User reviews:
Mixed (25 reviews) - 60% of the 25 user reviews in the last 30 days are positive.
Mixed (733 reviews) - 64% of the 733 user reviews for this game are positive.
Release Date: Nov 24, 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:

Why Early Access?

“As a crowd funded and crowd sourced game we have felt that an open form of development is critical to making this game the best it can be. Early Access on Steam will greatly increase our access to community members who can help make the game better and is a natural iteration of the early access we have been providing our backers for the last year.”

Approximately how long will this game be in Early Access?

“We hope to reach Beta by mid 2016 and launch shortly after that but we will not be launching until the product is ready.”

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

“The Early Access version is a monthly updated snapshot of the game in active development. That means there will be periodic data wipes and large balance changes. Single Player offline mode will only be available in the full version.”

What is the current state of the Early Access version?

“Shroud of the Avatar is currently in pre-Alpha. This game still needs a LOT of work, and will be under construction for some time. This means it won't feel like a finished game to you because some of the features are half-finished or missing entirely, the design hasn't been balanced, performance hasn't been optimized, lots of bugs to fix, etc. Joining now means participating in the development, not just playing the game”

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

“Prices may increase after Early Access.”

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

“We are in a constant dialog with our community and we allocate 30% of each monthly release to player requested changes. We also crowd source content including art, music, sound effects, code, etc. Contributors have a choice to be paid in real dollars or double the amount in add on store credit. Additionally as a sandbox the players have many opportunities to create in game events. To date players have created plays, sermons, quests, mazes, PVP tournaments, birthday parties, dance parties, hot tub parties, murder trials, town hall meetings, etc. with the in game tools.”
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Recent updates View all (226)

September 29

Release 34 Patch Notes: September 29, 2016

Release 34
Welcome to Shroud of the Avatar: Forsaken Virtues Early Access Release 34! Notes on what is in this release are available here.

September 29, 2016

Build Number 484 10:30 PM CDT
  • Fixed missing materials on one man band LODs
  • Fixed issue where the arms for the female one-man band would appear to fly straight outward when performing the walking play animation and viewed by another.
  • Fancy Riding Outfit Texture Cleanup
  • Added "FeedAnimals" emote animation to controller, fixed bad ID.
  • Added bow sound controller to bow items that were missing sounds.
  • Organ Grinder Texture Fixed
  • Elf child in Blood River Massacre tutorial is once again visible and able to be interacted with.
  • Fixed textures on the Street Organ on the Ornate 5 Piece One Man Band
  • Random Encounters: Fixed issue where players were appearing facing the exit
  • Because SOME PEOPLE ARE SO HORRIBLE AND BAD you can now kill cats. However, cats have 9 lives...
  • Dogs are now considerably more talkative.
  • East Perennial Trail: This scene now has a musicstack (swamp scene music), where before it had none.
  • East Perennial Trail: Added a few more bandits into the scene. Increased their help radius a bit.
  • East Perennial Trail: Removed tree crashing into house.
  • Fixed Page 3 of the ~Player Events~ book, under Dr DJ Celi, from "guitar rifts" to "guitar riffs".
  • Fixed bug that was preventing music playing in any scene
  • Turned up the brightness of all point lights in the game
  • PoT town criers will now correctly give 200 gold as reward for first bind.
  • Resurrecting pets - improved UI feedback
  • Fixed missing flute from telethon One Man Band, also adjusted hats to accommodate hair
  • Fixed bug that was causing free attack when picking up world items.
  • Oracle Daily Confession in POT Oracle Confirmatories will now give out gold (but still not experience)
  • Fixed deco surfaces in Lord Marshall Benefactor home.
  • Fixed issue with Viking cloak armor values-fixed similar issue with Rotten Flesh Cloak, Spider Web Cloak, Ornate Spiderweb Cloak, Virtue Cloak
  • Brightened light inside of 2016 Jack O Lanterns
  • Fixed missing materials on 4 Piece One Man Band
  • Jeanne's silver necklace can again be returned to her.
  • Adjusted drop rates on bone armor creature dropped components
  • Some of the higher end creatures are now more challenging
  • Tier 5 Wilderness Scenes: Many of the toughest wilderness scenes now a low-to-moderate chance for NPCs higher than tier 5 to appear in some locations. For example, a scene with bears has at least a 25% chance for Tier 7 (Obsidian) Bears to spawn.
  • Updated cocoon of night to cancel heal on movement.
  • Ardoris: NPCs in Ardoris should finally properly close doors as well as turn lights on and off.
  • Fixed invisible guards in Ardoris
  • Fixed Clipping and texture issues for the Dark Elves and their robes/armor

