Star Trail is a faithful remake of Realms of Arkania’s classic sequel. This hardcore RPG features dozens of talents and spells, distinct races and character classes as well as a challenging isometric turn-based combat system.
User reviews:
Mostly Positive (9 reviews) - 77% of the 9 user reviews for this game are positive.
Release Date: Nov 11, 2016

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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:

Why Early Access?

“Crafty Studios developed the first remake of the RoA Trilogy, "Blade of Destiny" and released it in July 2013, only months after the "Early Access" program of Steam was started. It didn't work out so well, and we had to continue development together with a very involved and enthusiastic community for more than a year after initial release to make it the game it is today.

We learned the hardest way possible that especially when developing a big game with a small team, is important to have early and explicit feedback in the process. From the very beginning of production, we therefore involved a small group of highly motivated players in the daily development. With the help of the Steam Early Access program, we have the chance to engage a larger number of players that can help bringing “Star Trail” to a shape the community is completely satisfied with.”

Approximately how long will this game be in Early Access?

“We plan to end the Early Access Phase in February 2017.”

How is the full version planned to differ from the Early Access version?

“The full version is planned to differ from the Early Access version in the following points:


The following locations are already created but not in final quality and will become accessible in the course of the Early Access phase:
  • City of Lowangen
  • City of Tjolmar
  • Roughly 15 small towns, known as "dialog towns" from “Star Trail” 94’ are actually explorable
  • Dungeon "Swamp of the Forgotten"
  • Dungeon "Temple of the Nameless"
  • Dungeon "Blood Pinnacles"


We are planning to add several cutscenes to the final version to the already complete ones. Already existing are beginning and ending of the Star Trail Quest as well is a few Intro scenes.


Together with our great composer Louis (big thanks!) we are rerecording the legacy soundtrack of “Star Trail”. Five songs, including the legendary intro already made its way into the Early Access Version. During the EA phase, more and more tracks of the original 38 track OST will make it into the game. Once complete our Early Access users will get to download the complete OST in their favourite format.


The combat system as it is will be expanded and extended, there is already multifield opponents like ogres, bears and dragons. We will add tactical options to make the battles more interesting and faster paced.


Steam Workshop will allow for easy access and distribution of mods generated with the powerful tools available.


Mac OSX will be supported in the course of the Early Access phase.

Linux / SteamOS

Linux / SteamOS will be supported in the course of the Early Access phase.”

What is the current state of the Early Access version?

“We have broken down the current status of the Early Access version into the following points:


The „Star Trail“ questline is completely playable, the "salamander stone" questline is in place but lacks Tjolmar and the Temple of the Nameless Dungeon for short playthrough and Lowangen as well as the Swamp Dungeon for long playthrough.


The travel map with its more than 200 routes and dozens of encounters, fights and events is completed, the towns of Kvirasim, Gashok, Finsterkoppen and Tiefhusen are completed, can be entered and most of the events that can occur there are also ready. In addition, the large dungeons “Finsterkopp Pit” and “Phex Temple” are ready and explorable.


Humanoid characters that can also be encountered in towns can be designed using an integrated editor, they have dozens of characteristics than can be adapted to design them. Non-Humanoids have been mostly redone and expanded for a bigger number of opponents. Animations also have been redone, allowing for eight different kinds of (humanoid) attack weapon classes wielded and animated accordingly.


The user interface has been completely redone, presenting even more information where it is needed and less where it is not.


The already great modding capabilities have been expanded even further, allowing from new roads on the map to custom characters and customized battle arenas on top of the already known modding possibilities of Blade of Destiny HD.”

Will the game be priced differently during and after Early Access?

“The Early Access version will have a lower price point then the final one. Customers, which decide to join the Early Access phase, will get the game around 20% percent cheaper than it will be after the game is completely finished.”

How are you planning on involving the Community in your development process?

