The Age of Decadence is an isometric, turn-based, single-player role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. 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 (256 reviews)
Release Date: Nov 14, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Welcome to the Age of Decadence Early Access launch!

We’re proud to offer you the first two chapters (roughly 75% of the game) and send you on an exciting (hopefully) and one of a kind adventure.

The first two chapters have all the features of the full game and give you:

- 15 locations: two towns where all the scheming, plotting, and back-stabbing take place, raiders’ camps, an ancient tomb, a tower of the Magi in a ruined city, the Abyss, which claimed many lives, a mountain pass protecting the southern towns from the barbarians of the wastes, and more.
- Over 100 hand-crafted fights (no filler combat), 130 if you count all variations
- Over 70 quests with multiple solutions, choices, and consequences
- Over 100 characters you can talk to
- Over 350,000 words of dialogue (that would be a 1,300-page book)
- 6 mutually-exclusive questlines
- 40 different weapons, 15 different armor sets, dozens of other items (alchemical reagents, crafting components, artefacts, scrolls, throwing nets, etc)
- A lot of death screens

It’s a challenging (no, really), turn-based game with a lot of text. Its design is influenced by RPGs your grandpa used to play, where dying a lot was half the fun and the only way to learn. If you aren’t sure if this game is for you, try the demo first.

Keep in mind that even though the content is done, we’re committed to quality and will continue improving balance, optimization, and quests (based on your feedback).

We need a few months to finish the third and final chapter of the game (we’re planning to start the beta test in June 2014) and your support and suggestions will help us deliver a quality RPG. Should you have any questions or suggestions, please visit our forums at
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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 (24)

August 3

Aug update - First ending, fixes, and improvements

a LOT of fixes and improvements, you must restart Ganezzar (i.e. use a save game BEFORE you arrived to Ganezzar) to see them.

New content:

  • Two quests continuing Hector/Darganus questlines, featuring Miltiades
  • The very first ending* of the game (ask Bennie to perform the ritual on you)
  • Minor conversations with Varro and Athanasius after the siege
  • 6 death descriptions (some assassins quests, scorpion, construct, Faelan, the breach fight)
  • You can save after IG3 fight, increase skills, change gear, etc, before going to Maadoran.
  • Improved the Ordu camp's visuals, added alchemy ingredients.
  • Added a few extra options in some of the Teron encounters.
  • You can explore Teron after the MG questline is over.
  • You can interact with some artifacts in your inventory to identify or activate them.
  • Livia got a brand new portrait.
  • Improved Ganezzar's visuals
  • New and improved models.
  • Confirm box for dropping an item.
  • Added "none" hair option for female characters
  • Alchemical items' prices are now modified by their level.
  • Changed Shorty's trading inventory.
  • Raiders' camp CS check increased.
  • Minor IG4 tweaks (combat and flow)
  • Increased the price modifiers for crafted items.
  • Increased material needed for repair from 0.2 to 0.5.
  • Gaelius now has the Crimson Eye on him.
  • Merchants start with the commercium ring.
  • Added civil SP reward for giving Hamza a fake name in MG5
  • Increased ingots rewards in the well.
  • Vitus gives you more steel and a few sharpening stones.
  • If you are affected by the "camera bug" in which you can zoom out forever, press the Center Camera button to fix it (and remember to report the issue!).
  • Tweaked some Teron's compound infiltration checks and added an option to investigate the dining room if you killed the patrolling guard.
  • Increased Livia's training.
  • Removed the need to click on the gate to leave Ganezzar and increased the size of the trigger for players first entering the city.
  • Praetors are no longer forced to see Meru right away when they arrive to the city.
  • You don't have to take Meru to Al-Akia right away when you join House Crassus.
  • Grifter now starts with a dagger.
  • The Abyss is closed for maintenance after you arrive to Ganezzar.
  • Reduced whetstone base price to 50 (from 100).
  • CS Training after AG1 increased to 10.
  • You are no longer forced to take the gold or return to Levir in TG4.
  • Added etiquette and lore checks with Lorenza in MG4.
  • Lowered the cost of higher skill levels
  • Rebalanced the MG questline, more CHA and extra checks in some quests.
  • Rebalanced the lore checks to use the entire 1-10 scale.
  • You can now place one-handed crossbow and bolter in the belt bags.
  • Broken armor lowers weight and price.
  • Feint no longer selectable if you have a shield.
  • Serenas taking more money than intended in HD questline.
  • Loop in IG4 if you convinced Strabos to tell you what he knows.
  • The first wave did not appear in IG6 if you didn't do anything at the Ordu camp.
  • Inverted info for the sharpened weapons' strikes and damage.
  • Siege of Ganezzar when you travel there from Caer-Tor.
  • Silver tongued devil rank added incorrectly in MG2 (belongs to TG3).
  • Being able to ask about poison if the mine situation was already solved.
  • Trading bonuses description.
  • Power armor should no longer be damaged.
  • Camera issue after talking to Strabos at the end of MG6.
  • Tower guards dodging instead of blocking.
  • Escaping Zamedi as a thief or Daratan praetor should no longer show the Teron ending slides or end the game.
  • Distracting the guards in TG3 properly sends one of your man to take care of the crossbowman.
  • Crash when fighting Hagnon as IG is his tent.
  • Passability in Mountain Monastery and Dead River that allowed you to "fly".
  • Camera issue after passing the IG trial in Maadoran.
  • Being able to join the expedition as an HA praetor twice.
  • HA praetor being able to suggest going through the tunnels.
  • The Ordu killing the IG triggers a proper ending.
  • Proper Ganezzar state after HA taking over Ganezzar (with guards/ordu).
  • Ganezzar's medicus now has dialogue.
  • Loop in Meru's star chamber dialogue for praetors wanting to join him.
  • Portrait issues with Decanus in the mines.
  • You can report to Gaelius if Meru dies during the Al-Akia event.
  • Streetwise/impersonate check with the raider leader in Aemolas village.
  • Passability of siege elements in Ganezzar.
  • Sneaking into the mine and activating the machines take you to Gaelius, not drop you in Maadoran.
  • Being to enter the barracks after MG2.
  • A wrong version of the bringer of storms is no longer sold in the exotic emporium.
  • You use the robe when you disguise yourself to get the power armor.
  • You can now leave Darganus' house.
  • The guardian properly takes the ring in all situations.
  • The game ending notes the guardian is locked inside the tower.
  • If you return to the tower, the guardian will attack if you ran away with the ring.
  • Livia's fight not granting SP.
  • IG questline becoming MG questline in Al-Akia.
  • Narrative and bugs in post Abyss Ganezzar quest.
  • Slide text error in Balzaar ending.
  • Commercium questline is no longer available to all in Ganezzar.
  • Ganezzar traders have proper inventories
  • You can no longer escape combat in Darius tomb by clicking on the sarcophagus.
  • loop in the gem quest.
  • You can't finish MDN AG questline and then join HA as a praetor.
  • Added CS training and body count to several CS checks that were missing it.
  • Workers not carrying objects when loading a save.
  • Cleave critical now ignores armor.
  • Meru's loremaster not appearing when he should.
  • Transfer All no longer transfers unlootable items.
  • scorpions having no attack and defense skills.
Combat Balance:

We hit the word limit, so you'll have to take my word for it.

Release plans:

We’re planning to release the game in October. So far we’re on track and we fixed a lot of issues in the last 2 months, as you can see. For the next 2 months we’re switching from monthly to bi-weekly updates to respond faster.

We’re planning to release the final location by the end of August. At that point the game will be content-complete. We’ll test, tweak, and polish through September and early October (so far we’ve allocated 6 weeks) and release.

Thank you for your support and don't forget to restart Ganezzar to see the changes.

6 comments Read more

July 6

July update - Improvements!

As I mentioned previously, our plan is to go over everything, add all missing or requested content (like alternative solutions), improve flow, fix bugs, etc. The temple (the final location) will be added last.

Improvements, big and small:

- Instead of charging into the breach you can infiltrate a gate tower ninja-style and open the gates.
- You can now travel to the Monastery's inner chamber either via Zamedi (if you know how to use the console or via the portal in the sewers.
- You can peruse the databanks in Zamedi, Hellgate, and Monastery.
- Added a diplomatic option in Al-Akia in the IG questine.
- Added an option to attack fake-Meru.
- You can now craft ammo for bows and crossbows.
- Faster starting time.
- Inferiae's Guardian body looks broken.
- Added a warning if you leave the chargen screen with unspent stat points.
- You can keep unspent SP from character creation when you start a new game
- Added a healer to Ganezzar.
- If you return to the abyss after the fog is cleared, you'll see your old pal Galath.
- Completed the PA questline, returning the PA to Valla (or keeping it for yourself).
- Improved Teron's mining outpost quest. You can leave via the map, the decanus has the key for the chest, you are no longer railroaded in dialogue when the raiders attack.
- You can now wander around Teron after the praetor questline is finished, you are no longer forced to travel to Maadoran.
- Activating the Blue Steel mode in the mining outpost has consequences and rewards.
- New town maps for Teron and Ganezzar.
- Game doesn't end when you end the Ganezzar chapter, only way to end it is to find the temple.
- You now have an option to sabotage the ritual with Meru.
- Optimized projectile lifetime and velocity, resulting in faster turns when ranged characters are involved.
- Added more instances of civil SP rewards.
- Added the option to use your own poison at the outpost. It checks for both poison vials and leaves, and the outcome depends on your alchemy level.
- Improved Al-Akia exterior visuals and flow (chance to save on the expedition).
- Improved the narrative of HD questlines in Ganezzar.