Build Number 483 4:00 PM CDT
  • Changed name from "Letter_Default" to "Letter Default"
  • Fizzle rate on Bone Armor changed to be half way between Leather and Chain
  • Fixes to Black Arrow dialog and barks
  • Vyncent the Ardoris castle guard now responds to name requests
  • Interrupt fishing when taking damage.
  • Can now equip One Man Bands on Female Avatars
  • Fixed being able to cast friendly spells on dead friendlies.
  • Changed reticle to use friendly target icon for all friendly targets, not just ones that have an interaction.
  • Fixed display time on effects for skills to display properly (ex. Discharge)
  • Fixed music in front-end screens
  • Fixed Stovepipe hats creating bald spots
  • Fixed list filter input field bug - enter key now submits the input instead of adding a new line character
  • Cleaned up leg (a little bit) on female field dressing. Arm no longer intersects thigh.
  • Fixed one man band hats and shirts floating and texture issues
  • Fixed Abigail in Soltown referring to Charlotte's location.
  • Crank mechanism added to Ornate 5 Piece One Man Band
  • Fixed Ice Field visuals to center on targeted area properly
  • Set crafted gravestones to be POT decos
  • Fixed Avatars not updating for others in the scene when using ladders
  • Soltown worm salesman now has his own unique dialog.
  • Fixed animation issues with One Man Band
  • Ardoris: Added chairs in front of fireplace and set Samael and Kardan up to use them. Moved Fiona. Swapped out table for slightly smaller one, changed its orientation and swapped bench out for single chair. Removed chair interest from Fiona FitzOwen to keep her from trying to take Samael and Kardan's chairs.
  • Brittany Central: Fixed incorrectly shifted NPC house. Moved For Sale signs that were blocking doors to some Row Homes.
  • South Drachvald Spur: Fix for enemies going inside mountains due to skills that move enemies (Knockback/Gust/Push)
  • Recipes for Marching Band Outfit: 2 shirts, 2 hats
  • Brittany Sewers & Brittany Graveyard: Fixed teleporter door from crypt in Brittany Sewers to Brittany Graveyard.
  • Fixed related crafting flags
  • Recipe for Spider Leg Wearable Cloak
  • Recipe for Stovepipe Hat
  • Added raw meat to butchery merchants
  • Fixed Ornate Spider Legs wearable going into Chest slot instead of Back slot on Female Avatars
  • Fixed "E" interact hotkey bug - Now we only perform a Take All for open loot containers and chests on lots, not for open containers nested in the player's backpack
  • Auto attack now only happens for creatures that are hostile toward you, or are your selected target.
  • Fixed decoration issues with Edelmann benefactor house.
  • Fixed shutters eclipsing window panes in Rowhouses.
  • Brittany Wharfs: Covered up hole in terrain.
  • Fixed visual bugs with Elven 3 and 4 story Rowhouses.
  • Fixed missing stair collision in Stucco two story w/ alcove Rowhouses.
  • Fixed impassable space in Aerie tavern
  • Estgard: Fixed terrain bug preventing you from accessing bridge.
  • Fixed taming over a summoned pet - now removes summoned pet
  • Fix for Accordions not showing up on character sheet
  • Trophy Heads: Added Bear & Wolf Trophy Head recipes and those creatures now drop specific heads for the trophy decorations
  • Necropolis Entrance: Removed invisible wall
  • Crypt of the Avatar: Fixed bug where if you chose "Start on World Map" on return it would send you to Hidden Vale instead of Novia
  • Kingswood, Shadowmist, Highiron, Lochfield, Greyacre, Greystone, Holtrot, Righ Inis, and Valemark: Flattened player lots in 5 locations.
  • Owl's Nest Mine: Pushed table closer against wall to fix stuck spot
  • Fixed some typos on Wax Cylinders for Custom POT music for Rat's Nest
  • Fixed Lamp SFX generators to be 3D so they would not play on load and not create random loud noises during game play
  • Adjusted albedo color on guards, which was dimming materials too much
  • Added footstep events to bow run cycles so there are now footstep sounds for bow combat
  • Updates to Names Blacklist
  • Moved ladder in 3 story Viking Rowhouse to more realistic position.
  • Recipe for Training Dummy
  • 2016 Spooky Soundtrack
Known Issues
  • Some items listed in the R34 instructions are not in the game yet including:
    • New POT templates in the POT Submission Form
    • Stone Ruins (recipe and Add-Ons)
    • Bagpipe Recipe
    • Some of the Fireplaces (Add-Ons)
    • Ornate Marching Band Shirt and Hat (Add-Ons)
    • Ornate One Man Band (Add-On)
    • Ornate Accordion (Add-On)
    • Ornate Spider Leg Wearable (Add-On)
    • 3 and 4 Story Elven Row House Bundles (Add-On)
    • /sigh emote learnable from NPC
    • 2016 Jack O Lanterns and Masks (Add-On)
    • Zombie and Ghost Pets (Add-On)
    • Elf Mask (Add-On)
    • Spider Web Cloaks (Add-On)
    • Dead Trees (Add-On)
    • Gallows (Add-On)
    • Dungeon Iron Cages (Add-On)
  • Oracle Confessions don't work in POT Confirmatories
  • Various visual anomalies with all versions of the One Man Bands
  • Various issues with Sound Effects and Music (sfx not effected by volume sliders, odd popping noises, no music in main menu, etc)
  • Portable Aetheric Amplifier (aka Headphones) will sometimes stop working
  • AMD A8 Graphics Chipsets do not work with Unity Games including Shroud
  • Crafted Street Organ does not work
  • Fire Arrow icon not visible in tutorial
  • Using the Mirror on Isle of Storms can crash sometimes
  • Novia Overworld rework has introduced various stuck spots, incorrect collision and “exit into the air” issues
  • Some UI text is not wrapping correctly
  • Rain is coming through the roof of some buildings
  • The new Targeting system still has various issues that need fixing
  • Pathfinding is breaking in some houses and basements
  • Local chat is failing in some situations
  • Many SFX are not properly tied to the sound volume controls.
  • Lighting and fog levels are still being tuned to work with the new weather system, expect anomalies
  • Death and Resurrection do not work properly in the team arena
  • Water lots in Dynamic Player Owned Towns can currently only be placed along shorelines, not on docks
  • If your video drivers are out of date characters will appear as if they are covered in triangles.
  • Some cities are experiencing performance spikes
  • Some pledge, add on, and stretch goal items have not yet been built and/or do not yet have tech support.
  • The update to Unity 5 caused a host of general texture and lighting related issues, and not all of these have been resolved.
  • Distant tree billboards may have a white outline that is especially noticeable at night, and some trees may shimmer with white at night.
  • Skin tone will sometimes not match properly on different parts of the body
  • ALT key can no longer be bound. This was necessary to re-enable quick self cast with ALT

