was eventually destroyed. But then I moved on to a new town, and the quest was immediately made available to me again. My failure of this seemingly-important quest had zero impact on my game. I just did it again.

If you're looking for a Diablo clone/action RPG/dungeon crawler, you can do a lot better, even just on steam. I'd recommend either of the Torchlight games, Titan Quest, or even Fate (a similarly unpolished-feeling game) before I would recommend this one.
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27 of 32 people (84%) found this review helpful
22.5 hrs on record
Posted: December 12, 2013
I was put off at first by the crude, garish graphics, but if you can get past that, this is an amazingly good casual Diablo-like. Combat has a good amount of depth and even simple melee characters have a good amount of tactics apart from "click till they drop". There are a bunch of pregenerated character classes or you can design your own, mixing & matching skill trees. I also really like the dynamic nature of the game world -- the main town can and will be attacked by monsters (it's possible for the town to be defeated entirely) and the randomly generated quests actually effect things beyond "here is a new boss to kill / item to find". It's not a game I'm likely to play for hours and hours at a sitting, but in smaller doses it's just thing, I like it better than most Diablo clones.
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23 of 27 people (85%) found this review helpful
155.1 hrs on record
Posted: June 6, 2014
To me, this is what an ARPG should be. If you like messing around with different character builds, killing stuff, collecting gear with little story or exploration to slow you down, give this a go.
PLEASE don't look too much at the screenshots or videos, just download the demo and give it a try. It's only 100MB or so, and it plays way better than it looks.
If you like the ARPG genre, I don't think you'll be disappointed.
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17 of 19 people (89%) found this review helpful
22.3 hrs on record
Posted: February 2
At first glance, this looks like a "standard" Diablo-style game, albeit with far more detailed character options and items. The difference between Din's Curse and any other "Diablo-like" is the nature of the quests and the dungeon itself. Quests aren't static. Enemies aren't static. NPCs aren't static. Events evolve. Failures happen. Take too long, and the bad guys gain more power and minions. The NPC you are supposed to rescue is slain. The villain in level 7 advances his plot to the next stage. People in town succumb to the a mysterious illness. Each town is a little different, and faces a different crisis. Things happen in real time.

And sometimes, things are going so horribly, catastrophically wrong that you end up hiding inside the dungeon waiting for doom to complete its course in the city above, forcing you to teleport to the next city where you can redeem yourself.

Particularly with the Demon War expansion, there are always some very interesting options. Like - instead of simply fighting the monsters invading the town on your own and hoping to kill them before they kill too many citizens, you can go around in advance and arm & armor the citizens so they can increase their own surviveability. You can also create a custom class, mixing any two ability groups that fit your ideas. And of course, there are scads of options to challenge yourself.

So while it's got a more low-budget look to the graphics, from a gameplay perspective, this is one of the more deep, rich games of its type, and something you should definitely try if you are a fan of the subgenre. Hardcore RPG fans will find a lot more to sink their teeth into than most garden-variety Diablo-likes.
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14 of 16 people (88%) found this review helpful
2.5 hrs on record
Posted: December 2, 2013
This is Diablo, only with a fifth of the plot- all action. You are probably going to die. A lot. And so will all the townspeople relying upon you, their hero, for safety. All because, in "Din's Curse," the bosses fight back.Slowly but surely, they gather power and influence, staging ambushes upon the town while you're down in the dungeon or shopping for more armor. You will die a lot, but it's great fun. Highly recommended for any fan of Diablo, Torchlight, or Titan's Quest; try the demo if you're unsure.
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15 of 18 people (83%) found this review helpful
60.5 hrs on record
Posted: April 17, 2014
This is an amazing game. If you loved Diablo or Fate, this is like an upgraded version of those. Not only can you dungeon delve and kill tons of monsters, but the townspeople need your help as well. People can starve to death, fight each other, plot against the town, ect. No one is safe, not even quest givers or vendors. Down in the dungeon, monsters can swarm you from all sides, especially if there is dimensional gateways that constantly spawn monsters. If you are not careful, quests can pile up, monsters start uprisings and try to invade the town, various machines can cause harmful or strange effects, like causing tornados in the town. Loot is completey random, and the various classes are fun to play, especially hybrids. Din's Curse and it's slightly different game, Depths of Peril are must buys.
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Recently Posted
5.2 hrs
Posted: July 21
I may have accidentally started a class war in the first town because I couldn't be asked to cloth and feed everyone. On another note, did you know you can just kill people? It's crazy...
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cactus friend
48.4 hrs
Posted: June 29
I actually can't believe that I haven't reviewed this game yet. As other reviewers have said, it's 'substance over style', here. Ignore the screenshots, if possible - the gameplay is deep. If you've ever wanted a ARPG like Diablo that takes the roguelike aspects to the absolute limit, here you go. The multiplayer is great, and you have a LOT of ways to 'tweak' each town/dungeon combo. Once you 'save' a town by defeating the threat in the dungeon below, or fail to do so, you move onto the next randomly-generated town/dungeon combo, which you're able to tweak to your liking (or challenge) again. You can also customize your character in many ways, including inventive handicaps that force you to play differently. Eventually, you are able to 'ascend' a character, and choose to continue playing as this character, or not.

The game's on sale right now, so it's a no-brainer. Just MAKE SURE to get the Demon War DLC as well, as it adds a lot of meaningful complexity to the townspeople and events (not just demons).
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2.9 hrs
Posted: June 29
(First impressions review after 1 1/2 hours play)

So far, so good.

Even though I'm not very good at them, I love both ARPG and Roguelike games, so when I stumbled across this game, it was quite a pleasant suprise.

