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.
User reviews: Mostly Positive (64 reviews)
Release Date: May 9, 2014
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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:

“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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Buy Malevolence: The Sword of Ahkranox


Recent updates View all (50)

August 18

As Promised

Hi all! So in my last update I promised I'd do more updates, and I have one for you!

The magic update has been extremely complex and I've been hitting all sorts of walls but I've broken through them recently and made awesome progress! The main sticking point has been the sheer number of possibilities for spell combinations in the new magic crafting system. It's been taking SO LONG to make sure they all work, but it's finally stopped moving backwards and started moving definitively forwards. Feels good to finally make decent progress!

I also met a boss monster in a dungeon near the starting area that caught my eye. Thought I'd share it with you all. The dungeon I was in was 'The Woe of Bhuxhe' (you may know of it), and on the bottom floor was this boss! The odds of this happening are super extreme, and I didn't design it this way, but it's super cool that this is how it worked out!

6 comments Read more

August 8

The Magic Update (and answering common questions)

Hi all! Sorry I've been quiet for a while. Things have been a bit crazy lately, but I thought I'd stop by with an update and to answer a few questions I've seen flying around (and yes, I do look haha) most of the questions have been asked quite nicely, and have come from a really nice place, others have been from people who are quite angry at me, as if they forget I'm just one man working on this thing, so I wanted to get some clarity there for everyone.

So I'll basically just do things as a Q&A, just for clarity's sake.

When's the big update coming out?
Hopefully not too long! I'm packing as much as I can into this one so that it brings the game to almost full feature-richness, meaning all that will be left will be some incidental things and then the polish phase. Unfortunately I can't set a definite date as I do this as I can (still having a day job takes up a fair whack of time), but it's coming as fast as it can. I'm actually quite fueled by the fact that people are so excited about getting into it.

Why is this one taking so long to get out?
This is the largest update in the game's history - in fact, the largest by quite a long shot. The amount of new content and game feature functionality is quite large and you're going to have a lot of new stuff to play with. The new magic system on its own has actually become so complex that it broke the compiler I'm using, which was fun to sort out, let me tell you. It's led to me having to re-optimize quite a lot of the game's code to make the compiler accept it. That has actually taken a good chunk of time, but I resolved it last week and I've been full steam ahead ever since. All of the other new functionality is now working, actually, and it's just this magic system that needs completion and testing before it can go out.

Why have you been so quiet? Why not put out more updates to keep us in the loop?
I am actually quite sorry about that one. Some of the older players will remember that I used to be around and giving updates ALL OF THE TIME (often every day) but I found that maintaining that, working on the game AND keeping my family fed was taking a massive toll on my health. I made the executive decision that you guys would rather get the game updates than hear from me too much. I would love to keep in touch much more often, believe me, but I am but one man, and there are only so many hours in a day. As it is I only get around 5 or 6 hours of sleep per night. Once this update goes out, though, I'll be doing my customary update communications and the final stages of the game - sorting out the polish, tuning things up, etc - will take less of a toll, so I'll likely be able to be more chatty without it being too detrimental to my work schedule.

Why don't you go into any technical details in your updates?
To be honest, I was a little surprised when I read this one. If I'm being completely blunt with you, the reason for this is because I didn't really think that people wanted that kind of info, and that it'd come across as boring. I used to keep a really in-depth technical blog for the game but it got so few hits that it was just an expensive loss of my time that could be spent working on the game.
That being said, if people ARE actually keen on hearing more technically-minded updates, I guess I could have a crack at it again. TBH I genuinely just thought it'd be boring people if I did it.

So are we getting controller support?
I saw that a LOT of you were asking about controller support. I'm not 100% sure how comfortable it's gonna be to play the game like that, but sure, if you guys want it that much I'll definitely be adding it in! I've added a Trello card for myself to do it so we'll see how that turns out haha it at least gives me an excuse to buy a decent controller to test it out!

Why do the test team get builds and everyone else doesn't?
I actually have been hearing this one more and more lately, and I know where the arguments around this lead. Many indie devs are ok with pushing out buggy builds. I am not one of them. I like a certain level of quality to be in my features before they go out. Are there still bugs in the current Malevolence release? Yes, absolutely. But I have personal standards on what I will subject my fans to and I will not compromise on that. You guys deserve to be able to download an update and have it work just as well or better than it did on the last update. If I just pushed out every build that I did you'd have half-broken builds at any given time and I'm not willing to do that. You guys' enjoyment of the game means more to me than that.
Also, to be fair, they don't get that many builds either haha

How has your personal situation been going?
I actually get this one surprisingly often, and it's really great to know you guys are looking out for me like that. Things have improved quite well. I got a new job in the end. Doesn't pay as much as the old one, but hey, that's life. At least I'm working haha. The hours are actually a little less, too, which means I've had a few more hours each week to dedicate to Malevolence, which has been nice. The health issues have been quite stable, too, which has kept me productive, and even my dog has been getting better! I mean... She's still 13 years old, and that comes with certain issues, but she's in good spirits. The vet has put her on a special diet of chicken, vegetables and rice. She eats better than I do hahaha

So hopefully that answers the majority of questions. I'm gonna get back to this magic system code! If I missed anything, let me know below and I'll see how I go.

