Hack & slash distilled to its purest form. Devilishly charming and fun as hell. Slay the armies of darkness in the dungeons below the Old Cathedral and save the terror-stricken Paperverse from the clutches of the Archdemon himself.
User reviews:
Mostly Positive (15 reviews) - 73% of the 15 user reviews in the last 30 days are positive.
Very Positive (325 reviews) - 93% of the 325 user reviews for this game are positive.
Release Date: Jul 28, 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?

“Book of Demons has been in development for roughly 3 years, and since all the core features are already in place, we’re now at a point where we need feedback from our players: your feedback! We have lots of ideas about how to enhance the game, but we need help deciding on priorities.”

Approximately how long will this game be in Early Access?

“This will depend on the feedback from the community, but basing on the current state of the game we hope to be ready for final release at the end of this year, or at the begiining of 2017.”

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

“In the full version of Book of Demons, the player will be able to choose between 3 character classes (currently two classes are playable) all with unique class skills, will encounter more kinds of enemies while exploring the dungeons, and will have the option to master quests on higher difficulty levels. Apart from this, we will be constantly polishing, balancing and fixing the game. We also have some ideas for new major features (such as a level editor) that we would love to add, but these will depend on how smoothly finishing the game will go.”

What is the current state of the Early Access version?

“The day one features of the Early Access version include all the core mechanics, the whole single-player campaign, and the Freeplay mode. It lacks some of the content like Rogue character class, some skill cards or enemies. And a lot of sounds.”

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

“We don't plan on changing the game price after leaving Early Access.”

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

“We have added a special feedback widget to the game, so any player can send feedback any time while playing. Apart from this we frequently communicate through Twitter, Facebook and we plan to communicate even more through our Steam Community Hub, videos and development blog, to keep the players up to date. Our community is incredibly important to us and we will consider all feedback provided; please keep in mind, it will not always be possible for us to implement all suggestions or to respond to every comment individually.”
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Recent updates View all (22)

February 4

On Cards and Schedule

We thought it would be a nice idea to keep you all up to date with the development. Usually, I sneak information about what we are working on into patch notes. However, since this update is shaping up to be quite big and takes more time I will dedicate a separate post to it.

Card system changes

During the last few months of early access, it became obvious that Book of Demons could use more variety when it comes to cards. Initially, we were planning on adding more cards close to the launch date but a neater and broader solution came up.

We are working on introducing card variants. Every card that is in the game right now will become a common card. Once you find a card, there will be a chance a rarer variant of that card might drop later on. A variant will add an extra mechanic to the card. It might reduce mana cost or it can have an effect on cards in the slot to the left. There are many possibilities. And, of course, every card is rumored to have a legendary variant that introduces twists on existing mechanics.

Because each variant will have to be upgraded separately we are also adding the option to downgrade cards (also often asked for feature, that now is properly justified).

As always we are not planning character wipes, the transition to the new system will be seamless.

Other changes
Many other systems will be influenced by the card system update:
  • The cauldron - good news everyone, it will give way more rewards than before !
  • Mana burn mechanic will change as well. After the update demons on hell tileset will be able to drain hero's mana with successful attacks.
  • During their downtime guys are working on fancy atmospheric effects in the town (right now we have falling autumn leaves :D)
  • Since we had some trouble with antivirus software raiding save files we are adding smart backup features and we will also rework save system to be more power-failure resistant

The Roadmap
“No Battle Plan Survives Contact With the Enemy”
Helmuth von Moltke

So how does all that affects the schedule? As I mentioned before card system changes were not planned when we prepared the initial production plan for early access. That means that the plan has to be updated. We also now have a better feel of overhead related to early access, bugfixes and efforts required by the marketing. We are in the process of preparing a detailed plan, which will take some time since only one person can work on it full time while the rest of us works on cards and other stuff.

I will post details once it's ready but it's safe to say that there are going to be some delays. The rogue will be delayed by a month or two since the cards are getting a major overhaul. The launch will be delayed by some time as well. We initially aimed at Q1 2017 but not we can see that we will need more time to polish the game to the quality levels we find acceptable. We will also have to intensify marketing (gah ) efforts before the launch and this will take time and resources.

Rest assured that we will work as hard as possible to get all the features in the game as soon as possible and only then we will focus on polishing stuff. We are also recruiting a programmer to speed up the efforts.

Less frequent but bigger updates
You also probably noticed that recently updates were mostly focusing on stability and backend. We made a concentrated effort to address all known bugs and enable features that will allow for easier debugging in the future.

Thanks to that, right now the game is pretty stable we have the lowest crash rate since launch and we are gathering info on the few remaining bugs. For that we have to stop issuing updates for a few days, so we can get more feedback from the same build (it's the only way to get reliable data from Steam).

This will also let us save some time on preparing builds and we will be able to focus on new features.

So, unless something urgent comes up, the next update should be the one with cards.

As always,
Stay safe in the dungeons

10 comments Read more

January 9

Card Changes The First Wave

Today's update is the first part of the card system overhaul. The less revolutionary part, that prepares the scene for the second update that will come later. I will talk about card changes in more detail at the end of this post. Aside from cards and various fixes and small polish changes main highlights of this update are:

  • Steam Leaderboards are now browsable in-game (in the Hall of Fame)
  • New musical jingles for some events in the game
  • Improved safeguard against antivirus software interfering with the save system
  • Icicles when hit with ice element shockwaves now create smaller echoes of the shockwave, which should allow interesting synergies

Card Changes

In all cases cards on higher levels retain features from lower levels, often increasing the chance for the lower level effect to happen.

