Forge Quest is a dungeon crawling rpg set in a voxel world. Explore the land full of chickens on a light hearted quest to become a hero. Delve deep into the randomly generated dungeons to battle monsters, find treasure and craft your equipment. Invite your friends to join your world and help you in your adventure.
User reviews: Very Positive (463 reviews) - 87% of the 463 user reviews for this game are positive.
Release Date: May 22, 2015

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Recent updates View all (68)

December 28, 2015

We want to hear what you have to say!

As Open Realms moves forward we want to make sure that our efforts are spent making the best game we can. This can be a difficult task, but we have found that keeping an open ear to the community is the best way to proceed.

In our effort to continue this, we created a survey asking about your experiences with FQ as well as what features you may want to see in the future. We want to hear what you have to say and would appreciate if you would take some time out of your day to let us know.

Survery Link

Thank you for being a member of our community. We will continue to strive to bring your fun and entertaining moments!

- Chase

10 comments Read more

October 25, 2015

Update 1.56.5 (Spooooky Ghosts)

Added a little Halloween content right in time for the end of the month. In the swamp overworld there is now a graveyard, check it out and you might find some spooky things.

Note: To get to the content you will either need to rebuild the world from the character select screen.

We also did a few minor fixes. The main one being that poison no longer makes mobs produce more loot.

As always, if you have any questions or experience any issues with the game please let us know. E-mail us at or let us know on the forums.

Have a Happy Halloween!

4 comments Read more

About This Game

Forge Quest is a dungeon crawling rpg set in a voxel world. Explore the land full of chickens on a light hearted quest to become a hero. Delve deep into the randomly generated dungeons to battle monsters, find treasure and craft your equipment. Invite your friends to join your world and help you in your adventure.

Long after great wars ravaged the land of Shmoop, a balance has been reached as both sides agreed to regulate all hero and villain related activities. This system flourishes as it creates the economic stability the land needed, and from it the great bureaucracy rose to rule over the land.

After many years from the system's inception, you step onto the scene. A strapping young adventurer who, after being dropped off by your parents, set off to obtain your Hero license from the kingdom. Although eager to claim your title, your path is full of danger as you must first prove yourself in the dungeons below. You also soon learn that not everyone plays by the rules and what it means to become a hero is much more then just a signed paper.

  • Play solo or network up to 4 players for co-op play
  • Randomly generated dungeons with scaling difficulty
  • Mix and match abilities from all 9 classes as you level
  • Collect treasure & forge gear into increasingly powerful items
  • Diverse monster and bosses to conquer
  • A light hearted story of adventure and what it means to truly be a hero.
  • Voxel Chickens!

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7
    • Processor: x86-compatible 1.4GHz or faster processor
    • Memory: 300 MB RAM
    • Graphics: OpenGl 3.2 compatible 3D graphics card with at least 256MB memory
    • Storage: 150 MB available space
    • OS: OSX 10.7
    • Processor: x86-compatible 1.4GHz or faster processor
    • Memory: 300 MB RAM
    • Graphics: OpenGl 3.2 compatible 3D graphics card with at least 256MB memory
    • Storage: 150 MB available space
    • OS: Linux - 64 & 32 bit
    • Processor: x86 or x64 compatible, 1.4GHz or faster processor
    • Memory: 300 MB RAM
    • Graphics: OpenGl 3.2 compatible 3D graphics card with at least 256MB memory
    • Storage: 150 MB available space
Helpful customer reviews
8 of 9 people (89%) found this review helpful
15.6 hrs on record
Posted: September 8, 2015
* Interesting and fun dialog that doesn't take itself too seriously
* Voxel based models, so you can modify any models you want
* Fun combat
* Lots of loot

* Only one interesting boss fight in normal playthrough (the 1st boss fight)
* Could use a better UI for managing inventory. Inventory size is 500, and you have to handle each item individually. For example, allow selection of all items of a specific rarity, either for selling or merging into other items at the workbench. That would greatly reduce how long I spend in town.
* No destruction of terrain, despite being a voxel based game. (Whats the point of making everything out of tiny blocks if they're not going to change? I.e. get destroyed by me and/or big monsters)
* Limited spec options
** 6 proper class trees and 3 general archetype trees
** Shallow spec trees. most only have 6 abilities, 3 levels each.
* Normal mode, which is required before any other difficulty, is a joke that will nearly put you to sleep if you've ever played any other video games
* Buggy:
** Issues running ForgeQuest without windows 7 compatibility on Windows 10
** Issues using steam to take screenshots (screenshots are simply green blobs)
** Issues using steam to stream the game (same as screenshots, green screensreen)
** Game crashes when 2nd player of a coop game joins from the tutorial dungeon