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September 29

Q4 2016 Schedule Update

[From a forum post by Starr "Darkstarr" Long]

Greetings Avatars,

As we have stated previously, our goal is to once-per-quarter post an updated schedule for our monthly releases. Even though these goals will likely change somewhat as we react to feedback, we feel it is important to provide you an updated roadmap periodically.

Our goal continues to be to deliver our backers content each and every month so that we can get feedback and use it to iterate improvements. This continues to benefit the game, sometimes with sweeping changes like the switch over to use-based advancement. Meeting that monthly goal is our highest priority, but we require flexibility in our deliverables in order to meet that goal. As you have seen in previous releases, sometimes we push things out, but we also often pull new things in.

For the fourth quarter of 2016, we will continue to polish the Path of Love while moving on to the Path of Courage. We will continue to expand Crafting with focus on Cooking, Food, Agriculture, Alcohol, and Fishing in particular. Combat will continue to be balanced and will expand to include cover as well as a refactor of Damage Types and Resistances. Town Sieges and Roving Encounters will also come online to greatly expand our feature set.

As always, all dates, durations, and deliverables are subject to change as we adjust our designs based on direct feedback from you, our backers.

RELEASE 35, October 27, 2016

  • Story: The Path of Love will continue to be polished with a focus on the Tower of the Shuttered Eye along with continued work on Ardoris. We will also continue polish on the Path of Courage.
  • Multiplayer Combat Balance: A pass will be made through combat skills, creature stats, player stats, advancement rates, zone difficulties, and other values for continued balance of multiplayer combat. We may also create additional skills, spells, and combos.
  • Player Towns & Player Housing:  POT Owners will now be able to select from a set of start points for their town. Also, new housing content will appear; including new Elven homes for the Elven bundles and Testing Incentive Program decorations. Finally, updates to Dynamic Player-Owned Towns that have locked submission forms will appear in the game.
  • Offline Reward Delivery: Reward delivery for Offline Mode will become available to players using this mode to play.
  • Roving Encounters: Potential encounters (wandering merchants, monsters, etc.) will appear on the overworld for players to engage (or avoid).
  • Crafting: Cooking, Food, and Agriculture will be the focus of Release 35, with one of the major goals being the reduction in reliance on purchasing ingredients from NPC merchants to cook food. This means increasing the number of plants in Agriculture and polishing Agriculture itself, including the addition of features like water harvesting. We also hope to add Alcohol recipes and Teachable Recipes. Finally, the visual effect for items that have been Enchanted or Masterworked will be redone.
  • Character: Ardoris will be the first city where we begin adding region specific clothing (Japanese themed) for the residents, including unique armor for guards, clothing for citizens, and regalia for royalty. Work will also continue on Summer Telethon items, including Flaming Bagpipes and Firedancing.

RELEASE 36, November 17, 2016
  • Story: Path of Love polish will continue but primary focus will begin shifting to the Path of Courage with special attention on Estgard. We also hope to have the new PVP area begin coming online with the town area first.
  • Combat: We plan to refactor how Damage Types and Resistances work to better balance different weapon types, spell schools, and creature types against each other. This will also improve the variety of crafted items.
  • Player Towns & Player Housing: Towns with player housing will now dynamically update their icon on the Overworld based on various data, including number of claimed lots and online population. Additionally we will continue to expand the Dynamic POT Tool set. Also Obsidian homes for the Obsidian bundles will come online. Finally, updates to Dynamic Player-Owned Towns that have locked submission forms will appear in the game.
  • Crafting: Crafting will be refactored to include the new Damage Types and Resistances. We will also add more Enchantments and Masterwork modifiers, including some related to Celestial Mechanics.
  • Character: We will begin work polishing the Kobolds and updating them to better reflect their lore (much of the technology in Novia can be attributed to them). We will also work on the Testing Incentives Program Wearables and Summer Telethon items.
  • Social: Guilds will now be able to form alliances with each other and we will be introducing a new default guild for all new players called the Outlander Guild.