7 comments Read more
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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.”

About This Game

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!

System Requirements

    • OS: Windows XP
    • Processor: 2.0GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 7600 or better (1024MB graphics memory or more. Shader Model 3.0 needs to be supported). Minimum supported resolution 1024×768
    • DirectX: Version 9.0c
    • Hard Drive: 2000 MB available space
    • OS: Windows 7
    • Processor: 2.8GHz Quad Core
    • Memory: 8 GB RAM
    • Graphics: (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: Version 9.0c
    • Network: Broadband Internet connection
    • Hard Drive: 2000 MB available space
Helpful customer reviews
3 of 3 people (100%) found this review helpful
1.3 hrs on record
Posted: August 29
Early Access Review
It's great to see an old-school RPG that is actually "old-school" and not "retro". The feeling, atmosphere and layout feel like a trip back to the RPGs of old without the hassling UI or unintentional confusion that comes with playing my old favourites in a modern setting.

The fact that the entire game is procedurally generated is just icing on the cake! The game just seems so expansive with this procedural system and the developer is bringing more and more to the table with each update.

Definitely a must have for the explorer type players and a pleasant nightmare for completionists.
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1 of 1 people (100%) found this review helpful
0.1 hrs on record
Posted: August 14
Early Access Review
A game you can play forever. I got lost in its soundtrack and ambient environment. I have lost hours just adventuring in game, it's almost hypnotic. I die all the time, and just keep coming back for more.
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8 of 10 people (80%) found this review helpful
323.0 hrs on record
Posted: March 17
Early Access Review
This game just ticks so many boxes on my list of stuff I would like to see in an old-school rogue-lite RPG that it is borderline ridiculous!

- Old-school hex-grid turn-based movement and combat is just the way I like it.
- The game is huge (well, actually it's infinite, but I'm not gonna explain that here), and all about exploration. Pick a direction and run, you can run forever, just dodging the occasionally tree or rock, trust me, there are no borders or invisible walls in this world!
- You can play a game of dice or get drunk in the local tavern, but trust me, save first, specially if you play Permadeath! (I once got drunk and woke up at the bottom of that huge sea in the center of the map, and drowned before I could reach land, hehe)
- Personal banks just got added to the game, so you can now store your stuff!

And having said that the game is not even done yet, it is still in Beta/Early access, and there is so much more to come:

- New mysterious magic system in the makings, and judging by the info we have so far it should be awesome
- Fighter, mages and thieves guild quests are coming, and they should be much more challenging than the standard quests currently in the game
- Much more including boss fights etc.

If you are an old-school RPG gamer like me and loves exploring and dungeon crawling, this game is for you!
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7 of 10 people (70%) found this review helpful
0.2 hrs on record
Posted: March 21
Early Access Review
This game is made by a practically 0-person team, and in a lot of ways it shows. But as someone who has been following its production for years since the Kickstarter, any fans of Legend of Grimrock (or its grid-based predecessors) owe it to themselves to check this out. It feels instantly familiar--in no small part because it follows first-person grid-based RPG conventions in expected ways. But the Roguelike element of its procedurally generated worlds makes this essentially the first game of its kind since Dungeon Hack(!), and Ahkranox has an overworld as well as dungeons to explore.

This game almost feels like a potential alternate development path for the Elder Scrolls series; like if Bethesda had made Daggerfall and said "hmm, we cannot keep making these enormous game worlds with better technology...I know! We will have the COMPUTER make them!" So yes, this game is kind of like Indie Roguelike Morrowind, which is indeed praiseworthy.

Now, of course, about the 0-person team thing--the art and sound quality is pretty uneven for this reason. But if you are playing games because you love them, not because you want to be impressed by the money that went into them, then you can likely overlook this.

Besides, in some ways it instantly takes me back to my own gaming childhood to hear my character spouting hokey dialogue about the environment in a voice probably recorded with a cheap microphone in someone's basement. But you can tell the person doing the dialogue was loving it, which still puts even the voice acting on par with some big-name games from even 10 years ago!
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4 of 5 people (80%) found this review helpful
96.6 hrs on record
Posted: March 24
Early Access Review
Malevolence The Sword of Ahkranox is an infinite old school style RPG. When I say infinite, the world is literally infinite, infinite towns, infinite dungeons, infinite quests, infinite dungeons and so on and so forth something that has never truly been done before. I have always wanted an RPG that ends only when I decide it is time to stop playing and I love the fact and idea of just getting lost in a world and go to places that nobody else has ever been to.

The game has a feature where players can claim locations, where if you are the first person to find a location you are forever known as the first person to ever discover that location. Dungeon can contain a total number of anything from 1 to 10 floors, with the further into a dungeon you go the more dangerous and tough it becomes but the better the rewards are with each dungeon containing a mega chest at the end with powerful goodies in it. I find it one of the most addictive games I have played in years with it just being a case of one more floor or one more quest and what feels like only 5 minutes turns out to be actually several hours later.

It is currently in Early Access and in Beta stage of developement, but despite that it is amazing stable. Never before have a played a game in Beta as stable as this is. There are still a lot more features to be implemented into the game and if the game is as addictive at this stage, come V1.0, I might as well kiss my social life goodbye. I love this game and truly couldn't recommend highly enough.
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