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Lords of Xulima is a challenging Role-playing game set on the mythical continent of Xulima, where Gods and humans once walked side by side. Experience a genuine RPG featuring over 100 hours of gameplay, and discover one of the most epic sagas ever told.
Release Date: Aug 8, 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 may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Lords of Xulima is an epic adventure, with more than 100 hours of gameplay with infinite possibilities. We want players to experience this RPG in all ways possible in order to improve it. This can be done with your help. We also propose adding several improvements to the game. Early Access users will help us decide what improvements are wanted such as: new languages​​, graphical improvements, and the possibility of modding ...”

How long will this game be in Early Access?

“We expect the game to reach its full release around October of 2014.”

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

“The final version will contain some graphic and sound enhancements, in addition to some new music tracks. The full version may also have additional languages in the future such as: German, French, Italian and Russian.”

What is the current state of the Early Access version?

“The Early Access version contains 60% of the full game. Every week, more content will be added. All saved games will be compatible with the final version, as Early Access includes all the actual game files.”

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

“We expect the release price of the game to be higher, about $18.99-$19.99.”

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

“We will be involving the community through our forum where we will be discussing all topics such as: game mechanics, game difficulty, balancing, etc. Player opinions are very important to us.”
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Recent updates View all (4)

French Translation in Progress

August 28

We know that we have as big of an audience in France as in Canada, so we are very happy to announce that the official launch of Lords of Xulima will have French among the available languages. As you can see, the main store page is available now in French.

And German?
We are now looking for a good German translator. We will hold both translations in parallel to have them ready for the final release. Any recommendation? If you wish to help us in this task you will be more than welcome. Please write us to info@numantiangames.com.

The rest of languages
Anyway, after the official launch we will release a tool to add more languages to support fan translations. As LoX is UNICODE, it supports any language from Russian to Japanese. Finally, if someone wants to help us to include a new language for the official launch please write to us and we will talk about it.

Special & Limited Box Edition of Lords of Xulima
We have available on our store page on our website, two special physical editions of Lords of Xulima that correspond to the ones offered in our Kickstarter campaign. They are limited edition, as once we order the production no more will ever be produced. Those collectors edition lovers and all the people that wish to support us even more can now order those special editions.
Between the rewards, you will have the boxed edition, the 200 pages hard-cover book, "Bestiary & Mythology of Xulima", the Game Guide Book and the printed color poster of the World map of Xulima.

New Version 0.13.3
Only some minor changes and bugs fixed. Thanks for all the awesome feedback you are giving us in our forum!

Here is the list of changes:

Improvements and New Features
  • Added option to rename and delete save games.
  • Skill points saved are shown in the help message of the experience bars (in portrait and in character sheet).

Balancing and Game Mechanics
  • Special items (not the divine artifacts) can now be sold in the store, including the Mausoleum Keys.
  • Inn prices are fixed per Town.
  • The price of Food, Lockpits, Torches and Teleport Crystals now depend on how many of them have you bought. The more you buy the more expensive due to the low availability of those items.
  • Food seller only offers buying food reserves beyond the current party food reserves. Buying partial food reserves are taken in account to compute the price. For example if you only wants one day food and you have food for half day, only half the price will be charged.
  • Food is not consumed while walking within town limits.
  • Two-Handed weapons now do more damage.
  • Monsters that run because of the Fear Song spell, now give 30% of its experience.
  • Flaming/ Frozen weapon PP cost increased.
  • Learning skill improved (more exp bonus)
  • Some minor changes for the bonus of God Follower.

Bugs Fixed
  • Fixed some English and French texts.
  • Fixed some minor bugs reported.
  • Fixed: Character creation does not allow to repeat names.

9 comments Read more

New Version 0.13

August 18


This is a quick update for the new Version 0.13. In this version we have fixed some of the bugs reported in the discussion forum and added some improvements that were suggested by the players.

The only big change is related to the balancing and gameplay rules. It seems insignificant, but it was the cause of a hot debate between the Numantian developers.