Overall, I recommend the game on the caveat that you can get it working! There are some improvements that could be done, but it's still worth the $15 for a play through or five.
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2 of 3 people (67%) found this review helpful
14.4 hrs on record
Posted: January 14
Forge Quest is a unique Voxel twist with MMORPG qualities (similar to World of Warcraft or Diablo for some). I have never truly been a fan of overhead dungeon crawlers, but this was the exception. Do I recommend this game? Absolutely.

The Pros:
> Easy to play, hard to master
> Very flexible class system
> Interesting gear
> Rewarding progression
> Easy puzzles to start off the game
> Punishing difficulties
> Funny at times

Although in most games - the term; 'easy to play, hard to master' almost always applies. But in this game, especially so. Learning how to play is fairly straight-forward, but learning how to efficiently play your character is another story. The class system is very unique in this game, as you are not restricted to playing one class, you can hybrid your class points into different class trees to reflect your preferred play-style. In addition - your class' starting gear does not reflect the gear they are restricted to. There are no gear restrictions (at the time of this review), but different kinds of gear reflects the statistics and bonuses it will give. So if you are playing a caster-esque character, but you want to be more built to take more damage, then the gear you will be looking for is Spellplate. Or if you're playing a ranged-damage character, you will be looking for Scalemail, and so on and so forth. Progression in this game is in the form of different quests that unlock different stages of the game, which inherently give you more gold that you can spend to upgrade your items (up to 10 additional levels past it's original level), make gear purchases, purchase potions, teleport scrolls, costumes, or combat-pets. The puzzles are pretty simplistic and don't take much time away from your gameplay outside of a handful later on that slowly begin to become more challenging and require some thought. The game progresses in difficulty, as one would expect, and the game becomes more challenging with unique boss fight mechanics that will keep (especially Hardcore characters) players on their toes. To wrap it all up, the game has a slight sense of humor added into it, which makes for a very enjoyable game.

> Very limited replayability
> No way to restore a previously, or accidentally deleted character
> No way to interchange player perspective (more of a personal opinion)
> You must always replay the tutorial on a new character
> Two gamemodes, story and endless (personal opinion there should be more to do, considering the story mode's replayability is relatively nonexistent)

All in all Forge Quest is an amazing game, I highly recommend it to anybody, as you can get a lot of enjoyment and fun out of it, however, like all games it has it's kinks, but - I would rate this game a 9/10.
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4 of 7 people (57%) found this review helpful
1.2 hrs on record
Posted: November 29, 2015
At first I thought it was gonna be a generic and pixelated Indie game, but it clearly has much more effort put into it than those types of games and is a lot more fun and enjoyable and once I get further in I'm sure I'll find more of the fun mechanics it has to offer.
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113 of 135 people (84%) found this review helpful
1 person found this review funny
6.4 hrs on record
Posted: November 25, 2013
Early Access Review
An ARPG with great humor, if you don't buy it - at least keep an eye on this game, it's the only game where me and two friends actually kept playing after every crash, regardless of what happened. It was just too much fun.

WARNING: This is still in-progress though it actually has a lot of features already in, i.e you can play it now. However, it does crash for some people (me and my friend were on stationaries and crashed a lot; while the other friend was on a laptop and she seemed to not crash as often) if you are one of those people who think alpha and beta status = finished, no bugs. Then please stay away (from everything.)

tl;dr - Great game, a lot of fun, great humor (unlike Borderlands 2) but it does have bugs as it is early access, if you can't handle a couple of bugs: don't buy it.
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114 of 140 people (81%) found this review helpful
3 people found this review funny
15.4 hrs on record
Posted: June 24, 2015
My approach to reviewing this game is going to be at odds with its whimsy. After all, this is an action-RPG about saving the land of Shmoop from an evil chicken. I probably shouldn't take it so seriously. While I appreciate what Forge Quest is going for, I don't think it does enough to establish itself as either a fun adventure or a challenging game.

As the hero-in-training, you'll brave the depths of four dungeons, contend with a handful of bosses, and craft superior gear. As far as the genre goes, Forge Quest offers plenty of diversity, with strong mechanics to back it up. At the start, you're given the choice between numerous classes. However, like Dark Souls, this is mostly just for starting out. As you gain levels, you can put skill points into fighter, thief, and mage classes. Your identity is not limited, because with enough experience you could become the mightiest arch-mage ninja warlord in Shmoop.