RELEASE 37, December 15, 2016
  • Story: The Path of Courage polish will continue with focus on Harvest and Resolute. We will also continue expansion of the new PVP area with the addition of the dungeons area. Finally, the NPC Conversation System will be getting a much needed refactoring and polish pass.
  • Town Sieges: The first iteration of Town Sieges will come online where periodically you will have to fight through battle lines to get into and out of a town under siege by the 8 Obsidian Cabalists.
  • Combat: The cover system will be introduced and will modify attack and defense values when you (or your target) are behind cover.
  • Player Towns & Player Housing: The first iteration of Player Owned Town Blessings will go live where monuments placed in POTs will grant long term buffs whose power and/or duration will be based on the population of the town. Also, more Obsidian homes for the Obsidian bundles will appear. The ability to Rent Rooms in a player home will start to become available to homeowners. Additionally, work will begin on the first Static POTs. Finally, updates to Dynamic Player-Owned Towns that have locked submission forms will appear in the game.
  • Crafting: Fishing will get an expansion and polish pass. We will also expand weapon recipes to include more visual variants (Elven, Norgard, Obsidian, Kobold).
  • Character: Valhold will be the second city where we begin adding region specific clothing (Viking themed) for the residents, including unique armor for guards, clothing for citizens, garb for merchants, and regalia for royalty. We will also begin introducing the first of the Obsidian Cabalists.

We continue to be incredibly thankful for the support we receive from this amazing community. While the funding you provide makes all of this possible, it pales in comparison with the faith you have in us, the feedback you provide us, and the content you are making for everyone to enjoy. We are humbly grateful, and we cannot wait to see you again in New Britannia!

Before I go, I wanted to include an excerpt from my original post about our Early Release Schedule that is important to set the framework for our ongoing schedule:

As a crowd funded and crowd sourced project, we feel it is incredibly important that we provide our backers with information and access well before game studios would normally do so in a traditional development model. Traditionally, the players are given information and access only after the development team has already decided exactly how things will be done, and at times, even after it has already been implemented. By the time the public normally has access to the product, there is usually no time to meaningfully react to the public feedback.

Shroud of the Avatar is different than the traditional model, as we intend to offer our backers extremely early access to information and even the game itself. With that said, we also want to be very careful that we only provide access to portions of the game when they are ready for a wider range of feedback. If we can play it internally and we know it is not ready, then there is nothing to be gained by having a wider audience come to the same conclusion. In fact, it could be quite damaging to do so.

Our strategy over the next few months is to provide you with focused and iterative releases of content. Your feedback during these releases will be critical to making the final product the best it can be, and we appreciate that you are all so willing to devote your time to helping us. With each release, we will have specific tests we will ask you all to make. As we get closer, we will send instructions on how to download, install, report bugs, etc. After each release we will review the results and reevaluate the plan including the duration of availability of each release. Please note that game data will be wiped periodically during early access.

It is important to note that all dates, durations, and deliverables are subject to change.

Starr Long
Executive Producer
Shroud of the Avatar

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About This Game



Shroud of the Avatar: Forsaken Virtues is a new type of third person fantasy RPG that combines a single player narrative with a sandbox MMO. It is being created by a team that includes: Richard "Lord British" Garriott the creator of the Ultima series, Starr Long the original Director of Ultima Online, and Tracy Hickman the author of the beloved Dragonlance Novels and Dungeons & Dragons modules.

  • Episodic Content: Shroud of the Avatar will consist of five episodes that will tell a series of virtue based stories created by Richard Garriott and Tracy Hickman. All supported by a series of prequel novels starting with Blade of the Avatar. Forsaken Virtues is the first episode (this is what you are purchasing access to).
  • Single Player Offline Mode: Players will adventure through over 40 hours of story in an interactive world where their choices have consequences, ethical paradoxes give them pause, and they play a vital part in weaving their own story into the immersive world and lore surrounding them.
  • Selective Multiplayer Modes: If you want to go through the story online you can play with everyone in a single world with three different online modes (Single Player, Friends, and Open).
  • Classless Character System: Vast customization options with hundreds of skills and spells in over 20 different skill trees.
  • Skillful Combat: A new way to prepare and fight in an RPG by building custom decks of skills and dynamically activating them in combat.
  • PVP: Consensual with Open PVP flags, zones, and Guild Warfare.
  • Player Housing: Non instanced, finite, and embedded in the world with multiple group living options.
  • Player Driven Economy: Deep crafting system where the best items are made by players and player items are the main source of loot found in the game.
  • Pay Once to Play: No subscription fees. Each episode (released approximately annually) is a one time fee and everything in the game can be purchased with in game gold that can be earned (except for some exclusive backer rewards).
  • Social: Full Guild System, Highly Active Community and Player Owned Towns.
  • Crowd Sourced & Funded: Support the project by contributing content (and receive compensation) or by pledging (and receive exclusive rewards).
  • Open Development: Players help shape the game by giving feedback on monthly early access releases, videos, weekly updates, blog postings, forums, chat, etc.


Shroud of the Avatar: Forsaken Virtues is currently in pre-alpha so there are a lot of features and content still to be built. Even the current content needs polish and balance. On the last Thursday of every month we release a major update to the game that includes new features, new content, and bug fixes. We update the schedule for these on a quarterly basis with a final update for each release the day before it goes live.