"What is steel compared to the hand that wields it?"
This quote from the legendary movie Conan the Barbarian is perfect to introduce this question. Which is more important, the power of the weapon or the power (strength) of the character that wields it?

We are trying to make the rules and mechanisms behind LoX as realistic as possible. In the case of weapons, the damage depends on the type (axe, dagger,...) and its quality (iron, steel,..). But when a character wields it, its damage is scaled by their strength as every point in strength increases damage by a 3%. With this, it keeps the difference in damage between weapons proportionally.

Although this approach is more realistic than giving a fixed bonus, it happens that combatants are a bit weak in the beginning but very powerful in the end. So finally we have decided that strength will give a fixed bonus independently of the weapon. We have worked in the best values for the bonus to follow these rules:
- One damage point per every 2 Strength Points (above 10).
- One damage point extra per every 5 Strength Points (above 10).

With these simple rules, now combatants are better in the beginning, and the difference in damage from a Barbarian and a Thief for example, are now more evident. In the last part of the game, the bonus would be lower than with the other method, but we will try to balance that part very carefully.

What do you think?

Next update will contain the new class The Divine Summoner and some new skills for the existent ones.

And here the list of changes.

  • Improved management of load/save errors.
  • Tooltip time can be set in the Options screen (it can be disabled too). Also tooltip is not removed until you move the mouse cursor out of the object that is showing the help.
  • In the Level Up Window, at the bottom, it now displays the Next Skills that will be available in the next level.
  • In the Shop window, the selected character can be switched with the keys (1,2...6)
  • Dialog options can be selected using the Number Keys: [1] for the first option, [2] for the second one,....
  • In Trap Window, the color of the green gears has been changed to silver. Red-green color blind players had problems with the old colors.
Balancing and Game Mechanics
  • Strength bonus damage changed: Now it gives one point damage every two points and every 5 points it gives an additional damage point.
  • Random values for Auto Lock Picking, Auto Trap Disarming, Herbs
  • Collecting, and more... are now generated with the same saved seed. What this means is, save-scumming is now almost impossible.
  • Flaming weapon and Icy Weapon now have some bonus to attack rating depending on the development. Also, in combat their hit rate and damage is now displayed.
  • Mercantilism Skill now affects the prices of the town services: Inn, Food, Temple.
  • There were some problems with the level of the skills for the hybrid classes Paladin & Arcane Soldier, that were affected when level up. Now the level required for shared skills (the ones specific to the two subclasses) are equal to: Level *1.5 +3. So for example: Lv1. Light Heal is available for Paladins at level 5.

Bugs Fixed
  • Some computers had errors when using the user temp folder to create the temp files when saving. So now the temp files are created in the save game folder instead.
  • Fixed: The greeting voice of the temple was executed after coming back from the "Need Spiritual Help" menu.
  • Fixed: Some English & Spanish texts errors.
  • Fixed: Message after fighting in the Arena (only the character who fights gains EXP).
  • Fixed: Initiative help.
  • Fixed: Turn time in combat list now is updated at the beginning of the turn too.
  • Fixed: Cauldrons in the Temple near the Well of Souls were unclickable.
  • Fixed: Some more minor bugs and graphic glitches.

4 comments Read more
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About the Game

Lords of Xulima is an original Fantasy RPG set on the mythical continent of Xulima, where Gods and humans once walked side by side. Become the Herald of the Gods and travel to an uncharted land to fulfill your mission of restoring balance in the known world.

More than 100 hours of authentic Role-Playing Experience

Looking for a challenging adventure?
In Lords of Xulima, we do not hold your hand through the journey. We have created a world of diverse regions that are as vibrant with life as they are fraught with danger; from the alluring Golden Woods, through the Great Desert of Pernitia, to the daunting icy peaks of Karraga. You are free to explore and choose which path to follow, but be careful about where the adventure takes you. Your success or failure in Lords of Xulima all depends on your strategies and ability lead your customized party. Immerse yourself in the playability and depth of old school classics, presented through modern visuals and a user-friendly interface.

