The Age of Decadence is a turn-based, hardcore role-playing game set in a low magic, post-apocalyptic fantasy world. The game features a detailed skill-based character system, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees.
User reviews: Very Positive (612 reviews) - 84% of the 612 user reviews for this game are positive.
Release Date: Oct 14, 2015

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Recommended By Curators

"You can imagine it like one of the old fallout games with dark souls difficulty. Extremely immersive, experimental and addicting new and underrated RPG."

Recent updates View all (36)

October 30

Arena Challengers

First of all, thank you for the great reception. Thanks to you we can continue making RPGs. The future of our studio isn’t certain yet but you gave us a chance and we’re very grateful.

Your goodwill also buys us 4 months of work before we move onto the next project. Instead of rolling extra content into a DLC and selling it to you for a few extra bucks, we’ll add it via monthly updates to show our gratitude and appreciation.

This month’s update adds 3 things:

1) The arena challengers. We went far and wide to search for the finest warriors and found them in this thread:

The first challenger is Hamul, a man of faith and much violence:

The second challenger is Plaudius, a man of average stats and many talents

Last but not the least is infamous Widowmaker with over 300 confirmed kills and no defensive skills whatsoever. After all, why waste points on defense when you can spend them on Critical Strike and kill your enemies with extreme prejudice?

2) Basil's questline continues, giving you a chance to strike against protection racket (or join in and make some easy money).

3) Trainers, various improvements, and fixes. Notable items (not the full list):

  • You can talk your way past Hermon without having to pay or fight.
  • Random crashes on level switch should be fixed
  • Fixed passability and building collisions
  • Monastery's Elder has the strongbox key
  • Poison only applies on damage; weak poison no longer overrides strong poison
  • Rebalanced the Thieves Guild's questline, making it a bit easier
  • Increased monetary rewards


Once again, thank you for your support.

33 comments Read more

October 19

Russian localization

First of all, we’d like to thank you guys for your support. Thanks to you we had a great launch and we’ll continue making RPGs.

Some of you have concerns about the difficulty. We hear you. While we won’t change the core of the game, we *will* add options that make mandatory fights for certain characters (like the mine for the praetors) easier.

We’ll continue supporting the game and going through your feedback for the next 3 months, during which we will work on extra content and improvements requested by the community.

Today’s update mainly adds Russian localization, courtesy of the Russian supporters of our game who worked for more than THREE years to bring it to you, and minor tweaks, improvements, and bug fixes.


  • New Path: Praetor can get a strong poison for the mine from Dellar.
  • Added better cape icons.
  • Added healer and blacksmith fast travel points on the maps.
  • Improved the map quest’s flow. If you couldn't talk to Antidas about it, you can talk to Abukar and he’ll send you to Domitius.
  • Changed Hellgate lasers generators’ position, lockpick required, disabling gives civic SP. You can disable them without going through lasers first.

  • Fixed minor journal issues.
  • Fixed issue with Hector’s quest when you met him via Claudia.
  • Fixed issue with being transported to Senna's house when you talk with him at the palace.
  • Fixed issue with the blank slide in Maaadoran endings.
  • Fixed issue with HD achievement and blowing up Al-Akia.
  • Fixed TG fence in GNZ having no items.
  • Added a few missing combat SP.
  • Fixed issue with Hellgate’s constructs not activating.
  • Fixed issue with the bolter and aimed attacks.
  • Fixed a rare issue in monastery storm walls fight.
  • Fixed issue with animation speed setting not applying.
  • Fixed rare start-up issues.

  • Tweaked reputations in Teron.
  • Tweaked Praetor’s monetary rewards.
  • Thieves in TG2 have more arrows.
  • CS partial failure with mine guard lowers his HP by 20 (was 10).
  • All players start with some basic crafting schematics.

Combat Balance:
  • Bash has better chance to knock down.
  • Constructs have slightly bigger CS chance, lowered damage.

Thank you again for your support. Expect the next update by the end of the month.