“The community was always a corner stone for our game development, more so for our Realms of Arkania series than for any other game we ever made. We will have a close ear at the community for their feedback and suggestions for missing features, off balancing and game fun in general. Startrail HD is an oldschool hardcore party RPG which tries to stay faithful to the version released more than 20 years ago while updating it for a modern audience and implementing learnings from the first remake as well as from game design advances made in the past two decades. The amount and balance of these updates always was and still is a core concern for our efforts in making this game, which is why we will rely heavily on the feedback and suggestions given from the community in this area.

We will also have an ingame reporting and suggestions form in place, allowing players to report and get involved in the early access process even without leaving the game.”
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Recent updates View all (4)

January 21

Version 0.74

Version 0.74 of Startrail HD is mainly a "maintenance" release, improving a myriad of small bugs and little features that were just piling up and needed to get done. Most notably, the battle speed settings were repaired, so battle should run even more smoothly now. We also completely redesigned the tavern screen, but see the complete list for yourself!


  • Encumbrance of helmets adapated
  • Normal skills can now be influenced by current encumbrance
  • Levelup points for all classes have been increased
  • Salamanderstones are now labeled on the travel map
  • The basilisk travel event has been completely redone
  • Turning speed of battle avatars was increased significantly
  • Starting size of NPC starts can now be adapted for random arenas, making these also viable for really big monsters
  • Inserted an explanation text on the gameover screen when trying to flee from important battles
User Interface
  • Character perspective in the characterscreen was adapted
  • "New game" can now be canceled
  • Cost for simplified levelup is displayed
  • The school category of the magician is now displayed in green (spell increases are cheaper or have more tries for the school of the magician)
  • Current time is displayed on camp actions like "sleep"
  • "Change name" in the character screen received a tooltip
  • Arenaeditor UI was adapated
  • Arenaeditor now displays an arrow pointing north
  • F7 copies the current coordinates to the clipboard (e.g. for bugreports)
  • The levelup-+ is now hidden in simplified levelups whenever there aren't enough levelups left
  • Tooltips added for all battle interface buttons
  • "Destroy illusions" renamed to "End illusions"
  • Number of remaining uses (e.g. for poisoned weapons, weapon kits and the like) is now displayed in the top left corner of the item icon
  • Base setting for party movement left/right is now "rotate camera". Can be switched anytime to strafe and back with F8
  • Effective encumbrance and the chance respecting current encumbrance is now displayed in skill tooltips
  • Hunger bar in character screen is better readable
  • Dialogs to "choose a character" can now have tooltips helping to decide which character to choose
  • Characters in character screen can now be rotated (drag mouse) and are better lit
  • Choose spell is now alphabetically sorted
  • The radial menu is automatically closed now when opening a window
  • Ingame help was adapted to new rules
  • Godgrace changes at the temple are now displayed in the console (F9)
  • Button captions for several confirmation windows adapted
Towns & Dungeons
  • NPC movement through towns improved
  • Keyword dialog at the herbalist improved
  • Gashok now triggers more town events
  • Use skill "acrobatics" at the tavern now has proper tooltips
  • Tavernscene recreated
  • Christmas trees are gone from all towns
  • Water of Tiefhusen and Gashok improved
  • Schedules for Town NPCs improved
  • Empty dungeon chests now work like containers an can be stuffed with items if desired