A Tale of Gods and Humans

Discover one of the most epic stories ever written and follow it to its twisted conclusion
Legend has it that many years ago, people lived in peace on the great continent of Rodinia; a peace that would not last. Soon, the Great War broke out, dragging every kingdom and village down an endless spiral of ruin and desolation. The people prayed for salvation from the Nine Gods, whose unreachable homeland lay beyond the Great Sea, on the forbidden continent of Xulima.

Eventually, the conflict came to a point where it threatened to ruin all creation. Thus Golot, Lord of Works and Dreams, appeared to Gaulen, a seasoned Explorer who lived on a remote island off the coast of Rodinia. The Lord of Works appointed Gaulen to be his Herald on Earth and to set sail for Xulima, so that balance could be restored to the world. Thus begins the adventure of our young protagonist.

Create your group of characters

Create and customize five characters to accompany Gaulen on your journey. With 9 character classes and over 100 useful skills, the possibilities are endless. Each group will be unique. Who will you decide to take with you? Choose among familiar classes such as the Mage, Cleric, Barbarian, Soldier, Thief, Bard and Paladin or try out the Arcane Soldier and Divine Summoner. Develop your characters’ abilities to suit your play style as they gain experience and grow stronger to face the trials ahead.

Strategic, fluid, turn-based combat

Discover an addictive combat system. Over 100 unique types of enemies roam the wilds of Xulima , each capable of posing their own kinds of threats to your divine mission. There are thousands of possible strategies to lead the group to victory, including the use of scrolls and divine blessings. Will you be able to match the strength of Nilfonte, the Ocean Titan? Or survive an encounter with Xabraluz, the Demon King of Vilak?

System Requirements

    • OS: Windows XP
    • Processor: Dual Core 2Ghz
    • Memory: 2 GB RAM
    • Graphics: DirectX 9.0 or OpenGL 2.1 Compatible Card
    • DirectX: Version 9.0c
    • Hard Drive: 1500 MB available space
    • OS: Windows 7 64 bits
    • Processor: Quad Core 2.66 Ghz
    • Memory: 4 GB RAM
    • Graphics: DirectX 9.0 or OpenGL 2.1 Compatible Card
    • DirectX: Version 9.0c
    • Hard Drive: 1500 MB available space
Helpful customer reviews
75 of 81 people (93%) found this review helpful
122.9 hrs on record
Early Access Review
In Lords of Xulima you control a hero called Gaulen the Explorer and his five friends (these five can be completely created by yourself, with 9 classes at your disposal). Guided by a dream sent by the gods of this world, he sails to a forgotten continent. During exploration, the game is very similar to classics like Baldur´s Gate, but once combat begins, it will look like a mixture of Dragon Quest, Final Fantasy 10 and the newer Etrian Odyssey series.

Major Features:

- A charming atmosphere, travel through a mystical world and explore secret graves, forsaken temples and more.
- Challenging and strategic combat. Very original due to the elaborate debuff system.
- Character skills and equipment management are rich and rewarding.
- Extremely polished for a beta: bugs are rare, less than in many recently relesed games.

Possible weakpoints (depending on your taste):

- Story plays only a secondary role. Exploration, combat and character management take the main spotlight.
- Hard to get going. You have to manage the party, food reserves and find your way in a huge non-linear world. (If you have troubles, try the easiest difficulty. There you can learn the basic game mechanics without getting your head chopped off for every mistake.)

Minor addittion: You CAN run in this game, the trailer shows only the walking speed.
Posted: August 4
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44 of 47 people (94%) found this review helpful
20.4 hrs on record
Early Access Review
UPDATE: You can toggle running on/off ! I've been surprised about how often I'm seeing comments about "movement is too slow / can I run?" I admit, it's the first thing I turned on... and the first thing I turned off as I had to work my way through a particular area or two. :D I really liked that there was a reason to walk as well as run.