  • Ice Bombs spawn icicle when exploding
  • Magic ring (replaced Ring of Balance)
    • Level 1: Dispels all spell caster's by monsters
    • Level 2: Dispel is 2x faster, each dispelled spell spawns 4 mana crystals, 40% to stun dispelled monster
    • Level 3: Each dispelled spell spawns 5 mana crystals, 80% to stun dispelled monster
  • Corrupted Ring
    • Level 1: Healing poison launches guided poison bolts from the player, poison acts faster on monsters, chance to resist poison damage
    • Level 2: Chances improved
    • Level 3: Chances improved

  • Phantom Ring
    • Level 1: Resist slow, chance to spawn icicle when monster is killed (3% per every the monster had)
    • Level 2: Player is immune to freeze for 10 seconds after being frozen, when icicle is spawned a small shockwave is spawned, monsters colliding with frozen monsters are slowed
    • Level 3: Monster colliding with frozen monsters have 30% chance for being frozen

  • Demonic Ring
    • Level 1: Monster in flames are 50% slower, when player is standing in flames ice damage is reduced by 50%
    • Level 2: Monsters receive double damage from standing in flame, when monsters are hit with fire shockwave a fire can be spawned (20%)
    • Level 3: Monsters dying in fire fuel it, monsters standing in fire are missing more often

  • Chaotic Ring
    • Level 1: One click on shield now destroys whole shield's level, breaking regular shield spawns 2-4 hearts and magical shields spawn 2-4 electric bolts
    • Level 2: All shields are now destroyed with a single click.
    • Level 3: Destroying magical shield prevents it from respawning.

  • Heal no longer prevents monster's from healing
  • Book of Ice on level 3 now spawns small ice shockwave when icicle is clicked
  • Frozen Flail no longer had monster freeze/slow on collision mechanic but now spawns a small ice shockwave when icicle is clicked
  • Burning Axe no longer slows monsters in fire and doubles their damage. Now has chance to spawn small fire shockwave when monster is hit
  • Blade Storm no longer stuns monsters and chance to trigger card effects is lowered
  • Disarmor No longer stuns unpacked monsters
  • Lightning: every segment now has 50% chance to deal 1 dmg to monster, lightnings splits into two lightnings shorter by 1 segment
  • Meteor now deals AoE dmg and breaks shields on impact. On level 2 it spawns shield breaking shockwave. On level 3 that shockwave breaks whole shields.
  • Mana potion no longer resets cooldowns
  • Golem doesn't die when left alone but rather teleports to the player, explodes on death and should be more responsive and less derpy ;-)

That's it for now. If your favorite card got nerfed and lost mechanics don't despair they might return in another form ;-) You can also check the changelog thread to see other changes.

As always, stay safe in dungeons

10 comments Read more
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“Nostalgia without disappointments, frustrations and huge time investments - that’s the ambitious goal of Book of Demons, at once a parody and a tribute to the original Diablo, made in cute paper cut-out graphics.”
Rock Paper Shotgun

“Book of Demons aims to fuse the strategy and depth of Diablo with the style and charm of Paper Mario by using a unique movement and combat system, more accessible action-RPG mechanics, and a fair dose of humor intertwined with its dark theme.”
Game Informer

“Book of Demons is bound to entice newcomers to the genre as well as a long time action RPG fans who have been longing for a different kind of dungeon crawler.”

Not convinced? Try the free demo!

Warrior / Rogue / Mage Gameplay Preview

About This Game

Book of Demons is a deck-building hack and slash adventure game, where players can decide the length of quests. The game is the first installment of Return 2 Games - a series of original mid-core titles, inspired by the early golden days of PC gaming.

Decide the length of quests!

Have only 5 minutes for a game? No problem! Book of Demons allows you to set the length of each quest, thanks to our Flexiscope™ system. It learns your way of playing and gives you the best experience, making Book of Demons the first truly accessible hack & slash!

Build your own deck of devastating skills!

Collect powerful skill cards, combine them depending on the enemies you're facing and assemble your favorite set of devastating powers! But be warned: efficiency of each card will greatly depend on the situation you're in, so be prepared to make constant adjustments!

Relive the classic with a good laugh!

Book of Demons is a universal tale of good and evil about saving the world from total destruction and ultimate devilry! Sounds familiar? Well, how about retelling the story in a different way, with a humorous twist of a parody?

Be a part of a one-of-a-kind adventure!

Never explore the same dungeon twice - in Book of Demons every level is a procedurally generated, randomly-populated adventure of its own! You won't get bored by the diversity of monsters either - there are over 70 kinds of creatures waiting to be slain: lurking scorpions, snake archers, mad goatmen, not-so-sexy succubi... you get the idea.

Hack & slash in the world of Paperverse!

Book of Demons is indeed a dark fantasy hack & slash, but unlike other action role-playing games, it's set in the pop-up book world of Paperverse. The paper-cut universe is one of the hallmarks of Return 2 Games - a series of mid-core games, inspired by the early golden days of PC gaming. Book of Demons is the first installment of the Return 2 Games series.

Looking for even more challenge?

Slaying the Archdemon won't be the end of the story. In Book of Demons, you can master the campaign with 3 different classes (Warrior, Rogue or Mage), revisit your favorite quests in Freeplay mode or rise to the challenge and explore the dungeons on higher difficulty levels (the last one is called Massacre, with good reason).

System Requirements

    • OS: Windows Vista, 7, 8, 8.1, 10
    • Processor: 1.7 GHz Dual Core or Greater
    • Memory: 2 GB RAM
    • Graphics: 512 MB DirectX 9.0c compatible graphics card
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • Sound Card: DirectX 9.0c compatible
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