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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.
Release Date: Nov 14, 2013
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Early Access Game

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What the developers 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 http://www.irontowerstudio.com/forum
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Recent updates View all (4)

5 New Locations!

April 11th, 2014

Welcome to update #4. It’s a ‘major’ update for us (and a big chunk of content, bringing the number of available locations to 15 out of 22) and we’d like to introduce it properly to make sure that the players won’t miss the new locations (which is easy to do since the game is non-linear). Without further ado:

Aemolas’ village

This location is available only if you:
  • Helped a group of refugees get into Teron
  • Talked to Aemolas after and were deemed trustworthy enough (positive Word of Honor reputation) to be asked to retrieve his stash.
The village is full of raiders, but there are quite a few options there, including a rare opportunity to put your scoped crossbow to good use or have some double- and triple-crossing fun. Sorta like a menage a trois where everyone gets fucked but you.

The Library of Saross

Available only if you talked to Abukar the Mad and learned about his trip to the Library. It’s an important location because:
  • You finally get to use that sphere you found at the beginning of the game (IF you found it)
  • You learn more information, provided you can get into the hidden chamber and translate the message
  • You can unlock an optional and very creepy (but extremely rewarding) ending. Naturally, you don’t get that ending right away, but you unlock the path that can lead you to it. If you have the balls.
  • Unlock the Arch and Inferiae locations.
The Arch

There are two ways to unlock it: the above-mention Library or faithful service to Lord Meru. Since the latter isn’t available yet, look for the clues at the library. So, what makes this location special and why should you care?
  • You should. You really, really should. It’s that place where you wave Kansas good-bye.
  • You will finally be able to use both the eye and the glove. How exciting.
  • You will meet your old pal Esbenus. Unless you killed him, in which case you’ll miss out on a beautiful relationship.
  • You will make new friends. Powerful friends. From the other side.
  • You can unlock Inferiae in case you failed to do so at the Library.

It's a desert village sitting on top of a place of power. Points of interest:
  • You’ll meet the very first character who’s actually been inside the temple you’re seeking (thus confirming that it does exist, among other things).
  • Play your cards right and you’ll be thrown into the ‘underworld’, which unlocks a bumpy ride that will lead you all the way to the top (of one of Maadoran’s minarets). The Eye thing will come in handy there.
  • You can unlock another location that will lead you to the temple. For obvious reasons this location isn’t included in this update.
  • You can learn how to use one of those fancy semi-sphere consoles.
  • You can learn more lore stuff and connect more dots.
The Monastery

You can unlock this location by becoming a repeat customer of the healer (heavy wounds only). Impressed by your badassery (or at least your ability to survive the most grievous of injuries), the healer will ask you to fetch an ancient elixir that will improve your self-esteem and cellular regeneration, whatever that is.

Points of interest:
  • Raiders
  • Ancient mysteries and sacred liquids
  • Chambers deep inside a mountain
  • Huge doors that can’t be opened by mortal hands
  • Moral choices (must have morals in the first place to qualify), otherwise just join the raiders and have yourself a lovely day, full of plundering and pillaging.
The next month’s update will add another location - Caer-Tor, the Imperial Guards’ headquarters, which will introduce Dux Paullus and unlock the path to yet another ending where the Guards becomes Templars – the guardians of the temple.

The remaining 6 end-game locations will be released when the game is out. We’re aiming to start the final beta test in June and expect it to run for 2-3 months. We’ll continue to update and improve the Early Access build on a monthly basis, adding more content (characters, dialogues, items, etc) and general improvements.


While your saves should work, we recommend starting a new game to avoid any scripting issues.

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Update #3

March 4th, 2014

Our third update is out, officially making it a pattern! What’s in it? All kinds of cool things! Step right up and take a look!

Places to go, People to see, Things to get:

  • Changed the area around the temple in the Slums to make it look like a busy little bazaar. We added a new, rather colorful character who greets you when you enter this square and introduces the area.

  • Added another character and his followers near the tower of Zamedi. He will provide a fresh perspective on the tower and share valuable insights with you.

  • Added a new artefact (a mechanical eye). You can acquire it and, in the best traditions of the Planescape Torment, swap it for one of your own. The eye doesn’t shoot lasers (would be totally cool if you did though), but it can see into other planes, which makes it a rather useful thing to have ... in your eye socket.

