Enter the world of Ahkranox - the first ever genuinely infinite first person roguelike. Become the incarnate form of a sentient Sword, protecting a realm of dreams from the shadows of its own tormented soul, and stand as an eternal guardian against the infinite darkness that threatens to consume all.
Enimmäkseen myönteinen (71 arvostelua) - 71% / 71 tämän pelin pelaajien arvosteluista ovat positiivisia
Julkaisupäivä: 9. touko, 2014

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Early Access -peli

Voit pelata näitä pelejä viipymättä - jo niiden kehitysvaiheissa.

Huomio: Tämä Early Access -peli on keskeneräinen ja se saattaa vielä muuttua. Jos sinua ei kiinnosta pelata tätä peliä tällä hetkellä saatavilla olevassa muodossa, odota ja tarkista peli myöhemmin uudelleen. Lue lisää

Kehittäjien kertomaa:

“We're selling the game for 20% off full price during the Early Access period as a way of saying thank you to the early adopters who have the patience to overlook a few rough edges while we get the game in tip-top shape. Once the game is totally finished and hits v1.0, the price will be going up to the full $24.99, So get in while it's on sale and become a part of our amazing player community!

This game is mostly done, very playable and has an active and wonderful community. We put out updates as often as we can full of new features and extra polish to improve your gaming experience. It won't be too long before we're done, so your patience is appreciated!

What's coming?
- More dungeon types
- More quest types
- More dwelling types
- Weapon and armour crafting
- A totally new, improved magic system
- Boss monsters
- More global multiplayer functionality
- More bug fixes and enhancements
- And more!

To become an active part in our awesome community, be sure to visit our forums at http://www.malevolencegame.com/forum/
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Osta Malevolence: The Sword of Ahkranox


Uusimmat päivitykset Katso kaikki: (74)

15. lokakuu

Weekly Developer bLog - 15th October 2016

Hi all! Video blogs will resume next week, but so far my poor wife is still in recovery... Almost done! She's better with each day now, and has even started getting back into light activity, so that's a very good sign :D But another written update for this week, sorry.

So what have I been up to? More boring bugfixes, unfortunately. Remember how last week I was trying to get quest-based dungeon truncation to wipe all data associated with the map ready for the fresh data to be put in there? Well, I thought I'd fixed that, but the testers found that the game was still retaining a couple of bits of information surrounding the end-of-level chests and the player's map data. So the map would show there being a stairs down to a new level, but the new level didn't exist anymore, so the stairs down was no longer there, because the dungeon had been shortened (due to difficulty scaling). Also, when it shortened it, it didn't relocate the boss chest to the new lowest floor. It moved the boss ok, but not his goody-box. *sigh* so that was frustrating. Although MOST of the dungeon's data was cleared correctly, so that's at least a partial win.

There's also a fairly nasty issue in the Thieve's Guild I've been trying to get to the bottom of... For any coders in the audience it's been one of those bugs where I've read over the code 100 times, and it all is really straightforward and logical and should only be able to work one way, but it won't. For whatever reason it won't. I'm sure I'll work it out eventually...

Another CRAZY bug which came up in testing was that monsters - while standing in an open doorway - attack you twice per round! I have since fixed it, but even after fixing it I still don't understand exactly why it was doing it.... Made no sense.

There's been a few other incidental issues that I've solved, but for now I'm trying to work out this thieve's den issue, as it's linked quite closely to the new magic system and I want that to be working for you guys. I also need to solve this truncation issue. Once I'm done with that I just need to fix the banks - which is still dragging on since last update. Had too many other issues pop up. I like to get smaller issues out of the way first before tackling the bigger, hairier ones...

Anyway, I'm sure this is probably quite boring, so I'm hoping to have a more interesting update for you when I'm back on video for next week's update!

P.S. One special mention I have to do is to show you the world map progress of forum member Xard. Look how far they've travelled!!!


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7. lokakuu

Weekly Developer bLog - 8th October 2016

What?? No video update??? Yeah, text only this week guys and girls. You don't have to look at my ugly mug this week.

As I mentioned in my last update, my wife just had some fairly nasty surgery. She's ok (big thanks to those who messaged me asking about her) and recovering quite well, however, the recovery process has been very, very long. As such, most of my week this week has been taken up by looking after her. She got allowed home after a couple of days but has been kept on some fairly intense pain medication, which takes quite a toll. Aside from that, though, her recovery is going quite well and she should be back to her old self again in a few more days, so that's good.

Anyway, while she's recovering she's sleeping most of the time, and our new apartment is SUPER small, so if I do a video update it's likely going to wake her up, which I don't want to do. So you guys get a written update this week instead of a video one.