37 comments Read more


“Age of Decadence is an RPG to its core. It offers the player a wealth of choices, many of them carrying lofty consequences along with them. The core design element of player choice transcends simple dialogue choices, as players can progress through the game in a variety of styles. Many games offer up the illusion of choice while failing to actually deliver, but Age of Decadence serves up difficult and tangible crossroads with no looking back. It may have some rough spots, but it is one of the most well-designed RPGs I have had the pleasure of enjoying.”
9/10 – Destructoid

“But Age of Decadence wants nothing to do with kobolds, just as it wants nothing to do with Doo-dads of Unimaginable Power. The overarching idea is a crumbling society divided among three noble Houses, each fumbling around in its own version of darkness to comprehend what destroyed the world. That’s the central mystery. It plays out like noir in that you are the detective, piecing together what really happened from differing accounts, all vividly written with clear voices and efficient prose. And like a detective in a noir yarn, you can’t help but become part of the central mystery, effecting an outcome you might not have intended. Age of Decadence might run away from you.”
4/5 – Quarter to Three

“Whoever looks past the game's rough (and rather outdated) exterior will be rewarded with one of the most unique Role-Playing experiences in recent memory. Despite its long, LONG development cycle, in the end, The Age of Decadence was definitely worth the wait.”
91/100 – RageQuit

About This Game

The Age of Decadence, our first but hopefully not the last RPG, is now available. If you've been following it or playing it in Early Access, you know what to expect. If you've just discovered it, "stay awhile and listen". The most commonly asked question is:

What Kind of Game Is It?

It’s a very different game than anything you’ve ever played. I’m sure you’ve noticed that the RPG genre hasn’t really been explored yet and most RPGs follow the formula that didn’t change in 20 years. While there were always games that strayed off the beaten path – Darklands, Planescape: Torment, King of Dragon Pass – such games were the exceptions that only reinforced the rule.

The Age of Decadence is an experiment, an attempt to explore a different direction, taking you back to the PnP roots of the genre. It doesn’t mean that the game is awesome. In fact, there is a good chance that you won’t like it, precisely because we took too many liberties with the established design.

So What Sets The Age of Decadence Apart From Other Games?

1. The Setup

Traditionally, many fantasy RPGs are about killing things, clearing up dungeons, and being a hero. There is nothing wrong with mindless fun and wish fulfillment, but we want to offer you something different. To quote Tom Chick (Quarter to Three's game critic):

"But Age of Decadence wants nothing to do with kobolds, just as it wants nothing to do with Doo-dads of Unimaginable Power. The overarching idea is a crumbling society divided among three noble Houses, each fumbling around in its own version of darkness to comprehend what destroyed the world. That’s the central mystery. It plays out like noir in that you are the detective, piecing together what really happened from differing accounts, all vividly written with clear voices and efficient prose. And like a detective in a noir yarn, you can’t help but become part of the central mystery, effecting an outcome you might not have intended."

The Age of Decadence is not a game about killing monsters or exploring mystical lands, but rather, surviving amid the greed and brutality of your fellow humans and carving out a name for yourself. Good and bad are purely relative. It’s a world of scheming and backstabbing in which your words and actions have the potential to forge alliances and sow discord, and your path is never certain.

You get to play with seven different factions: three Noble Houses and four 'professional' guilds: merchants, assassins, thieves, and the army, all fighting for power or influence; over 100 named characters, over 750 ‘generic’ characters with unique IDs taking part in violent take-overs, assassinations, and power grabs, and over 600,000 words of dialogue: a well-developed and thought through world, believable characters, realistic motivations, but no elves, dwarves, magic, and wizards in fashionable, pointy hats.

2. Combat difficulty

Another design aspect worth mentioning is combat difficulty. It’s a hard game.

Combat difficulty is integrated into the setting. You can’t say that the world is harsh and unforgiving and then let the player kill everyone who looks at him or her funny. The game has to be hard, dying should be easy, and you should have reasons to pick your fights.

You aren’t a powerful hero who can defeat anyone and save the world and it is the difficulty that reinforces this notion. Make the game easier and we’re back to the powerful hero setup. So unless you’re a natural born killer, watch what you say and think before you act or you’ll end up dead before you can blink.

3. Choices & Consequences

Choices are what the game is all about - crafting your own narrative via a variety of choices that alter the story, playing field, and your options down the road. From multiple quest solutions to branching questlines you'll have plenty decisions to make and consequences of said decisions to deal with, which is what makes the game incredibly replayable.

Starting the game as a mercenary and joining the Imperial Guards will give a completely different experience, different quests, different content and points of view than, say, playing the game as a merchant (less buying low and selling high, more scheming and plotting to gain advantages for the guild), a praetor serving a Noble House, or an assassin.

The questlines are interwoven, forming a large, overarching story, so playing the game only once will be like witnessing events from a single perspective, which is limited by default. You will have to play the game several times to better understand what’s going on, piece everything together, and see the full effect of the choices you make.

The Big Question: Should You Buy The Game?

