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:
Overwhelmingly Positive (162 reviews) - 96% of the 162 user reviews in the last 30 days are positive.
Overwhelmingly Positive (772 reviews) - 95% of the 772 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 beginning of 2018.”

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 (26)

May 11

This update and beyond

Today's update brings a lot of under-the-hood changes in preparation for the Rogue class along with optimizations, balance changes, and bug fixes. You can check the list of changes at the end of this post and in the forums. Changes related only to Rogue class are not listed if they don't change current mechanics. We wouldn't want to spoil the surprise

We are also ready to share the new updated roadmap, for now without dates (more on that in a moment).

Confirmed features

Features we are committed to adding before the launch, work on many of them has already started.

  • Full gamepad support (with the current mouse emulation mode optional for enthusiasts ;-))
  • More sounds and voiceovers
  • Stars mechanics
  • Challenge mode where players can generate their own random dungeon with some degree of control over it and compete with friends and enemies alike trying to complete it in an optimal way
  • Quest mastering on higher difficulty levels (golden keys mechanic)
  • Weekly speedrun to cook leaderboards
  • Special sarcophagi mechanics (like cursed chests)
  • Additional achievements
  • More languages (including Russian, Chinese and Korean) with support for community translations
  • A surprise reward for ending the game
  • Automap!
  • Redesigned and polished Archdemon quest
  • Improvements to poison and fire mechanics
  • Irritable monster mechanics
  • Support Razer Chroma with full spectrum of glorious custom RGB effects
  • Lots of polishing, balancing, and bugfixes

Features in consideration

Things we would like to add but they might not make it into the game before launch. Again some of them are already prototyped but we may not have time to polish them and fully implement. Or they might prove utterly uncool in tests and we won't do them after all:
  • More cards
  • Twitch social play - enabling viewers to make streamer lives hell
  • Online competitive play mode - not exactly multiplayer but as close as we can get without rewriting the game
  • Full touch controls
  • Level editor/modding/steam workshop support
  • Mac port
  • Eye tracking support
  • Experimental hands-free control scheme
  • Collector’s edition content

Timeline and launch

As you probably know, parallel to regular development we are working on the production plan and preparing the grand strategy for launch. The launch is the most important moment in the game's lifetime and we have only one shot at doing it right, which is further complicated by the fact that we never launched a game on Steam before.

One of the things we must consider is the launch schedule of large AAA titles. Launching at the wrong time can topple title into obscurity if it can't compete with marketing budgets of titles launched at the same time (something like that happened to Vampire: Masquerade for example).

That's why we are considering rolling out the Rogue update a bit later even though she should be ready in two to three weeks. The Rogue Update (I think I just found the perfect post title for the occasion!) should mark the beginning of our "last straight" marketing effort period ending in the launch. However, considering how many features we want to add before the launch and that we are still in the process of preparing marketing plan we might need a bit more time.

But don't worry, as you have seen we have added more features to the roadmap so we won't idle in the extra time if it comes to that :-)

And now it's finally time for...
Changelog for version 0.85.12641+ - 11 May 2017
  • Numerous backend changes in preparation for Rogue class
  • Archdemon's timed states now spawn monsters as intended
  • Poison now ticks 2x faster on monsters
  • Monster will no longer attack through doors (they can still jump over them) - this may cause regeneration of some dungeon setups.
  • Lowered all projectiles attitude by 30%, now it will be easier to visually estimate missile trajectory and dodge
  • Fixed a rare issue with Mage unlocking when game was started with a very old save file (pre 0.8 version)
  • Gargoyles will now wait for a short period of time after waking up and before jumping at the hero
  • Spiders will now hide less frequently when near the player
  • Heal visual effects will now be disabled when card gets disabled during the effect
  • Refactored and fixed the way Skeleton Belt affects cooldowns
  • Fixed "card can now be used" to work correctly with card variants
  • Added casting sound also for bosses
  • Difficulty spikes on Hell tileset leveled
  • Fixed many typos in cards' descriptions
  • Using special missile card now selects corresponding missile type
  • Changed how attack cursor behaves when shift is held down
  • Added a mechanism that automatically detects changes to card variants configurations in this and subsequent updates and tries to compensate for them (takes away now defunct variant but grants new one of the same level and value when possible)
  • Card variants that decrease mana cost will now be working correctly. Mana cost of a spell cannot be lowered below 1 mana.
  • Small visual improvement to dispel effect
  • Save backup system now will detect if saves got corrupted in an unlikely event of power failure and will attempt to recover previously saved game
  • Bottled Zap & Zeus Fork switched names
  • Fixed kangaroos getting disoriented below 20FPS
  • Fixed doors on Cook's quest level sometimes being rendered as fire or ice sprites
  • Fixed an issue when Undead Kangaroos and skittering monsters could appear undecided under low framerate conditions
  • Fixed a crash when Bomb card tried to toss a bomb when player exited the level
  • Fixed a crash when player was hit with an ice orb
  • Fixed a crash when player played as a warrior
  • Fixed spider spit skill not triggering when hero was close
  • Finding a magical variant won't trigger "new card" glow on common variant
  • Quest boss corpses will no longer remain highlightable with gamepad
  • Optimized low-level particle rendering code
  • Improved the way remaining effect time is presented in card tooltips in case of Hourglass and Golem
  • Fixed Hourglass of Elephant/Time incorrectly calculating effect time
  • Fixed issue when sometimes common cards could be equipable from notification window due to level being too low
  • Fixed rare bug in the Cook quest, where the key wouldn't spawn.
  • Multiple other small balance changes
  • Fixed potential crash in Game of Crows achievement
  • Shortened num_# key labels under the cards, they should fit better now
  • Fixed a rare crash when skipping loader intro

Stay safe in the dungeons!

PS There were issues with running the game on windows 7 after this update but we released a super quick ninja update to update that should have fixed it :-)

44 comments Read more

May 9

The Archdemon fights for awards!

We have some good news to share! This month we are going to fight for awards at two events!

Digital Dragons
Book of Demons got nominated not only for Indie Award at Digital Dragons 2017 but also for the main award in the Best Polish Game Art and Best Polish Game Design categories alongside such games as Shadow Warrior 2 or SuperHot. If you find yourself visiting Digital Dragons this year you can meet us in the indie showcase area.

We also got nominated for the main award at MomoCon 2017! We will be honored to be judged by people whose gaming related content we read on weekly basis. Sadly we won't be able to attend in person (flying over ocean tends to be expensive and we can't sail on a raft until spring storms pass). Still, there will be a raffle with Book of Demons keys so it's worth keeping an eye out for the awards ceremony if you are attending.

We are finalizing all the plans from now to the launch and work on the Rogue. You can expect an update preparing the ground for the Rogue in the next few days. It will contain multiple bugfixes, balance changes, and improvements. If all goes well it will be accompanied by a longer post about roadmap and timeline changes.

Stay safe in the dungeons

2 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 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. 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 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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