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.
Recent Reviews:
Very Positive (63) - 87% of the 63 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,418) - 95% of the 1,418 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 three years and at this point spent over a year in the Early Access. All the core features are already in place, we’ve gathered a ton of great feedback from our close-knit community that helped us form the game to the current state. More feedback from a fresh point of view, your point, is always welcome!”

Approximately how long will this game be in Early Access?

“This will depend on the feedback from the community, but based on the current state of the game we are fairly certain that it will be ready for final release in the second half of 2018.”

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

“The current state of the game reflects well the core features that will be present in the full version. We will now focus on bringing in planned features, polishing the gameplay, balancing and fixing the occasional bugs.”

What is the current state of the Early Access version?

“With all the core mechanics, the whole campaign, and the Freeplay mode in place the game can be played from start to end. It lacks some of the content like some skill cards or enemies, and a lot of sounds. We would also like to give it more polish improving effects and balance based on player’s feedback. We also have a detailed roadmap outlining main features that will make it into the game before launch in this thread.”

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

“We haven’t decided yet.”

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 (36)

March 6

Performance update

This update is small but neat, so we decided to give it its own post. Also, more posts mean more opportunities for cool gifs :archduck:

We have identified a possible optimization in the rendering engine that, depending on many factors, could bump FPS up to 25% during big fights. Not that the performance was bad before but more FPS is always better.

We have also identified a possible cause for a black screen on startup issue that some players had and we included that fix as well.

Full changelog
Version 0.91.15370+ 6th March 2018
  • Optimized main rendering loop which should result in up to 25% FPS gain in logic heavy scenes
  • Fixed rare black screen on startup issue
  • Aiming Rogue's arrows with hold button pressed outside of light radius won't snap to nearby doors/staircases anymore
  • Added an extra safety to make sure that doors open on The Cook's level
  • Fixed minor visual glitches in Maze
  • Fixed a crash when playing with the controller and exiting dungeon when a shielded monster was near
  • Updated supporters list in credits

Also just let me remind you that we have official Book of Demons discord server now in case you would like to chat with other players. Or us.


And since this is mainly stability and performance update it's worth mentioning that if you are experiencing any problems with the game make sure to tell us on Discord, post in the forums or shoot us an email. We can't fix what we don't know about :paperdeath:

Stays safe in dungeons :archduck:
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February 22

Cursed Sarcophagi and spatial sound now live!

This update brings, among other stuff, the cursed sarcophagi mechanics and spatial sound system.

Cursed Sacophagi
They are a mixed bag - some contain great treasures but others are packed with deadly enemies. Take a gamble, toss the coin. Who knows, maybe it will be your lucky day. Or maybe it will be Archdemon's lucky day. Either way, it's better to clear the area before opening one, just in case.

Note: When playing on Daredevil on higher difficulties take extra care around Cursed Sarcophagi, they can spawn multiple bosses!

Spatial sound
The game now localizes the sound sources spatially, meaning that when an arrow hits a monster near the left edge of the screen the sound will originate from the left speaker. This required a lot of under the hood changes to the audio system since at time tens of monsters get hit at the same time all over the screen, but the final effect enhances the atmosphere of the game and we think it was well worth the effort. GIF totally not related:

Stop! Hammer time!

Other significant changes
Besides above, this update bundles a lot of fixes, quality of life improvements general polish and tweaks. The complete changelog is available in the game and at the end of this post.

Among many others: Legendary Icebolt and Fireball trigger chance increased from 0.1% to 10%, however it triggers only on the kill, not any damage as it used to.

Magic Robe now damages boulders, has visual effects tweaked and cooldown reduced by 20%.

Meteor now tries to predict where the target will be when meteor impacts and aims there.

Skeleton Belt legendary variant trigger chances increased tenfold.

Holy bolt completely reworked - now can target any kind of monster and damages them for 50% maximum health. However, a monster can be targeted by holy bolt only once. The legendary variant might spawn additional bolts on the hit and target any valid targets in the vicinity.