- If you don't accept Varro's offer to join the guild the first time, the option doesn't disappear.
- Fixed issues with tower cellar in New Teron.
- Fixed issue with not being able to leave the tunnels after killing Glabrio in IG8.
- Fixed narrative issues with Faelan and Meru in Al-Akia.
- Fixed issue with inn stairs in Ganezzar.
- Fixed Dead River and Hellgate achievements.
- Fixed issue in AG9 with the entrance to the guild appearing on a side wall.
- Now you can give Bernie the "spear" even if you didn't agree to search for it (or he refused to share his secret).
- Bernie properly leaves when you give him the spear.
- Fixed PA quest endless loop with Esdras.
- Fixed rare issue of black screen when loading a savegame.
- Fixed issue with TG ganezzar questline not starting if you went with Levir to the catacombs.
- Fixed issue with HD armor reward in Teron.
- Fixed narrative issues with Antidas on New Teron versions.
- Several level fixes to Teron levels.
- Fixed bug with Feng not appearing in Terom MG when he should be, plus bad teleporting when talking with him.
- Fixed bug with Aemolas appearing in Terom MG when he shouldn't be.
- Fixed issues with map screen and repeating intro in Al-Akia when sent by HD to blow up the place.
- Fixed issue with IG7 triggering when you exit Al-Akia in other questlines.
- When talking with Soldiers in the Hangar, House Aurelian being destroyed is recognized.
- You can no longer take the inferiae portal if Maadoran was destroyed.
- Fixed Specter phrases.
- Fixed ending issues for when Meru dies in Al-Akia.


- The alchemist at Teron's Inn now sells you some alchemy ingredients (free ingredients removed).
- You can open hellgate's entrance door with the key.
- Changed text on Maadoran gate, opens the world map.
- Teron Bandit Camp quest now grants 10 SP (was 5 SP).
- Convincing Carrinas to go to the inn in HD2 grants 2 civil SP.
- Dellar doesn't take the mining outpost power tube from you.
- Teron Doctor name changed to Medicus.
- Power Armor Gauntlet weight set to 0 (It's part of the armor).
- Characters created with block higher or equal to dodge get a buckler on character creation.
- Regeneration works outside of combat.

Combat Balance:

- Reduced Power Armor shield to 6 DR, increased vsCS and vsRanged to 35.
- Anubis PA mode now grants HP regeration, 1 point per level. RA mode gives +2 STR, +2DEX, +2HP Regen.
- Pickaxe and shovel can now attack diagonally.
- Healing balms stop bleeding if used in combat (but doesn't restore HP).
- Rebalanced fights with the assassin and the merceneary at the vignette. Combat changes since their original placement made them harder than intended.
- Entangle duration increased by 1.
- Throwing weapons had wrong damage values, they were higher than they should have been for the AP cost. Plus also wrong passive effects values.
- Balanced crossbow damage, min damage higher, max damage lower, in general.
- Hammer knockdown effect activates on hit, damage reduced, costs less AP.

Well, that's about it. More content, improvements and fixes coming next month. As always, your support and feedback are highly appreciated.

9 comments Read more
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“Ultimately, the demo of Age of Decadence has, more than any game in a long while, left my jaw firmly planted on the floor. As an RPG player who loves deep character systems, game worlds with rich lore, nebulous and amoral situations, deep reactivity and interesting quest design, The Age of Decadence doesn't just meet the bar, it leaves some of the best and classic CRPGs in the dust. And as much as I can complain and nit-pick about what the game does or doesn't do, I find myself constantly coming back to it, just to try the same scenarios again as a different character, or to see if I can win a challenging fight, and ten times through, I'm still finding new locations, events and characters - that's the sign of a great RPG to me.”