  • Ammunition can now modify damage type correctly
  • Ammunition can now modify damage correclty
  • Skin color of ork templates adapted
  • Ork recognition in the character editor fixed
  • Antharon now carries his arrows in the correct slot
  • Camp Scene reworked
  • "Camp talk" now only appears on nature camps
  • The black box on the travel map won't appear again
  • Heshthot doesn't get stuck any more
  • Initiative-calculation in battles fixed
  • Visual effects of spells reworked
  • Battlespeeds reactivated. Starting with 4x movement isn't animated but skipped to the end point directly
  • Orks don't sink into the ground any more
  • Ghost don't get stuck any more
  • Projectile effects (eg Ignifaxius or Bolts/Arrows) work again
  • Item counts are better readable
  • Some overlap errors of windows fixed
  • Choosing heroes in dialogs fixed
  • Escape-Menu is always in front again
  • Display bug of the close button fixed
  • Several bugs when hiding the main UI (Tab-Key) fixed
  • Portrait in character generator fixed
  • Energy bars don't overlap the character generator any more
  • Burdened-Effect is now correctly removed when unburdening by selling
  • "New Label" in Charactereditor fixed
  • Weaponinfo window is now closed correctly and is situated below the dialog window
  • Bug loading ork templates in character editor fixed
  • Several other bugs in the character editor fixed
  • Character screen can not be opened when escape menu is active
  • Damage type in weapons tab of the character screen is now displayed correctly
  • Convert levelups now respects number of levelups
  • Checkbox distance in difficulty settings dialog improved
  • Stackable items in containers fixed
  • Silver helmet dialog graphical bug fixed
  • Chance calculation for critical hit fixed
  • Fixed error message when clicking empty character slot
  • A problem changing display language fixed
Towns & Dungeons
  • Invisible NPCs are now "actually gone" and don't even show up on tooltips
  • Lighting of the healer scene fixed
  • Fixed several error messages in the tavern screen
  • Error when bartering with traders fixed
  • Color correction is now correctly reset between towns
  • Ingerimm temple perspective improved
  • Human males now correctly always have eyebrows
  • Ugly pixelating effect when looking at water fixed
  • Depth of field adapted so it doesn't blur very near things as well
  • Chest on lowest level of the dwarf mine fixed
  • Dungeon level captions fixed
  • Added collisions for the characters at the end of the cellar vault

Coming up next, scheduled for the beginning of february, will finally be some new content, namely all of Lowangen and the Swamp of the forgotten. Stay tuned!

6 comments Read more

December 23, 2016

Version 0.73, Happy Holidays!

Happy Holidays dear Friends! On time for this great time of the year and a little late due to a Steam downtime we are proud to present Version 0.73! Big Highlight of this Version is the completely reworked and enhanced battles, from damage types to maneuvers and actions a lot was changed, extended, improved and fixed. Moreover, we included a little christmas tree search for you, we would be happy to see some screenshots from those you found!