Current Version

  • Housing: Purchase property and a wide variety of buildings to place there. These can be customized with hundreds of items (paintings, crafting stations, chairs, tables, food, plants, fountains, statues, lights, etc.). Players can also set permissions that allow them to share this property with other players. Higher level pledges begin the game with property and house deeds. (Find out more at www.shroudoftheavatar.com)
  • Crafting: Gather and refine resources to craft a wide variety of objects including weapons, armor, potions, food, and furniture.
  • Player Trading: Trade with each other for items or gold.
  • PVP (Duels and Zones): Fight other players in Open PVP zones of the map or 1 on 1 duels in any location.
  • Dual Scale Map: Explore the world by walking across a map (aka The Overworld) like old school RPGs with random and roving encounters mixed among named points of interest.
  • Combat and Magic Skills: We have over 100 skills in a wide variety of combat and magic schools including Blades, Fire, Water, Life, Polearms, Shields, etc.
  • Multiple Online Modes: Play how you want in one of two modes: Single Player Online or Open Multiplayer Online.
  • Character Customization: Customize your character's facial features, hair style, hair color, facial hair, skin tone, and gender. Also express yourself with a vast array of different gear that when equipped shows on your character. (cloaks, armor, weapons, hats, tools, torches, etc.)
  • AI Behaviors: Archers will try to maintain distance, warriors will try to surround you, Liches will summon skeletal allies, and villagers will turn on lights when night falls.
  • Advancement: As you gain experience fighting and questing you gain levels which give you skill points that you can use with a trainer to purchase new skills or to raise your attributes.
  • Hint System: Each time you attempt something for the first time a hint will appear with basic instructions (this can be disabled in options)
  • Fully Interactive World: Every attempt is made to make the world respond to you. All the lights you see can be turned on and off, doors can be opened/closed/locked/unlocked, objects can be taken from shelves/tables/etc.
  • Dynamic Lighting: Time of day changes as you play along with all light sources casting light in a realistic fashion.
  • Summoned Allies: Certain schools of magic can summon allies including Ice Elementals, Fire Elementals, Liches, and Skeletons.
  • Control Points: Grab control of Vertas Pass and see how long you can hold it against ever increasing waves of Dark Elves.
  • Emotes: Express yourself with a wide variety of emotes including dances, bows, laughs, bows, yawns, etc.
  • Guilds: You can form or join a guild
  • Banks: Store all your gear and loot when it gets too heavy to carry around.
  • Character tied to Pledge: All versions of the game (aka pledges) come with special rewards (gear, houses, titles, emotes, etc.).
  • Player Owned Towns: Players can purchase and customize from templates their very own town.
  • Player Vendors: You will be able to set up NPC vendors to sell the goods you have crafted or found adventuring.
  • Player Made Books: Write your own book in the game and pay in game gold to have it published widely.
  • Dye-able Gear: Customize your gear by changing the colors.
  • Crowd Sourcing Create content for the game (music, sound effects, and art) and be paid for it.

Future Updates

  • Story: A rich narrative that presents you with complex moral choices will come online closer to launch.
  • More Scenes: Many additional scenes will come online including cities, dungeons, deserts, arctic areas, swamps, fortifications, battlegrounds, etc.
  • Performance: Continued optimizations as well as sophisticated fallback routines will greatly improve performance.
  • More Magic & Combat Skills: More skills will be coming including the Chaos Magic School.
  • Localization: Support for multiple languages.
  • More Creatures: More creatures along with multiple variations and new behaviors.

We estimate reaching a Beta version with all features and content sometime in Q1 2017. All features and plans listed here are subject to change. We may modify, add or remove features as we see fit during the development process.

Website for more information: www.shroudoftheavatar.com

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7 64 bit or newer
    • Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHz
    • Memory: 6 GB RAM
    • Graphics: DirectX10 Compatible ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
    • OS: Windows 7 64 bit or newer
    • Processor: Quad Core Processor 2.4GHz or faster
    • Memory: 8 GB RAM
    • Graphics: DirectX10 Compatible AMD Radeon HD 6850 / NVIDIA GeForce GTX 550
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
    • OS: 10.8.5 (Mountain Lion), 10.9 (Mavericks)
    • Processor: 2.2 GHz Intel Core 2 Duo (Dual-Core)
    • Memory: 6 GB RAM
    • Graphics: ATI Radeon HD 3870 / NVidia Geforce 640M
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
    • OS: 10.8.5 (Mountain Lion), 10.9 (Mavericks)
    • Processor: 2.2 GHz Intel Core 2 Duo (Dual-Core)
    • Memory: 8 GB RAM
    • Graphics: ATI Radeon HD 5870 / NVidia Geforce GTX 775M
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
    • OS: Ubuntu 10.10 or newer officially but most linux flavors supported
    • Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHz
    • Memory: 6 GB RAM
    • Graphics: ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
    • OS: Ubuntu 10.10 or newer officially but most linux flavors supported
    • Processor: Quad Core Processor 2.4GHz or faster
    • Memory: 8 GB RAM
    • Graphics: AMD Radeon HD 6850 / NVIDIA GeForce GTX 550
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
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52 of 66 people (79%) found this review helpful
Not Recommended
367.0 hrs on record
Early Access Review
Posted: September 4
The game needed persistence to increase the engagement with players. Sadly the game was not ready for persistence with broken combat skills, economic turmoil and not variety within systems like combat, crafting or gathering. This would not result in a negative review, if it were not also for the way they handle the challenges that come with a highly monetised persistent Pre-Alpha, or however they wish to term it now.