“This brings me to the main point: replayability. Judging from the demo, Age of Decadence will be immensely replayable. And at three levels, at that: after finishing the demo as a merchant I immediately wanted to play the game as a member of a different faction, to get a different take on the situation, but also to play as a merchant with a different skill and stat distribution, to check out options unavailable for my original build; but also, which in other games would be ridiculous, to play exactly the same build and simply make different choices! My merchant ended up being a sort of a power behind the throne, facilitating a shift in the power distribution in the region, purely by use of persuasion, disguise, and, of course, money, insulting more than one person on his way but gaining powerful friends, too. But there were both diplomatic and combat-oriented options I steered clear of, leaving them for future playthroughs.”
RPG Codex

“Age of Decadence is a hard game. I’ve been killed so many times I’ve lost count. Combat is among the most challenging I’ve ever encountered in a game, and even the text-based portions of the game—sneaking into a castle, for instance—are rife with challenges that often lead to your untimely demise. The game isn’t like most modern role-playing games. It’s neither cinematic nor fast-paced. It requires you to read a great deal, not to mention reload. Basically it’s a tactical, turn-based fantasy RPG with a Roman-inspired setting. It’s a single-player RPG with a deep story, consequential choices, and no hint of “Kill Ten Goblin” fetch quests. In other words, it’s basically the antithesis of the MMORPG.”

About This Game

The Age of Decadence is an isometric, turn-based, single-player role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. The game features a detailed skill-based character system, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees.

Traditionally, many fantasy RPGs are about killing things, clearing up dungeons, and being a hero. Now, there is nothing wrong with mindless fun and wish fulfillment, but we serve a different meal here. Quoting from one of the reviews:

“Well, if you want a hardcore, heavy metal roleplaying experience that challenges you, this is the ticket. Otherwise, take a pass. The game is vicious, both in its lack of morality and its merciless systems. If you want to be the hero of a story, run and don’t look back. If you want to be Attia of the Julii or be a power player, this is your RPG.”

The focus of the game is not on killing monsters, but rather on dealing with fellow humans and factions, trying to survive – easier said than done – and making a name for yourself. Naturally, to accommodate all that scheming, plotting, and backstabbing, we give the player plenty of choices, from multiple solutions to quests to different paths you can take through the game. You (and your actions) will determine who your friends and enemies are. There are no default good and bad guys.


  • 23 skills, ranging from Dagger and Critical Strike to Disguise and Persuasion to Alchemy and Lore.
  • Tactical combat system, featuring a flexible set of standard attacks, special attacks such as whirlwind and impale, and aimed attacks at different body parts.
  • 8 weapon types: daggers, swords, axes, hammers, spears, bows, crossbows, throwing weapons, each with individual traits.
  • Non-combat quest resolutions and a well-developed diplomatic path.
  • Over 100 quests, taking you to 20 locations: towns, outposts, archeological digs, sealed places of Power, underground facilities, and temples.
  • Each situation has multiple ways of handling it, based on your skills, reputation, and connections.
  • An interesting world with rich history and unclear future that your actions can shape into seven very different game endings.
  • Detailed crafting and alchemy systems: forge your own weapons with different properties, brew different potions, experiment with Greek's fire and black powder.
  • Hundreds of items, ranging from weapons and armor to scrolls, tools, flasks, and pre-war relics.

System Requirements

    • OS: Windows XP/Vista/Windows 7/Windows 8
    • 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
    • Hard Drive: 1500 MB available space
    • OS: Windows 7/Windows 8
    • 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
    • Hard Drive: 1500 MB available space
Helpful customer reviews
24 of 26 people (92%) found this review helpful
76.7 hrs on record
Posted: July 16
Early Access Review
I will perhaps write a proper review once the game is released and I clock a few more dozen hours into it but for now I just want to say this:

I emailed the developers a bug report with an attached savegame where my character got stuck inside a quest and couldn't continue the game, they responded by saying that the bug will be fixed in the next version and emailed me a fixed savegame.

I was so surprised.

Seriously, what developer is today going to be fixing your savegames?

In an age of large companies that lie and pointlessly hype up their customers to squeeze every possible dollar out of them and indie drama queens that spend more time on twitter than they do working on their games ITS is a breath of fresh(or old rather) air.