Try before you buy. Even if everything I said sounds exactly like your kind of game, try the demo first. That’s what it’s there for. It gives you access to the first Chapter, consisting of 3 locations and about 30 quests split between mutually exclusive questlines and decisions.

System Requirements

    • OS: Windows XP/Vista/Windows 7/Windows 8/Windows 10
    • Processor: 1.7 GHz Processor or better
    • Memory: 2 GB RAM
    • Graphics: Nvidia Geforce 8500 GT / ATI Radeon HD 7290 (512 Mb) or better
    • DirectX: Version 9.0c
    • Storage: 1900 MB available space
    • OS: Windows 7/Windows 8/Windows 10
    • Processor: 2.5 GHz Processor or better
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GTS 250 / Radeon HD 4870 (1Gb) or better
    • DirectX: Version 9.0c
    • Storage: 1900 MB available space
Helpful customer reviews
50 of 57 people (88%) found this review helpful
2 people found this review funny
139.8 hrs on record
Posted: November 3
There hasn't been an RPG since 90's where your character's skills and attributes mattered so much during the game. It is a paradise for people who love to metagame, try and fail, try again and succeed and love to search for hidden content like pieces of lore, character bits, easter eggs, hard skill checks and hidden endings. It is an utter terror for people who are used to games with flat difficulty curve and being rewarded without struggling for reward. It is actually a game where Steam achievements are something you wear proudly like medals for your survival.
Developers also tried hard to squeeze as much as possible from Fallout's turn-based combat and actually succeeded. For a system where you control only one character and have just a handful of action points, while also constantly facing multiple enemies at once, it has surprising level of depth to it due to unique attacks, huge arsenal of weapons (none of which are completely unplayable, although some being easier to handle), consumables (which are essential for your survival in this game) and small mechanical features (like weapon and armor Hardness, critical hits and such).
While visuals of AoD are outdated, many locations are actually very atmospheric and writing and music make up for that.

There are, however, some things that drag the game down and make what could have been a marvel into flawed gem.
The first one is that engine is outdated and game is not systemic, not even on a level of, say, first Fallout, or Ultima's, Arcanum or Deus Ex. Most of the things are done via text quests instead of player actively trying out and combining skills and objects inside the game by mouse. Pressing [TAB] will reveal most active spots around character and then it's just a matter of having right skills or items, as your options are clearly presented to you as a list.
It makes game especially easy as talker-character, as you can completely avoid combat via skill checks, while in other games it's usually challenging because you have to use things like stealth, spells or know game very well to make a "pacifist" run.
Game tries to subvert this sometimes as there are decisions that are not obvious, like switching factions, or some dialogues actually make you pay attention as you get bonuses to skill checks if you choose right answers, but first depends on how well particular quest line is written, and latter is only used rarely, so there are no text quests turning into actual puzzles like, for example, in Space Rangers.
This makes game a lot more reactive than proactive, which is why exploring ancient sites and finding hidden endings and easter eggs become more fun later after game held your hand during some of the guild quests.
Developers continue to try and fight this by adding even more skill checks where it is appropriate and providing players with even more options, but without proper systems it is an uphill battle and creates a huge cluster**** of scripts and variables that are hard to perfect.

Second thing that can't but make you sigh during big battles is, of course, that you can only control one character. Sure, it has been set in stone, probably from development day 1, but still... There are so many weapons and builds you can try that it would require many playthroughs to run them all, and even with a party of 3 characters, combat would become a lot more tactical and require less metagaming - as for now many battles require you to have a particularly high defensive skill or good armor to even stand a chance to survive first round or two and make use of your options.
It also makes many battles a chore to replay, as in some of them your impact is small and sometimes allies can win battle for you.

And third thing which is a mixed bag is, of course, the writing.
It is a mix of genuinely interesting politicking and exploration, memorable characters, constant betrayals and your character trying to prove himself, encyclopedic lore dumps, cool plot twists and viperous pragmatism, Roman decorations, characters interpreting history, characters forgetting their history, characters making new history and **aliens** (hands gesture).
Game writing begins resembling someting like Roman "Thieves World", dabbles into politics and then suddenly makes and awkward jump into ancient technomagic and makes every character rush for a search for deus ex machina, which can change everything you did, thus seemingly cancelling that what I thought to be main idea behind design of the game and also behind every good plot - cause and effect.
It is particularly boring and banal to read ancient history through various journals and consoles that suddenly manifest in large numbers during endgame, instead of trying to figure it through interpretations of people who live here and now like in the beginning of the game.