Early Access is very true here, but with a live game, the developers do not know how to handle game balance on a 'live server' and swing widly and often with drastic changes to gold gain, taming and mining. No one disputes adjustments were needed but taming was made a dead skill tree, not 'balanced'.

Gold gain reduction has me in a place where I must grind easy mobs for gold for 2 hours a week to keep rent payments up to date or my $80 add on sits in a bank, worthless. This grind is considered an example of 'Risk versus Reward'. The risk beinbg falling asleep while spending hours ferrying loot for handfuls of gold. The only real risk is spending hours playing the game and not getting anywhere because of repair and reagents because you do not wiki search for the 'best loot grinds'.

A proposed solution to the above when this feedback was provided was to buy premium currency at a rate of $1 per week to skip the in game gold grind.

This same currency (Gold Crowns of the Obsidian) can be sold to players for gold to avoid the nerfed gold grind even more so. A way to keep up with the repair costs, the magic reagent cost and purchase the raffle tickets to get the Lot Deeds being 'reffled off' by Portalarium

Game direction takes queues from players well invested in the game, at the expense of lowere pledge players, let alone new purchasers. See the cave from giving everyone a free raffle ticket to win land to place a house. A result from being under pressure by those with lots of ingame gold buying into a 'raffle' and assuming the odds were favorable as gold is hard to earn without a great deal of ingame experience. A raffle should not reward such expectations. They should have had NPCs buyback Lot Deeds from players who were now unable to 'game' the system, rather then further make it harder for new players to own any land. But it is a timely example of how the game is directed.

Housing is nice and enjoybale. But crafting items to furnish require hundreds of trees and ore. One table is 4 wooden boards. 2 Wooden boards is 1 Piece of Timber. One timber is six wood. Do the math and you need 12 pieces of wood for a table which, unless you have very high lumberjacking or tools purchased on the add opn store for RMT, you are chopping down on Average 12 trees for the wood to make one tbale.

And you still need 2 Wooden Poles, which are another 4 timber and another 24 trees to make the legs for the table.

36 trees to make one table, now it's time to make the chairs.

Each step is a gold sink using non farmable fuels as well, feeding into the economic drain. Equipment is much worse then this as well with components being far more intense in use of materials and fuel.

You can buy tools and gathering items that are indestruictable in the store. These are not small transactions, but cost over $100 if you wanted a full set. They also only sell them in predefined sets so you can;t just buy what you prefer.

Kickstarter backers are selling pledge items for both ingame items and real money. Comission free vendoprs (Think Auctiuon House Listing with no taz) are selling for about $140. Lot deeds are being sold, rewards for testing releases are for sale, everything is monetised whether by players or developers.

Quests are currently limited and lack depth. Most being fetch quests, fedex quests or kill quests. None of it changes the world and even bandits you 'help' don;lt change their attitude towards you. *Early development*.

Combat is unbalanced but it's early access. Wait until they refine it if that's important to you.

The map has inbvisible walls and unexpected paths through mountain cliffs and so on.

I don;t want to go on, but that's the state the game is in as far as I wish to represent it.

There is potential, but I feel it requires the development to shift focus to longevity and access of new players when this is in opposition of 'old money' protecting their status.

If that doesn't change, there is no reason for new players to join
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19 of 24 people (79%) found this review helpful
1 person found this review funny
Not Recommended
34.0 hrs on record
Early Access Review
Posted: September 22
As i thought, this game not even close to Ultima Online. Even Lif closer to UO then this ♥♥♥♥. Stupid towns with millions useless houses looks like labyrinth, farm 24/7, and donate donate donate. I have payed ~30$ for this game, moreover i should donate after this??? actualy i want my money back. THIS IS NOT ULTIMA ONLINE. And developers sell this game only because people think so. Say thx to fans of UO. Otherwise you wouldnt sold any copies of game.
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25 of 35 people (71%) found this review helpful
2 people found this review funny
Not Recommended
465.3 hrs on record
Early Access Review
Posted: September 16
A MMORPG lives and dies by its community.

Unfortunately Shroud has two very vocal groups within its community which are causing irreparable damage to the game.

These vocal groups have access to the developers through a constant presence in Discord developer area and through direct communication at some of the higher 'backer levels'. One of the things they are the most protective of is their access to the developers so that the 'lesser players' don't influence the developers or the game.

The Whales/Entitlement Crowd:
This group of players are mainly concerned with protecting any perceived entitlements that they have such as developer access, the only world chat (Noble chat, majority of players don't have access to any world/general chat), restrictions on decorative purchases from earlier in early access (remember the game still claims to not be 'released' yet). Many in this group seek to profit or protect their profits from their privileged positions.

The Immersives:
Closely related to the Entitlement group are the Immersives, often the worst of the players belong to both or use the excuse of immersiveness to protect their entitlements. Through the claims of immersiveness we see many restrictions on the game such as no global/world or even a proper regional chat. Players in this group often like to claim that things ruin their roleplaying experience in order to make the game less fun to play or restrict access to certain game features.