  • The battle system has been changed to "Actions", at the moment everything costs 1 Action, but therefore allows for double the movement distance
  • All weapons now have a specific damage type (cut, thrust, blunt)
  • Some monsters no have resistance (half damage), immunity (no damage) or vulnerability (double damage) on specific damage types
  • Monsters can also cause specific damage types
  • Implemented the melee maneuver "relentless attack"
  • Implemented the ranged maneuver "targeted shot"
  • Melee and ranged attacks now display a chance of success as a tooltip
  • Added some buttons to make control of the battles easier
  • Improved lighting in some battle arenas
  • Added new simple weapons: club and wooden spear
  • The battle arena camera can now be tilted in a wider range and can also be tilted now via right mouse button dragging
  • Saving and loading is now also possible while in battle
  • Items can now modify the damage caused by weapons (e.g. fine arrows or magic items)
  • The battle order display (top left corner) was improved and also allows highlighting the next characters when hovering over the respective portrait
  • Weapon wear and tear has been reactivated
  • Ranged weapons are also subject to wear and tear
  • Encumbrance is now also correctly used in ranged battle
  • Ranged weapons are now twohanded because of the new bolt and arrow slots
  • We can now set specific starting positions for heroes and monsters, e.g. to create battles in narrow passageways
  • The witch can now enchant her witch kettle, similar to druids and magicians
  • there is an introductory text when entering the starting temple on game start
  • Help has been extended for current topics on battle actions, maneuvers and the like
  • The initial values for spells are more in line with the pen and paper rules
  • The avatar in the character screen is not cut off on top any more, should it be too big
  • The gameover text has been adapted
  • UI scaling can now be modified with the console (F9) command "uibasescane 100" (where 100 is the percentage of the base scaling). Moving this to the settings is on our todo
  • "Take all items" now uses the currently selected hero instead of the party leader as "first to try"
  • The spell categories have been reorganized and extended
  • All 8 possible companions have a unique avatar now
  • Some scripting commands have been added or extended
  • Save games can now be saved with only one letter filename length (before: 3)
  • The whetstone has been renamed to weapon care kit
  • Only useful spells can be selected as "free spells"
  • Captions of the keyword dialog window have been improved
  • In a new game, the main road through the svellt valley and its main cities are already known
  • The ferryman now has a more suitable goodbye
Towns and Cities
  • Santa Claus rode across the svellt valley and placed some trees, one per town and city. Who can find them all? ;)
  • The market assortments have been reworked
  • The keyword dialog for the market in Kvirasim has been improved
  • The way up into the settlement in Kvirasim has been improved
  • The keyword dialog for the market in Gashok has been improved
  • Gashok was a little optimized
  • Removed some quest spoilers in Gashok
  • Tiefhusen has been completely reworked (e.g. curbs, ground texture) and optimized
  • Tiefhusen's water has been improved
  • Tiefhusen will now load a lot faster
  • The map of Finsterkoppen has been resized
  • The gate guards in Finsterkoppen now also react to Elfs, Druids and Witches on the way out
  • In the Cellar vault there are now some "very cramped" battles
  • The socket riddle in the cellar vault has been made easier and more comfortable
  • A climbing riddle in the cellar vault received some more hints
  • The Ingerimm-Picture in the Finsterkoppenbinge is now better staged
  • A battl ein the Finsterkoppenbinge was improved so all monsters can actually reach the heroes
  • Some checks in the Finsterkoppenbinge have been adapted
  • The characters don't move way too far any more
  • The arena mountain-01 was repaired (e.g. Harpy battle)
  • Characters are now "correctly killed" from effect damage
  • A problem with the line of sight calculation has been fixed
  • Beneficial spells do not "kill" the receiving heroes any more
  • Characters should be visually killed correctly when they are supposed to
  • A problem with heroes not attacking in autobattle was fixed
  • Autobattle shouldn't cause characters to try to occupy the same fields any more
  • Harpys don't have money on them any more
  • When selling, Items past position 21 now appear correctly in the sell list
  • The intro music now correctly respects music volume
  • The hero portrait can be changed correctly again
  • The avatar in the character generator is correctly and always changeable now
  • A remark to Blade of Destiny has been removed
  • Temple cannot be left with empty party any more
  • The Wanderer-Set in the Character editor was fixed
  • Arrows and bolts are now correctly placed in their respective equipment slots
  • The Buy-dialog can now be left without buying anything
  • The minimap is now in the correct location regardless of resolution
  • All items can now be correctly thrown away
  • All items can now be correctly equipped via button
  • The gameover-scene now has the correct music
  • An overlapping error in the diary has been fixed
  • The damage display can now be correctly set
  • The take note-Button in the keyword dialogue window now has its correct size
  • The gameover screens isn't overlayed by travel routes any more
  • The gameover screen will not display the "continue journey" dialogue any more
  • Junctions on the map change their colors correctly
  • Events on travels now respect the 35 inventory slots
Towns and Cities
  • Jittery NPCs on the roads are fixed
  • A stray candle flame in Kvirasim was fixed
  • NPCs know their way around Kvirasim again
  • More graphical glitches in Kvirasim have been corrected
  • Entering the "cellar" of a building when leaving it in Kvirasim was fixed
  • The mountainside of Finsterkoppen lost its acoustic birds
  • Missing doors in Finsterkoppen retrofitted
  • A flying tower in Finsterkoppen has been brought back down to earth
  • Barrels in Finsterkoppen are now correctly recognized as obstacles by the NPCs
  • "Flights" above Finsterkoppen shouldn't happen any more
  • A rooftop in Finsterkoppen was closed off
  • Several flying objects in Finsterkoppen were brought back down to earth
  • Two carts in Finsterkoppen are now correctly blocking
  • Female dwarfs don't have the occasional bald head any more
  • Houses in Finsterkoppen are now actually obstacles
  • Lighting in Tiefhusen has been improved
  • A flying tower in Tiefhusen was brought back down to earth
  • The optimizations in Gashok should prevent further crashes
  • A dead end on a Gashok Quest was removed
  • Small graphical glitches in Taverns were fixed
  • Lighting of the Rahja temple has been reworked
  • Events in Dungeons only trigger once on exit any more
  • The party marker in dungeons now always has the correct size
  • Wrong colors on the color box riddle in the Cellar vault were fixed
  • A secret door in the Cellar vault is now easier to find
  • An XP-Exploit at the socket riddle in the Cellar vault was fixed
  • Deactivated bolt traps in the Finsterkoppenbinge are now only reported once
  • Many jumpy elements in the Finsterkoppenbinge were fixed
  • Texture glitches in the Finsterkoppenbinge were fixed
  • Some inaccessable areas in the Finsterkoppenbinge were better fenced off
  • Some collision bugs in the Finsterkoppenbinge were fixed
  • Some graphical glitches in the Finsterkoppenbinge were fixed
  • A chest in the Finsterkoppenbinge was turned around
  • A dialog in the Finsterkoppenbinge was fixed