I don’t normally write reviews, but having been a kickstarter backer of this game & followed it’s development, played a number of builds, sunk a heck of a lot of time into it and the conclusion I’ve drawn is…. this game is just so much fun! Honestly!! It’s been ages since I’ve enjoyed a game so much.

But seeing as how the other early reviewers have already made some great comments I'm going to keep this short and sweet. Put simply - this game is just absolutely awesome!!

So far I've been in the beta (prior to steam early access) and have had to force myself to stop playing on numerous occasions. I just didn't want to ruin the full experience - it is just so much fun and so very addicting - even at this early access stage. I've lost countless hours to it… and never regretted it for a moment. If you're a fan of classic RPGs, turn based combat, building and managing a party, gorgeous artwork, engaging story & a decent challenge (without it ever feeling like the AI is cheating) then don't wait another moment!

The quality of finish is excellent, the game is more than playable and (with this latest release) we’re actually mostly just waiting on a few more tweaks & balances rather than major content. At least, that's my understanding of things as they stand. Fear not though, if I'm somehow mistaken, you should be able to experience a good 50 hours or so (of the stated 100 hours) of solid gameplay right now. :-) Music, artwork, combat, story, etc for that first 50 hours of gameplay is already there... and freakin' awesome.

NOTE: There are multiple difficulty levels so don't be put off it seems a bit too daunting (eg. lower levels mean less requirement to manage party’s food rations, encounters may be composed of less challenging beasts, etc). All levels present a challenge, but seriously if you can pull off a #spoiler (cursed hounds) #end spoiler encounter or two at the higher difficulty setting, you'll actually congratulate yourself! In fact, you’ll probably start bragging. ;-)

PS: ha short and sweet. I just love the game too much to not keep writing about it. :D Also it wouldn’t be fair of me if I didn’t mention the excellent manner for which the developers have kept in touch with the community and given careful consideration to the provided feedback. This game is made by people who care & it shows!
Posted: August 5
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42 of 45 people (93%) found this review helpful
194.4 hrs on record
Early Access Review
Lords of Xulima is a game inspired by the golden era when "RPG" was synonym with "non-linear". When allowing the player to personalize his adventure (and characters) in a meaningful fashion, was essential. When combat was not for the faint of heart, and when artistic directions were commonly inspired by various styles.

Now the tradition is back and the result is surprisingly refreshing. There's a lot of fun to be had with Lords of Xulima; it is a game in a mold of its own. Some aspects need to be given a little chance, but if you look past the book's cover, you will find yourself captivated by a fantastic, challenging journey.

Posted: August 5
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38 of 43 people (88%) found this review helpful
16.0 hrs on record
Early Access Review
Lords Of Xulima is an isometric party-based RPG mixed with a few casual elements. For those looking for a game similar to the recently released Might & Magic X or last year’s Legend Of Grimrock don’t necessarily need to look further, because the combat is, as mentioned, turn-based and shown in the same way as those games (although not entirely) and even the difficulty can be hard for the unexperienced or unwary. Furthermore, the game plays like a mix of Hero Of The Kingdom (where you also have to collect herbs by casually clicking around) and classic RPGs, with your central hubs and huge amounts of quests to be completed.

As far as the gameplay is concerned: you walk around by clicking on the ground, or by using the WASD keys. By default your party moves at a low (read: walking) speed but by pressing and holding the Shift button you can let them run. You engage enemies by moving into their territory and if you’re walking into an area that originally belongs to the enemies random encounters will also appear. Here you can choose to fight, evade/avoid combat or to use a skill to hide. Obviously, the last two choices don’t always work and require on luck and in-game skills.
Besides fighting enemies you’ll find treasure chests and other loot. Some of these chests will be locked and can be lockpicked with your thief and or anyone who has this skill and enough lockpicks on hand. A small Minesweeper-like minigame will trigger.
You also have to take into account the food supplies. Collecting edible plants allows you to add a small amount of food to your supplies. This is shown in a circle in the bottom right corner of the screen. Fill it up and you can walk an entire day around without having to worry that you’re going to run out. Food is used for activities like resting and traveling and when it’s empty you won’t be able to use these as efficiently, or they may not even work altogether. So it is advisable that you fill it up for at least a few days because who knows where you might end up and when you might see the next town where you can eventually stock up again.