  • The hammer crowd complained that they don’t have a cool hammer, so we gave them … *drumroll* … the Perforator! It’s a handy spiked hammer with a unique icon.

  • 3 journal pages (not the entire journal yet, but it’s a good start). Now in addition to Quests and Techniques, you get Lore (to collect what you learned from different people in one place), Items for all the Artefacts you managed to get your hands on, and Characters to keep track of people you double- and triple-crossed. The Characters page has only the portrait and the intro text for each character; the effect of your actions will be added in the upcoming updates. Overall, you get 17 Lore entries, 29 character entries, and 15 Artefact entries. There will be a lot more in the full game, obviously.

  • Added several rare alchemy components in the tower’s library.

Quest Improvements:

  • The trial-by-combat is now more customer-oriented. You will be offered a crappy weapon of your choice and even a shield!

  • Now you can fight Hamza in MG5 if you decide to go to the meeting alone. Aso, you can convince Strabos to tell you what he knows without having to fight Hamza in IG4. You can thank Brandon and his 'smart soldier' and 'tough trader' characters for this suggestion.

  • Now you can handle TG5 peacefully by paying the assassins crew a visit and discussing the situation with them, which means that now you can play the entire thieves questline without having to fight.

  • Now you can get the key to the tower of Zamedi as a Daratan praetor and thief (not only as a Gaelius’ faithful servant), which should make the game more open. We’ll extend this option to the assassins in the upcoming updates.

General Improvements:

  • The scroll in Feng's house increases Lore to level 2. If you have 2 or more, you get 5 non-combat skill points instead.

  • The scroll in Antidas’ palace increases Etiquette to level 2. If you have 2 or more, you get 5 non-combat skill points instead.

  • The workbench in the blacksmith house increases Crafting to level 2. If you have 2 or more, you get 5 non-combat points.

  • Coltan either teaches you some Alchemy increasing it to level 2 or gives you a bunch of reagents plus a bottle of liquid fire, if you skill is 2 or more.

  • In Belios house in Teron you get a couple of quicksilver roots instead of a flat Alchemy increase.

  • The amount of money you can give to Reggie has been reduced to reflect the adjusted economy.

  • Added money and reputation rewards for the Arena fights and rebalanced SP gains.

  • Infiltrating the palace now awards some SP.

  • Fixed miscellaneous issues, dialogue loops, camera angles, icons, and such.

Keep in mind that while your save games are still compatible, some changes won’t take any effect until you restart the game.

As always, we’re very grateful to the Steam community for their support and willingness to try new things. So far, we’re on track for the next month update which should include 5 new locations. We did 2 locations in February and should be able to do the remaining 3 in March. Stay tuned!

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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 the 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
180 of 189 people (95%) found this review helpful
77 products in account
2 reviews
16.6 hrs on record
I have to preface this review by saying that I LOVE this game, but chances are 80% of the current gaming population wont like The Age of Decadence. As such its important for anyone interested in this game to have a good idea of what they are getting themselves in for - which is a proper hardcore RPG.

Combat is turn based and initially very hard. The creators have tried to recreate the real life danger of fighting and pretty much nailed it. Your fledgling character is able to take on one opponent at the start of the game, but fighting multiple people will more than likely get you killed. Luckily the game has multiple solutions to the problems you will face and combat is not the only path for your character.

The game has a good solid story and there are plentiful dialog options which are linked to the social skills of your character. This of course means that you could potentially play through the game as a smooth talking character with minimal combat skill. The game doesn't hand hold you in terms of what you should put your skill points into, but common sense will get you through (eg if your playing a Thief character sneak, lock pick and disguise might be useful..).

There are multiple character backgrounds which modify the story including Loremaster, Thief, Assassin, Merchant and so on. Some times the characters overlap at points in the story, so it can be interesting to see things play out from a different perspective. Even though the game is not complete (at the time of this review) the different backgrounds give replayability to the game.

Finally the setting is based of post roman collapse, which is a unique setting for this type of game. Don't expect to see spells and magic flying around typical of fantasy RPGs, but there are wondrous items and locations which can be visited from a bygone era in the games lore.

Overall if your sick of "baby's first RPG" and are hungry for a solid learning curve and dangerous combat in a unique setting I recommend The Age of Decadence.