Unfortunately there is a little downside to this really long list: we were unable to get all the new texts translated in time, so you might encounter several "untranslated codes" instead of texts. We are sorry for this inconvenience and will try hard to get this down first thing in January and issue a patch as soon as it is done!

The whole team wishes you happy holidays and a happy new year! The next major Patch will be coming up around the 20th of January.

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About This Game

The united orc tribes attempted to invade the region of Thorwal, but a group of valiant adventurers thwarted their plans during their previous quest. Now the orcs have regrouped and attacked other, more vulnerable areas – Lowangen is occupied and half the Svellt Valley lies in ashes. An elf ambassador summons the party to the city of Kvirasim. To unite the races of the elves and the dwarves in the struggle against a common enemy, they must recover an artifact known as the Salamander Stone.

Yet not all is as simple as it seems: As the party approaches an abandoned dwarven mine that may hold the answers to their questions, someone else makes it clear that not everyone in the country favors a cooperation between the two races.

Star Trail is a faithful remake of Realms of Arkania’s classic sequel. This hardcore RPG features dozens of talents and spells, distinct races and character classes as well as a challenging isometric turn-based combat system. Obey your orders and succeed in your quest to retrieve the Salamander stone – the peace between elves and dwarves depends on it!


  • Hardcore RPG with isometric turn-based tactical fights
  • Hand-crafted cities and dungeons to explore in first person view
  • Master dozens of talents including fighting and magical skills
  • Meet countless endearing characters within the lovingly detailed cities and villages
  • Create your characters and manage your party
  • Plan your extensive travels through the realm in detail
  • Based on the TDE ruleset as a hybrid between v3 and v4

Star Trail Classic

All Early Access customers will automatically get the classic version of "Realms of Arkania: Star Trail", originally relased in 1994 as a gift.
The game will show up in your library after pruchasing the Early Access version of "Realms of Arkania: Star Trail".

System Requirements

    • OS: Windows 7, 8, 10
    • Processor: Intel Core2Duo / AMD X2, min. 2.4 GHZ
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GTX 560 / AMD Radeon 7850, min. 2GB VRAM
    • Storage: 10 GB available space
    • OS: Windows 7, 8, 10
    • Processor: Intel i5 / AMD X4, min. 2.8 GHZ
    • Memory: 8 GB RAM
    • Graphics: Nvidia Geforce GTX 780 / AMD Radeon R9 270X, min. 4GB VRAM
    • Storage: 10 GB available space
Customer reviews Learn More
Mostly Positive (9 reviews)
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