The graphics have a casual look. Some of the portraits could use a little work, but the world itself looks splendid and detailed. The combat seemingly uses 2D animations converted from 3D models (not sure, though) and they look a tiny bit wooden to be honest. Even if they are technically okay. Other than that I have no issues.

Navigation can be a bit hard but that’s mainly because you can get stuck or walk into objects that you shouldn’t get stuck into to begin with, like trees or stones. It doesn’t happen very often but it’s definitely noticeable when it does happen and sometimes you have to backtrack a bit in order to get past the obstacle.

The user interface isn’t always entirely clear or user friendly and therefore not as intuitive to use as it should be and some tooltips that definitely would’ve come in handy seem to be missing. It would’ve been nice if there was a checkbox for this in the Options menu or something. I understand they don’t want to hold your hand, but at least explain some of the buttons or mechanics for the less experienced gamers out there, or for those who have no idea what they’re looking at (trust me, once you’ve clicked a weird looking button you exactly know what to look for next time). I don’t think the interface should be part of the difficulty level (as you can see in the comments below you can right-click on most of the important things to get more information, but this doesn't work for everything you see unfortunately).
And why can’t I close ‘Level up’ window without having to select my skills and stats first ? Sometimes I just want to compare things before I choose. This should absolutely be optional, and not forced.
I’m also missing things like pop-ups when you level up and/or sound alerts. I know that this information is displayed in the upper right corner, but showing these events on-screen, in the center, in full detail gives a sense of progression and fulfillment. This is just a personal preference, of course.

The music is subtle and is well done. I think it fits the game well because half of the time I hardly even notice it. And yes, that’s a compliment. It all feels very natural and well integrated. The sounds used for the creatures and in battle are decent so far, and the narrator is doing a good job at telling the story sequences.

Finishing the story should take you quite a while. I’ve taken a look at the map and it’s pretty big. The game isn’t finished at the moment of writing this so we can’t experience the entire thing just yet. But I think it could easily take you anywhere between 25-50 hours. It’s hard to exactly pinpoint at this moment, and it also depends on what sort of gamer you are (do you want to complete all of the sidequests and explore every nook and cranny, for example). I’m somewhere between 8-15 hours into the game and I’m still hanging around near the beginning I think. So there’s plenty to do in this game.

Please bear in mind that this still is an Early Access title and despite its small flaws I’m 100% certain most of the things I’ve discussed will be (at least partially) addressed.
The game already feels quite polished and I had a great time playing it. So if you like lengthy party-based RPGs don’t forget to check this one out. It might not look like much judging from just the screenshots but you’d be surprised to see how much fun this game actually is.

[Rating: 75/100]
Posted: August 7
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30 of 31 people (97%) found this review helpful
49.0 hrs on record
Early Access Review
Lords of Xulima is a very interesting game. You would never guess from looking at the screenshots, but it's a very original and well-thought game, that takes lessons from old-school RPGs and adds some unique flavour.

For once, it has a very challenging combat and a nice mix of a Wizardry-like first person combat with isometric exploration, featuring traps, mazes and hidden passages. It also has one of the best resource management system I ever saw in a RPG.

Clearly the developers played hundreds of RPGs, and tried to fix issues that old games had. For example, Xulima has random encounters, but only on certain areas. And they are actually limited fights, that scale up in difficulty as you beat them. Defeat all enemies in one area, and it becomes a safe zone, and you even get some bonus XP. And the game is full of other "twists" like this.

So in short, if you like old-school RPGs try this game. It isn't revolutionary, but it's very well designed and clearly made with passion. If you want more details, I wrote a longer preview at the RPG Codex: http://www.rpgcodex.net/content.php?id=9560
Posted: August 13
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