(Note; At the time of writing there are a number of crash issues that the game is experiencing, hopefully everything will be ironed out for the final release).
Posted: November 26th, 2013
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126 of 134 people (94%) found this review helpful
100 products in account
1 review
79.5 hrs on record
In brief: AoD ditches many of the genre long established staples to focus on the roleplaying, and this it does amazingly well; there really is nothing quite like it out there. The EA version is very much playable (there are less bugs than in many releases). The combat, which has been much the focus of attention due to its difficulty, is not awesome, but it gets the job done and it is optional.

***Since for some reason Steam has decided to implement a character limit to user reviews (what's up with that Gabe?), you can read my whole review here: http://steamcommunity.com/app/230070/discussions/0/666827315713399977/ , but below is a very long extract:

AoD is a turn based cRPG set in a post-apocalyptic low magic/low tech world. So naturally one might think that this is something like Fallout in a “fantasy” (as opposed to sci-fy) setting. But it’s not and both games suffer from this comparison.

So, if it’s not Fallout in a low fantasy setting, then what is AoD? The best way to approach this is by considering that cRPGs tend to be very long games, with the first playthrough taking at least 20-30 hours. A first playthrough of AoD EA version, which according to the devs contains about 60% of the final content of the game, can take anywhere between an hour and 5 hours. However, while in the typical cRPG you see about 80% of the content in the first playthrough, in AoD you see anywhere between 5% and 15%.

This has a huge impact on how you are meant to play the game, the importance of which cannot be understated. It took me a long time to realize this, despite warnings from other players and the devs on the forum. You are not meant to constantly save the game and load it when you die or when something goes wrong. If you do this, paradoxically, the game becomes much more difficult and frustrating than it is, particularly when it comes to combat. This is because you can’t compensate through luck “bad” playing character stats, as AoD gives very little margin to luck. The problem is that at first it might seem exactly the opposite, because even though the to hit chances (expressed as a %) are low, you think “if I get a bit lucky with a couple of hits, I can pull this off”. But the outcome is not decided by a few very lucky rolls: you have to be consistently better than your opponent (e.g. not like in Fallout, where you can finish or disable an opponent with a single lucky shot). But, not realizing this at first, you save before a combat and reload when you fail, which you will do again and again. I’ll return to the combat in AoD in more detail later.

So how does the game play? Essentially you move your PC around in a fully 3d isometric view. Combat is never automatically triggered; it is always preceded by a dialogue window, more often than not giving you the chance to avoid it. You can talk to NPCs, examine some objects in the environment, or very occasionally pick up “loot” on the map. You don’t “hunt” for containers, checking every pixel for chests, drawers, bag, barrels, etc. You don’t worry about enemies spotting you, you can’t “turn on” sneak, there are no traps, pool of poisonous green goo to avoid, etc. The main view is, so to speak, just a convenient tool for showing how the world is and what is around you, allowing for some exploration and generally getting the character from one place to another. You can also use a map for convenient quick travel, and many times in a dialogue you have the option to appear directly in the place you want to go to. The meat of the game is in dialogues with NPCs, text adventures and combat.

As to the dialogues and the text adventures, their outcome depends a lot on PC stats, to a lesser degree on prior game choices and occasionally on equipment. And they are very good! Actually, they are so good that it is very rewarding to play a PC who doesn’t get into a single combat (yes, you can definitely play through the whole game without having any combat encounters at all). They are generally very well written (minor criticism: the swearing arsenal seems limited to the f word, which makes me miss Annah and Morte from Planescape Torment), the NPCs descriptions, motivations and actions are very solid and follow an iron logic action-consequence pattern, the PC has many different options when approaching them and more often than not they allow for a lot of roleplaying and expressing how your PC is. The mechanics themselves are unremarkable, but what AoD manages to accomplish through them is brilliant.

A warning though: because the outcome of both dialogues and text adventures is largely determined by skill checks (e.g. you must have a persuasion of 4 to convince an NPC) and as a player you have no way of knowing what level of skill you must have to pass it (it’s not shown in the text and you can’t possibly derive the exact number from the context), at first you might feel very frustrated that you don’t get the best outcome (or even fail, which in some cases means outright dying) because of something so silly and arbitrary. But it’s part of the game design that every PC can only get the best outcome in some cases and that you die a lot. Remember that each playthrough is relatively short; this is not Dragon Age where you invest 50 hours in building a PC. AoD is meant to be replayed many-many times, and the story and the world come together as you replay the game following different paths and failing in many of them . I can’t stress this enough: you gain insight into the story, the NPCs and the setting when your PC fails/dies, thus losing is an integral part of playing AoD.