There's quite a bit of mechanical depth here, as you are able to combine classes to create an entirely unique hybrid class. Each class has 3 talent trees, and if you chose a hybrid class, you may chose one tree from each class you're combining. I haven't tried this yet, but it's a neat idea that I look forward to trying out soon.

My first character is a ranger class, specializing in archery and daggers, with leather armor specialty, etc. Unlike games like Torchlight 2, there isn't as much freedom within a class to use any weapon. In Torchlight, the class more or less defines starting stats and spells, but beyond that they can use any weapon they want. In Din's Curse, it's the more traditional style that says 'Rangers can't use giant axes'. It can be a bit annoying if a really good high DPS ax drops, but the only thing you can do is sell it, but all in all it's fine.

The main flaw of this game is visuals. They aren't awful, but they are old fashioned. The game was made in 2010, but even then, the game looks more like a 2005 game. The animations are a little stiff, and sometimes when my character uses a bow, she is facing the wrong direction as she fires, and if I try to attack while walking, the character can sometimes slide while doing a firing animation. This can cause a problem due to the Line of sight mechanic, which prevents you from attacking an enemy your character doesn't 'see'. Occasionally I will try to attack, start sliding away, and the attack cancels in the middle of the animation because my character lost line of sight. These are minor flaws, but since the game is six years old now, I doubt they will be fixed.

Everything in this game is randomly generated, not just the dungeons and loot. The basic premise of this game is that you are a person who lived a life of hedonism, when the titular god Din curses you to live your life again as a hero. Therefore, you travel from town to town, doing quests, attempting to save the town from doom. To fulfill this premise, every town is randomly generated. This creates a flaw in that every town looks the same, but functionally, each town is different, as not every town has a armorer, for example. It's a good compromise of mechanics over visuals, that I'm happy with.

Dungeons are very straightforward. Procedurally generated based on a themed tileset and themed enemies etc. An interesting difference is that within the dungeons, battles are going on between factions (demons vs werewolves, etc.) which can lead to quests changing or solving themselves dynamically. I have yet to see this in action, but I'll take the developers word on it for now.

Also has multiplayer Co-op, but since I don't have any friends (who own this game), I haven't tried it out yet

In conclusion, if you're interested in a new ARPG and don't care about flashy graphics, this is a good one to check out.
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1.9 hrs
Posted: May 18
Fun and interesting multiplayer ARPG.
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23.3 hrs
Posted: April 21
Gameplay > Graphics
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Snot Tired
51.1 hrs
Posted: April 9
i've been playing this game for quite a while and it's a decent time sink; i guess i'll just list the good and the bad down here and maybe throw some thoughts at the end too or something:

* performance is pretty horrible when compared to how bad the game looks: I'd imagine running all the game logic at once takes a big toll on both graphical fidelity and framerate.
* balance occasionally seems off-tune: some skills are extremely strong while some feel lackluster, and sometimes item requirements are weird, to say the least, for the level you find them at. occasionally you will meet monsters which are very overtuned but that's mostly a consequence of their randomly rolled stats and may not be as bad (you can just, like, walk away or save/exit).
*the villagers could probably have easily been somewhat more capable, since at the moment they feel a lot like babies you need to tend to, but whenever one of them defects to the enemy they get like 5x stronger, and it feels kind of unfair.

* combat isn't exactly the strong suit of the game: it's floaty, imprecise, and seems slightly lacking in depth (overall, the mechanics allow for some mastery and animation cancelling which is always a good thing, but the control scheme and the fact that you can move while attacking kind of work against you).

* you can respec at any moment as long as you have the coin for it without cutting into the game's replayability. there's a lot of classes to explore and the ability to create any custom class out of combining two instances of any subclass (repeats allowed) truly helps in this sense as well.
* there's a lot of variety in the quests you might encounter and the game truly feels like a living world which you're interacting with, if a bit rough around the edges.
* you can easily tackle any kind of content you want and customize your experience and town to a high degree. towns have a few preset town-centers around which they spawn and they usually end up repeating themselves in layout pretty often, but every dungeon is unique, with invisible walls, mysterious levers, hidden stashes of goodies, and overall modifiers which change the way the town and its associated dungeon behave, which makes just about every single town you save unique.
* while the game doesn't have all that much tactical depth in its combat, there's a lot of strategic depth; once you get to know how quests pan out, or even based on little footholds and advantages you can obtain in the dungeon.
* netcode is good and stable; i didn't get to play often with friends, but when i did, it went along hassle-free with no quests falling into any unfinishable states or anything like that: i once encountered some disconnections but i'm not sure that's necessarily on the game's side.

if you're into ARPGs full of procedural content, with high replayability and can stand lack of polish and optimization, this should be right up your alley. if you're not sure i still suggest buying it and testing it. it shouldn't take more than two hours for you to realize that you'd rather refund this purchase if you don't like it.
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4.2 hrs
Posted: February 15
Soldak is well-known for games like Depths of Peril, Drox Operative (plus DLC), Kivi's Underworld and Zombasite (all except Kivi you can get on Steam).

It's a very light game, you can play it on PCs with minimal requirements and have hours and hours of fun. Demon War adds even more new stuff to make it more fun. Procedural dungeons everytime you start a new town, with new NPCs and the ever-present Din, the god who made you immortal and forced you into making the town happy and free of monsters - as if that's easy - NOT! (well, you squandered your previous life on messing with everyone, he's just "helping" you into not doing it the next "n" times)

Go ahead, try the demo and/or buy it. Unless you're picky about high-end graphics and such.
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