Finally the game itself has some very real problems:
Very small players base (Peak Steam numbers list the population at around 300, with information from other sources including the developers showing that 50% or more of the population is on Steam. This means that at most 700 people are playing the game at any one time (including both steam and direct at the same time).

The feeling of a dead world also exists due to some poor design decisions that see most players playing in either singleplayer or friends only mode so it's rare to see other players. Coupled this with no global/world chat means that new players quickly feel isolated and leave the game. The immersive crowd push to maintain this isolation via arguing against a global/world chat and also against auto multiplayer mode in places like the overworld map (where there is no combat) and NPC cities (which likewise are entirely safe from either monsters or pvp).

The game is still in development and lacks a large amount of content, the game is funded through sales of items and player housing through the 'addon store' - due to the low playerbase and the problems brought about by the Entitlement and Immersive Crowds the game is unlikely to grow and the funding that has been sustaining the game to this point is likely to dry up over the next 12 months.

Shroud also has been built on the unity engine, and the flaws with that engine for mmorpg design are apparent with a large amount of loading screens being needed. Animation are poor and the graphics are so-so.

A robust crafting system could also help to save shroud, but again it has been sabotaged by poor decisions such as having better items being available through the add-on store rather than being crafted. (For example home decorations etc).

In summary, avoid this game.
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18 of 25 people (72%) found this review helpful
1 person found this review funny
Not Recommended
45.8 hrs on record
Early Access Review
Posted: September 22
Product received for free
The Game is Highly designed for those that pledged early in the game as they have recieved the good houses and lots. Also, If your looking for a lot/Home, good luck. It's for only a few to have, as one person can have many Lots/Homes.
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13 of 16 people (81%) found this review helpful
1 person found this review funny
Not Recommended
4.9 hrs on record
Early Access Review
Posted: September 28
I bought the game for 37 Euros to play the beta. After 2 days i have to pay again to be able to play the beta.

Thats ridiculous.
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15 of 21 people (71%) found this review helpful
1 person found this review funny
Not Recommended
25.2 hrs on record
Early Access Review
Posted: September 22
Getting there...but not quite there yet. Give it MORE TIME before you put down cash.
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16 of 23 people (70%) found this review helpful
1 person found this review funny
Not Recommended
39.1 hrs on record
Early Access Review
Posted: September 19
Game reminds me of my old Everquest days. hail and chatting with the NPCs. In it's present state it's very boring and extremely grindy. I put in about 39 hours before finally giving up. There isn't enough content yet. It's not an open world game, so there is a lot of "zoning". I don't see this game bringing in the crowds because it's so niche to the old school hard core RPers.
I will revisit the game later, but i'm not hopeful.
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14 of 21 people (67%) found this review helpful
1 person found this review funny
Not Recommended
25.6 hrs on record
Early Access Review
Posted: September 20
If the updates fix my biggest issue then I will update my review but as of right now you need to be pretty high level fighter in order to mine ore, or at least to get to the ore veins, unlike UO back in the day where you could mine pretty much any rock this game requires you to fight your way through a dungeon first in order to find a few ore.

I can't recommend this game because it requires FAR too much time to commit in order to reach a decent level of wealth, the price is too high for the lack of playability, and It's built for a very specific crowd.

P.S. what's the deal with the card decks? How does that make any sense? (your skills kinda pop in and out of existence...)
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17 of 28 people (61%) found this review helpful
3 people found this review funny
Not Recommended
199.2 hrs on record
Early Access Review
Posted: September 15
Don't waste your money. This game is horrible in it's current state.

The devs only care about the insane people that spent $1000s on the game.

The forums are a mess of fanboys that will attempt to crush any dissension(hilarious badly).

Unity was an absolute terrible choice for the engine and it shows in almost every part of the game. The lag is unacceptable. The character animations are BAD. The combat is horrendous.

It’s a confusing grindy nightmare.

Every scene is instanced, meaning every time you leave an area and travel to another it is both tedious and annoying. You will spend more time loading scenes then actually playing the game.

The overland map is BORING and almost completely pointless.

Almost every system is broken in some noticeable way. The economy is in shambles and it's only a couple months into persistence.

The rich players have their own forums that are only accessed by paying stupid amounts of money(real money). Decisions are made that only help the rich get richer and make the poor(people who didn’t pay hundreds or thousands of USD)so frustrated they quit.

Unless you like to play dress up and Barbie dream house with a bunch of 50+ year old weirdos, I would skip this game entirely.

While it may be early access, I have serious doubts they could even remotely fix it at this point.

Richard Garriott is either blind to the fact that his new game sucks or just flat out doesn’t care and wants money. Starr Long is a delusional relic from the past.

If you are fan of Ultima or Ultima Online, Don’t buy this game thinking you are getting anything close to it.

Ultima is dead and Garriott helped kill it.
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18 of 31 people (58%) found this review helpful
2 people found this review funny
Not Recommended
30.9 hrs on record
Early Access Review
Posted: September 11
Forsaken virtues is right - forsake your virtues with your credit cards.