As to combat, as I mentioned earlier, there is very little luck involved. If you face an opponent against whom your stats and equipment compare unfavorably (not in absolute, but relative terms, i.e. your stats and equipment don’t allow you to have an advantage over your opponent) you will lose. Again and again and again. The room for tactics in combat is also quite limited: there is positioning (counterintuitively, this usually means getting yourself into a corner where you are attacked by the fewest number of opponents at the same time), armor, quite a few different attacks (but ultimately not that different between them) and some variations between weapons of the same class and some auxiliary thingies you can use (like nets and alchemy bombs, but not much more, at least in the current version). Breaking it down, I think it would be fair to say that the outcome of combat depends mostly on the stats and equipment, somewhat on tactics, and very marginally on luck.

Personally, even though now I feel quite comfortable with combat in AoD (I better, after sinking so many hours into it) and I don’t find it too difficult or frustrating, I’m not thrilled by it. It does get the job done and it’s important to realize that without a very serious investment in AI, the most practical way of making combat hard (as is part of the game design) is to make it dependent on stats and populating the world with opponents with high stats. If tactics played a larger role, a human player would have a huge advantage over the AI controlled NPCs, which would go against the whole philosophy of the game.

Fortunately, you can play AoD without ever getting into combat. To avoid it you just have to be cautious in your dialogues and text adventures, which means as a rule of thumb behaving as you would in a real life situation (e.g. if you see some thugs, don’t approach them; if they ask you for money, give it to them). The best thing that can be said about combat in AoD is that it does succeed in making combat a very dangerous business that one should avoid unless very confident about his or her martial skills. (..,)
Posted: November 30th, 2013
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70 of 83 people (84%) found this review helpful
159 products in account
5 reviews
The greatest testament to the power of genuine choice and consequence in an RPG since Planescape: Torment and Mask of the Betrayer. Highly intelligent, well written plot and dialogue, unapologetically unforgiving gameplay which rewards planning and skillfull execution and isn't afraid to kill you for your mistakes, and a virtually unparalleled degree of replayability make this an outstanding game.

Posted: November 15th, 2013
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47 of 54 people (87%) found this review helpful
417 products in account
33 reviews
12.4 hrs on record
A great and unique RPG. The closest thing I can think of are those CYOA gamebooks, or a western version of Way of The Samurai, with a complex turn-based combat on top.

The complete opposite of Skyrim - where even a dumb orc can be Archmage of Winterhold -, Age of Decadence presents a coherent and realistic world, where you must weight your decisions carefully, based on your strengths and weakness. This is the first game that when thugs asked me for a toll to get through a street, I actually payed instead of just killing them all, because even one thug could easily kill my merchant.

It is a dangerous world out there, not a pandering power-fantasy like most RPGs, and you'll have to use all your skills just to stay alive, and even more to actually succeed. Sometimes backing away from a tough fight, or walking away empty-handed will be your only escape from a gruesome death.

Obviously it's not a game for everyone, but those looking for a challenging game that doesn't threat you like a baby will be more than pleased. It's hard to take other RPGs seriously after playing Age of Decadence.
Posted: December 2nd, 2013
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41 of 47 people (87%) found this review helpful
15 products in account
2 reviews
12.4 hrs on record
I, a person who usually plays games that do not tax my potatoputer, am very happy about this game. Not only does it have a beautifully dystopian world, but it is also very challenging! It is at the perfect point at which you are frustrated enough to play again after failing hard instead of rage quitting. I would comment on more, but as it stands, it is a perfect A in all categories BUT ONE—Saving/loading. I love this game so much, but I am a bloody forgetful fellow when I get immersed in a world, so I forget to save... or, like when I had just killed Cassius' guards after betraying the C-guild, I had to immeditely go from fighting them to fighting a tower! There was no save points in between, so I just fought the same two guards for quite some time and am now contemplating just reseting the whole save!

ALL I WANT (for channukah):

-Able to save during text screens (unless there is already a way and I am just an idiot)

-of this wonderful game!
Posted: November 30th, 2013
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