The combat falls somewhere in-between Diablo and The Legend of Zelda. Naturally you'll want the strongest gear, so you can crush your enemy in numbers. However, you'll also have to consider weapons that suit your style of play. A sword is suitable for most situations, but you might appreciate the strength of a great sword. The bow is the trademark of any good adventurer, but throwing knives are so much faster. Each weapon behaves differently, and has their own special technique when the attack button is held down. Essentially, you have to do more than just click on enemies to kill them. Numerous spells and weapon-skills round out your offensive options. My only complaint is that the mechanics aren't sufficiently tight. Enemies can and will hurt you even if it doesn't look like their attacks actually touch. You'll adapt to it in time.

Unlike most action-RPGs, the strongest gear is crafted, not acquired via monster piñatas and luck. Numerous weapons and armor are dropped when enemies are destroyed, but most of it is junk. By taking all this garbage to the forge, you can craft something powerful. All loot has its own level. Every piece can be strengthened up to 10 levels past their current. Equipment can also be slotted to hold ability-boosting runes. It's a very well-done system, too well-done really. While this likely won't be a major issue in the first play-through, crafting will lead to the player becoming overpowered.

Allow me to explain just how quickly crafting can get out of control. Stats are decided through exponential increases. Early on, you'll only get a few HP when you level up. Eventually this number goes to the 10s, the 100s, the 1000s, and beyond. Enemy stats rise in much the same manner. As long as you keep your gear updated, you'll hardly notice a difference no matter what difficulty you're on. The numbers are massive, but actually change very little. To really shatter the balance, you can pile on the runes and max out particular skills. I'm at the fourth dungeon of my Hard-difficulty play-through. My twin-axes have a DPS of 150,000+. I don't doubt that there are other players at the same point with even stronger weapons. It's absolute overkill and renders much of the replay-value moot. There's no real difficulty to a game, when bosses can be defeated in a couple hits.

Now I won't claim that this experience will be the same for every adventurer, but once you get a basic grasp of the crafting system, you will become overpowered. You could limit yourself by not crafting. However, this means you'll have to rely entirely on drops and your grasp of combat techniques. This is a worrying situation to consider, because the difference between 10 or even 5 levels of gear can be dramatic. The developer could always patch the game and make crafting less useful. This is an idea I'm torn on.

You may remember a game for the Xbox 360 called Kingdom Under Fire: Circle of Doom. Like Forge Quest, it's an action-rpg with an overpowered crafting element. In that game, there were orange potions you could find. Basically, they worked as a multiplier when crafted to a weapon or armor. Most players just stocked up on these potions, and were able to turn their starter gear into something powerful enough to kill the final boss in one hit. It got to a point where nobody really knew how crafting was supposed to work. Eventually the orange potions were patched/nerfed severely, and everyone either gave up or stuck to the previous version. This is an extreme scenario, but I think it's worth mentioning. Balancing is an especially delicate aspect of Action-RPGs. You can't simply fix what was broken, or you risk making the game less fun. Difficulty has to expand outward by bringing in new challenges. Harder play-throughs shouldn't only result in stronger monsters. Give these creatures new abilities, throw in some new foes, and change things around when appropriate.

Even if I ignore the game-breaking crafting, it's difficult to muster an appreciation for the dungeons. Seeing as how they're randomized, it's important to include numerous ideas, so that every floor has something new to discover. Instead, repetition sets in far too quickly. The situations tend to be basic. There is a room, sometimes it is filled with enemies, maybe there's a block-pushing puzzle, or it could hold traps and treasure. I won't ask for innovation, but some variety would have done wonders. This might be a symptom of the locales, which are all too familiar to RPG fans. Instead of four large dungeons, I would have preferred to see eight smaller ones. It'd be nice to explore a robot factory, a haunted cathedral, or even a castle in the sky.

Multiplayer is available, although I think it'd benefit new players more than veterans. Teaming up to take on a deadly foe loses much of its appeal, when said foe is no match for even one hero. I didn't have any luck getting an online game started. One day I'll have to sit down and figure out port-forwarding.

With its charming voxel-graphics and light-hearted story, Forge Quest is sure to offer a pleasing first impression. However, it lacks the crucial elements that make for a highly-replayable action-RPG.

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