But my own personal gripe with story of AoD is that it doesn't do Roman setting justice it deserves. There is some "Rome" in Praetor story, but not enough for me. I was waiting for flavourful descriptions of deaths of ancient rulers (with their eyes replaced with sapphires and liquid metal mixed with **** poured over their heads - just like in my friend's favorite book!), political marriages, conflicts between free people and slaves (and of course me buying slaves for my own protection and leisure), but probably the most "Roman" story in the game happened not with me, but with a wonderful scumbag Miltiades, who did in the game things that I wanted to do myself. It is always bit sad when NPCs do cooler stuff than you, and it's not even particularly epic stuff.

With all that said, I invested 100+ hours into the game. And unlike many other games where these hours are generally repeating same stuff, reading same text, meeting same characters, in AoD very often you will find yourself doing completely different things. Even combat builds change the way you play and battles you choose, and of course there is a ton of hidden and locked content in the game waiting for persistent players to find.
It is a joy of a game with completely different, no-bul**** approach that doesn't work in compromises, and you either accept that and try, struggle and win, or... good ****ing riddance.
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20 of 25 people (80%) found this review helpful
20.9 hrs on record
Posted: November 3
If you can look past the graphics and the insane difficulty, its honestly an underrated gem that I was very surprised by. No one I know owns this game except me. If you're a fan of the old school Fallout 1/2 series, this is definately a good successor to that kind of gameplay.

Very few games nowadays have a lot of rich story, a conversational text dialog system, and plenty of branching paths to choose from to shape your character. This is one of the few that keeps the classic roleplaying genre alive.

The only downside to this game is that the difficulty is just insane. It will take a lot of effort, research, and trial and error just to make some decent progress after countlessly dying and starting over to try new character builds. This, however, is also part of its charm because there really isn't any handholding at all. This is truly one of the real hardcore games that I haven't really seen in quite some time. Dark Souls is definately a lot easier than this.
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20 of 25 people (80%) found this review helpful
18.7 hrs on record
Posted: November 5
The story and writing is excellent, with tons of branching quests and different options for resolving them. The setting is really interesting and I love how you can play as a non-combat character to get through the game.

The graphics aren't very good, but this game isn't about the graphics. After the first half hour or so you stop noticing anyway and just get immersed in the gameplay and story.

One of the best RPGs I've played in a long time.
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15 of 19 people (79%) found this review helpful
49.8 hrs on record
Posted: November 7
This game is one of the best RPG experiences I've had in years. It has its downs, such as the simplistic graphics(which they make up for in phenomenal portrait art), yet, that is a minor setback (as far as I'm concerned, you can get great graphics and terrible story everywhere in mainstream gaming). The sheer variety of ways to approach quests, interactions, and gameplay is impressive alone, not to mention the intruiging world and well written lore. You want combat? You've got it. You want to never touch a blade,yet topple kings? Done. As much as I love a good five paragraph long review, I will restrain myself and leave it at this: this is a great game with challanging choices and realistic consequences. Be prepared for 7-8 playthroughs and multiple death screens. Worth your time any day of the week even at full price.
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13 of 16 people (81%) found this review helpful
34.0 hrs on record
Posted: November 6
This is one of the best RPG games for the last 5 years. I know some may dissagree with me BUT here are my points.
1.The story is not cliche and unlike other games this one has REALLY AWFUL LOT of diffrent endings. You have to complete it like 1-2 times with every class/background.
2.It is really diffrent from other RPG's where you are basicly god and just take out 20-40 guys alone. Here in this game you have to be carefull even when you fight untrained robbers because when they surround you well (Load game/Exit/New game).
3.The story (i mean the background story) to get the most of it you will have to play as loremaster and discover everything (which will be impossible on the 1st playtough even the 2nd soo maybe the 3rd. (You may thing ''duhh why would i have to repeat and do the same ♥♥♥♥ over and over again?'' well lets just say every time you play the game you will discover 4-6 new quest and you may alter the destiny of the Great Houses).

And so on, and so on if i have to say everything positive i would have already done another playtrough so yea.(just buy the ♥♥♥♥♥♥♥ game you wont be dissapointed there IS ALMOST NOTHING NEGATIVE!!! ALL THE NEGATIVE REVIEWS ARE FORM BABIES WHO DONT CANT PLAY THE GAME BECAUSE ITS HARD!! which is true tbh but who gives a ♥♥♥♥ when you have so much replayability?!?!?)

Also very important i have to thank to ''donkeysaint'' who provided me with this game this may not be expensive game for you but i live in poor country. Thanks to him now you know how awesome this game is :P
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