It is like the majority of the features implemented in this game were done to destroy the typical QoL aspects of most games today. Immersive roleplaying is paramount here, your frustration breaking-point is not. Do you like to know where you are in the world and where you are going? No! No map! Do you like to be able to stash your insane number of items in the closest bank to where you are adventuring? No! No linked banks! I could go on, but it isn't necessary to do so; you get the picture.

Imagine, if you will, coordinating with your brother to spend enough money to buy a plot of land and a house in a game that is in 'Alpha'. You log in and are immediately disgusted by the character visuals in the creator. I've seen better character models in Paper Mario. After playing Witcher 3, it's like I went back in time. A previous review mentioned Maple Story - Funny - even those graphics are better.

Once my brother and I slugged through the tutorial, my impression on the graphics improved a bit. The characters are still vomitous but the environment and landscaping is pretty impressive. We spent hours traversing through towns of this infantile game to discover that any land plots we were dreaming of had been taken. Well if that isn't circa UO-97/98, I don't know what is.

After hours of searching we eventually placed our house. Fantastic! Another couple of hours were spent decorating our new home with rewards we had received for our pledges. I even went to the cash shop to buy some trees. You know, you can never have too much green. Plus I wanted to cover up the ughly town-house exterior of pleasantville with a little bit of uniqueness. This was only to discover that 2 of the trees in the package wouldnt even fit on the lot.

Then we logged out and went about our busy lives for a couple of days; you know, looked after our kids, worked at a job, paid our property taxes. When we logged back in we were shocked - we owed property taxes for our home in-game!! Woah, talk about immersive!! Well, I guess we better go farm up some cash!

We ventured out with our newly created characters and our 5,000 gp debt. We killed 1...2...5....10...20....50 skeletons. Surely, after 50 monster kills we must be nearing our debt oweing! Well, apparently 50 skeletons x 10 gp = 500; I guess we have 450 monsters to go. Hopefully we can kill these things faster than our debt increases. Good thing they haven't implemented interest yet. I wonder where we can find loan sharks?

Clearly killing monsters for money to cover property taxes is not feasable for a new player. Lets go try crafting! That mine in Owl's Head looked promising. One vein equated to one ore. After 4 hours of mining, we were shocked to discover the following formula:

1 Plate Chest Piece = 10 metal(i'll use iron) sheets, 1 coal, 1 metal binding
10 iron sheets = 30 iron ingots, 10 coal, 1 sheet mold
1 metal binding = 1 iron ingot, 1 coal
31 iron ingot = 124 iron ore, 31 coal, 1 ingot mold

That's right, to make a chest piece you will need to hit up at least 124 iron veins. In the meantime our tax debt is increasing. It's a good thing that to get out of the mine, (to get back to our local bank on the other side of the planet) instead of needing to run accross two huge zones, loading sotamap.com (since there are no maps) to find out where the hell we are going and zoning twice, we can just log out then log back in and click "start on world map".

I don't have the patience for this game. Call me an impatient child if you will. The reality of the matter is that I am 35 years old with two kids. I do not have the free time to spend 4 hours mining, 20 minutes running back to my town and another 15 minutes at the crafting station to make 1 chest piece (which doesn't even sell for the equivalent of the materials that went into it btw). If you do, all the power to you. Ultima Online successor - pheh. I found more enjoyment sitting around town playing random ABC songs on my lute to absolutely no one in the largest, yet barren, town the game has.
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Recently Posted
Acaelus Fireharp
3,060.7 hrs
Early Access Review
Posted: September 29
Shroud of the Avatar is the most engaging MMO I have played for a long time. Since the game is still in development, do not expect something that is perfectly balanced and bug free (at the time of writing), but do expect an exceptional crafting system, a great community, and a development team who listen and act on the input of their backers.

There are a few bad reviews left for this game, which think is unfair. The game is 100% crowd funded, and the developers have performed nothing short of miracles, in creating a game that even in an unfinished state, far exceeds what should be possible given the budget. This game has massive potential, and I think like other Lord British titles, people are going to be playing it for years to come.
Helpful? Yes No Funny
2.1 hrs
Early Access Review
Posted: September 29
Cash grab game.
Helpful? Yes No Funny
40.1 hrs
Early Access Review
Posted: September 27
This is vintage Richard Garriot (creator of the Ultima Series). I could almost call it UO-2. It is a game that makes you think. There are no "quest hubs" or "quest givers" you must explore and talk to everyone. Some may have a task for you (quest) but you will not know until you talk to them.

The graphics are stunning, the crafting is great. Its definately worth taking a look at.
Helpful? Yes No Funny
445.9 hrs
Early Access Review
Posted: September 25
A great MMO, but not for everyone. Things are difficult and they take time. And the game is far from finished.

That being said, the feeling of actually caring about the development of my character and the freedom of doing what ever you want, is something I have not felt in any other modern MMO. Things take time and there is no instant reward for everything but if you want to experience the best community any MMO has ever had and a true MMO world, with the true feel of the old classics, step in.
Helpful? Yes No Funny
191.8 hrs
Early Access Review
Posted: September 25
NICE GAME.. i enjoyed it every minutes of it. highly recommened for MMO lovers.
Helpful? Yes No Funny
143.1 hrs
Early Access Review
Posted: September 24
Great game! Feels like UO.
Helpful? Yes No Funny