That being said, while I was looking after her I did find some time to do a bit of dev work. Most of my focus lately has been surrounding quests and bosses. I've managed to fix a couple of fairly significant issues surrounding them but I've been getting a bit stumped as to why the engine isn't always correctly recognising when a dungeon has been cleared of all monsters. To me it seems like a fairly simple thing to do - check the monster array - however it's proving to be not that straightforward... Nevermind, though. I'll get to the bottom of it. I often get stumped like this but then have epiphanies halfway through the night, leap out of bed and get coding :P

In the back of my mind I've also been trying to figure out these damned banking issues... Still no revelations there, though... When bugs get this nasty I have a tendency to lose all patience and just re-write the system... I'm not QUITE there yet with this one, but it's getting close...

Stay tuned... I'll be having much more time to work on the game this coming week as the missus gets better. The next hotfix shouldn't be too far away. Then it's on to item enchanting! :D (which I am super excited about)

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“Old school RPG with modern technology? Check. Looking for funding? Check. Is Malevolence: The Sword of Ahkranox worthy of your money? Check.”
The Indie Game Magazine

“As a huge fan of games like the Might and Magic series ... I am pretty excited for this game.”
Capsule Computers

“There’s a glowing green circle on the dungeon floor. Should I stand on it? Of course I should. Green means go. Nothing bad is ever green. So I step into the circle, and it poisons me. But look, that’s OK. Hit points are falling off me in clumps, like hair off the elderly, but over there on the wall is a font of pure, life-giving water. I race toward it and drink: it is also poisoned. Stumbling and reeling, I step back from the vile stuff onto a spike trap and die.”

Tietoja pelistä

Enter the world of Ahkranox - the first ever genuinely infinite first person roguelike. Become the incarnate form of a magical, sentient Sword, protecting a realm of dreams from the shadows of its own tormented soul, and stand as an eternal guardian against the infinite darkness that threatens to consume all.

In development since 2010 and meticulously inspired by the classic RPG experiences of the early 90s, this turn-based roguelike drops you into the infinite realm of Ahkranox, a dream-world in the mind of a sentient sword. The world is infinite, the loot is infinite, the quests are infinite and the possibilities are infinite. Relive the classic adventure experience of the past in this modern day salute to the pioneers of modern role playing.


  • A procedurally generated, yet permanent, world to explore.
  • All players experience their own copy of the same world. Share your finds with friends!
  • Plunder an infinite amount of procedurally generated loot.
  • Compete against your fellow adventurers to prove yourself the greatest hero to have lived.
  • Choose from a never-ending supply of quests.
  • Interact with your fellow players through rifts in time.
  • Relive the brutal difficulty and merciless game mechanics of the golden age of video gaming.
  • Claim undiscovered locations as your own for other players to stumble upon.
  • A game without an ending and with no level cap! You live to reach greater heights than your fellows, or you die gloriously!

This game is in early access. What does that mean?

While very playable, and quite feature-rich, this game is not 100% complete yet. We still have some bugs to iron out, and we still have a few features left to complete, but we're not far off! Join the action now and get access to each new feature in our regular updates! Get in early to discover places that no other player has yet found, and make a name for yourself on the leaderboard as one of the mightiest heroes that Ahkranox has yet seen.

So what else do you have planned to add to the game?

  • More dungeon types
  • More quest types
  • More dwelling types
  • Weapon and armour crafting
  • A new, totally updated magic system
  • Boss monsters
  • More global multiplayer functionality
  • More bug fixes and enhancements
  • And more!

What's Next For Ahkranox?

Malevolence was the result of a wonderfully successful Kickstarter campaign, whose stretch goals allowed us to begin early work on Malevolence's first expansion pack, which we will be diving into as soon as the base game is done. Sales from this base game will also go to furthering the development of the expansion pack!

So come on in and join the hundreds of players already enjoying the game, and while you're here, jump on our official forum to share what you find! Remember that if you can see it in your game, everyone else can, too!


    • Käyttöjärjestelmä: Windows XP
    • Prosessori: 2.0GHz Dual Core
    • Muisti: 2 GB RAM
    • Grafiikka: NVIDIA GeForce 7600 or better (1024MB graphics memory or more. Shader Model 3.0 needs to be supported). Minimum supported resolution 1024×768
    • DirectX: Versio 9.0c
    • Tallennus: 2000 MB vapaata muistia
    • Käyttöjärjestelmä: Windows 7
    • Prosessori: 2.8GHz Quad Core
    • Muisti: 8 GB RAM
    • Grafiikka: (DirectX 9.0c) ATI Radeon HD 2900 or NVIDIA GeForce 8800 or better (4096MB graphics memory or more. Shader Model 3.0 needs to be supported). Maximum supported resolution 1440x900.
    • DirectX: Versio 9.0c
    • Verkko: Laajakaistayhteys
    • Tallennus: 2000 MB vapaata muistia
Asiakkaiden arvostelujärjestelmä päivittyy syyskuussa 2016! Lue lisää
Enimmäkseen myönteinen (71 arvostelua)
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