We also discovered two ancient bugs (there were more bugs obviously but those two were like Methuselahs of bugs) that survived since time immemorable. When card activated a shiny effect passed over it and it used geometry 100 times more complicated than required, it was the most complex render call we had in the game. Performance impact was probably minimal because rest of the game is well optimized but we fixed it nonetheless, obviously. The second one will impact the gameplay - frozen monsters thawed after 16 seconds instead of 8, as was intended. This is also fixed now.

Also, fountains got visually overhauled with animated paper-textured liquids, glowing eyes, and ambient light.

This change will require saved dungeons to be re-generated if there were fountains in them, but we hope that nicer fountains will be worth it :archduck:

Official Discord Channel

If you don't feel like posting on the steam community but would still get in touch with other players we have created an official Disord channel.

We will try to hang out in there as often as possible but due to real-time nature of it when you want to make sure we get your feedback please use the in-game widget, shoot us an email at support@thingtrunk.com or post in the forums.

Anyway, without a further ado, here is the invite link: https://discord.gg/qD4uWKu

The complete changelog

Below are the changes introduced in this update. The list is not complete, there were tons of typos fixed and smaller bugs squashed but more prominent ones and changes affecting gameplay and balance are listed.

Version 0.91.15269+ 22nd February 2018
  • Cursed sarcophagi added, like regular ones but cursed (open to toss a coin and see whenever you get a lot of loot or a lot of trouble)
  • Enabled spatial sound, on two speaker setup source of sound should be now localized depending on wherever the sound originated from in the game’s world
  • Archdemon now uses unique bouncing fire missiles, as a part of groundwork laid down before Archdemon quest level overhaul (that is still in the works)
  • Added a quick throw animation to hero when tossing bombs
  • Visually polished fountains - liquid now has paper texture, is animated, and statues have glowing eyes and delicate glow from liquid
  • Fire won’t damage boulders anymore
  • Boulders now receive damage from shockwaves
  • Quality of life: now holding down shift will block clicking on doors and staircases
  • Ghost hidden outside of map won’t block Rogue’s arrows anymore
  • Due to popular demand we shortened key descriptions in binding option (so Mouse.2 became m2)
  • Added scaling to critical strike and spider spit animations, for more readable and menacing effect
  • Boss missiles will now disappear on boss’ death
  • Frozen monsters now will have special visual effects applied
  • Fixed Antipope’s cards spawning always two monsters instead of intended 1,2 or 3
  • Loading game ended ongoing cards effects, this will no longer happen
  • Trigger icons were swapped in tutorials on Steam, this is fixed now
  • Quality of life: improve tooltip and descriptions in card discovered window
  • Quality of life: in case there are not enough slots or mana to equip discovered card there will be option to close the window and automatically open inventory
  • Added fancy ornaments around card in card discovered/identified window that change with card rarity
  • Fixed: ranged monsters would fire at player on trigger even if there was no line of sight
  • Boss Statue poem will start after the cinematic camera pan
  • Fixed a discrepancy in Remedy description
  • Improved visual effects on stairs marker when level is clear
  • Holy bolt reworked - now can target any kind of monster and damages them for 50% maximum health. However, a monster can be targeted by holy bolt only once
  • Meteor card now tries to predict where the target will be and aims there. Impact radius increased two times. Legend now throws explosive ice shards, not fire shards
  • Fixed: Monsters were frozen twice longer than intended, this is no longer the case. Was 16 seconds, will be 8 seconds now
  • Linked monsters visuals improved - added shake and more visible red blink when attacking the master monster. New effects for unlinking, circle under slave monsters and number of slaved monsters will now be visible even when not in light radius
  • New visual effect for ending a link to summoned monsters
  • The blinking start indicating position of last objects on level won’t blink during cutscenes
  • Mighty Blow visual effects diversified between levels