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11 of 12 people (92%) found this review helpful
280.9 hrs on record
Posted: July 14
Early Access Review
There's a reason why there hasn't been a single negative review in a long time. If you are looking for that RPG where every choice is meaningful, every stat and skill matters, and the story consumes you, you found it. The setting is unique, resembling some kind of post-apocalyptic ancient Rome with echoes of Cthulthu. Making comparisons to anything is difficult because the story is so fresh. The dialog is perfectly written, with hints of straight-faced humor mixed in with vivid evocations of a harsh world. There are so many branching plots, choices and consquences it's amazing the devs were able to keep track of it at all. And your choices matter big time. They shape the story and yourself. All stats and skills are viable, and have a major effect on how the game plays out. Each time I have played has been very different. I have played every major RPG since the 80's, and then some, and I have no problem stating this game has the highest replay value of all time. There are a tremendous number of story branches, often opening up new locations, NPCs, subquests and the like on successive plays. Graphics are passable but fit well, extracting the most from the simple 3D engine. Sound is excellent if repetitive, some stirring battle tunes and eerie wasteland dirges, Combat is turn-based and very satisfying, fairly deep, but heavily RNG based in it's current form. There are tons of special attacks and techniques, and each invididual weapon has a different set of them. You can develop very different strategies depending on weapon choice, what kind of defense you choose, enemy armor, etc., and strategy does matter; learn or die. If you choose to spec into it, there is a crafting system with about 10 weapon types, armor, shields, helms, alchemy, etc. And then there's the skill checks. Friends, if you want your choices (in stats and in dialog) to matter, hoo boy. Skill checks can be visible, hidden, or a combination. Sometimes they will be linear, branching, chained together and so on. And don't think your stats will only be checked in combat, oh no. You can slash your way through, but I don't recommend it on your first try...this game is tough, like the setting it lives in. You can solve problems with thievery, stealth, oratory, assassination or any number of techniques, I highly recommend you try it out. The demo is free, and while the game has made huge strides since it's release, it does give a good feel for the gameplay. The Early Access is very playable, stable and it's a good sized game as it stands, but more is always being added. The devs are extremely responsive; I submitted a bug report and devs literally fixed it within minutes of recieving my email. Buy this game.
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8 of 8 people (100%) found this review helpful
1 person found this review funny
30.3 hrs on record
Posted: July 21
Early Access Review
Highly recommend. Best game I've ever played since Planescape: Torment.
Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
19.7 hrs on record
Posted: July 9
Early Access Review
Great depth and very hardcore system I love it.
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3 of 3 people (100%) found this review helpful
99.0 hrs on record
Posted: July 31
Early Access Review
This is one of the funnest and most addicting games I have played in a very long time. If you liked fallout 1 or 2 you will likely love this game. If you played Bg2 on insane this is also probably the game for you.

The difficulty is exceptionally high and getting started can be like hitting a wall. Combat is punishing. That being said you do not have to fight all the fights or like any fights if you choose a non combat route. If you play a mercenary in the imperial guard you will have some unavoidable encounters, but most will still be able to be circumvented through alternate means. You can go through the game without killing anyone.

It is a rpg is the true sense of the word; designed to deliver heavy firepower to distant targets, oh wait... I meant it is a role playing game in the true sense of the word. The amount of text is on the order of planescape torment and there are always tons of ways to solve every problem. You will constantly make dicisions in the game that will completely change the course of the game. The way you solve problems will affect a ridiculous number of things. You can backstab, lie, cheat, and steal and when you do and the people you screwed over find out, they will be ♥♥♥♥♥♥. You can play pretty much any role you would like within the game, but it is not the type of game where you become a god, swatting away flies, destroying omega weapon and saving the world from the evil sorceress Edea... etc.

The amount of different endings is larger than can be conveniently counted.

The combat system is exceptionally complex, but simple to start. Gameplay is intuitive but punishing. When i first played this game back in the demo it took me a lot of character recreations and liek 2 hours to just get passed te first quest as a mercenary, because I insisted on fighting out both of the fights. There were other options and those other options were equally rewarding but i wanted to play the hero and whoop ♥♥♥. Playing the game like that is doable but difficult. You can play a combat hero and slaughter everything but the skill floor to start out is very high and it isn't really what the game is about.

If the things i have said make it sound like a fun game to you will probably love it. It is fairly short if you ignore sidequests and such short but the replayability is very high because the actual size of the game is immense; you will find yourself rolling up new characters to do things you couldn't do the first time through. You will not touch even 10% of the game your first playthrough the mutability of each plathrough is just that extreme.
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