  • Charge card - Polished visual effects
  • Bomb cards changes - now each bomb has a chance to bounce that increases with card’s level instead of set number of bounces
  • Chaotic Ring changes fixed to match description, now crushes whole shields in one click on level 3
  • Meteor card is now smarter, it tries to predict where the monster will be when the rock hits and aims accordingly. Light dimming power and delay between strikes decreased
  • Hourglass visual effects improved. Added fullscreen effect for legendary effect trigger.
  • Magic Robe cooldown reduced from 5 to 4 seconds. Orb's visual effects improved.
  • Disarmor visual effect tweaked (monsters jump when hit with a lightning, electrical discharges on monsters) and legendary chance increased from 15/30/45% to 50/75/100%
  • Legendary Blade Storm slow chance increased to 10,15 and 20% (was 1,1.5 and 2%)
  • Legendary Skeleton Belt now will properly work for potions. The card proc GFX will be no longer triggered by monster misses but rather on potion use to increase readability
  • Legendary Helmet now spawns twice as big stun shockwave, should reach every monster in light radius
  • Legendary Throw mana drop chance increased to 2% and amount changed
  • Changes to legendary Icebolt and Fireball - chance to trigger storm effect raised from 0.1% to 10% and above, however it triggers on target death not receiving damage.
  • Legendary Rejuvenation description made clearer
  • Changes to Magic Robe: orbs now deal damage to boulders as well as icicles. On level one they deal one damage, on level two they destroy icicles and boulders and on level three they don’t get destroyed themselves.
  • Monster that enters Rogue’s melee range will also be selected for shield breaking on the controller without the need for switching targets.
  • Added ice decal ground effect to frost nova card
  • Polished tutorial object visuals
  • Optimized card highlight visual effect 100x
  • Optimized several particle effects
  • Talking to healer now instantly replenishes health and mana (just like picking up vials)
  • Daredevil icon will no longer persist on slot button after character was deleted
  • Visual polish: Characters now flex a bit when jumping/landing
  • Next locked slot used to glow for a few seconds once the player found enough gold for it. Now it will stay delicately highlighted the whole time it can be afforded
  • Fixed: Completing a quest boss level won’t award the same amount of experience as the previously completed flexiscope anymore
  • Fixed a bug where once stunned flying monsters would never play wing flapping animations again
  • Fixed: Sound playing in loop when pedestal was selected on controller
  • Fixed: Goatchanters glow flickered when they bleated
  • Fixed: Daredevil red sprite now will disappear when deleting daredevil character slot
  • Fixed controller buttons handling in the engine, previous implementation could have caused buttons to get stuck on rare occasions
  • Fixed LT and RT icons swapped in GUI on Steam Controller
  • Fixed counting progress for "Bronze Division achievement"
  • Fixed idle animation sometimes overriding colorize applied to a character by external effects like being frozen
  • Fixed tooltips being displayed over objects not on screen in the bestiary window
  • Fixed discovered monster families counter in stats windows, should display correct value now
  • Fixed stairs marker would exit level with a single tap on controller sometimes
  • Fixed: dead monsters will no longer get stunned
  • Updated chromium libraries
  • Added pad support to a few rarely used windows
  • Added tutorial for upcoming quest mastering mechanics (not yet implemented)

What's ahead?
We are working on a better way for community translators (who are super awesome, big thanks :paperheart:) to translate the game files. The current mode is cumbersome and can get chaotic after updates when a lot of changes are introduced to string tables. Once the new system is up and running we will add currently complete community translations to the game. We estimate that will happen by April.

Then there is the good news, not-so-good news, and good news situation. The good news is that we are toying with an idea for a whole new game mode/core mechanic that would be more CCG (collectible card game) than the current mode. Assuming it works as an internal prototype we will make it publicly available for you to test. Then we will be able to determine if we should develop it further.

The not-so-good news is that in that context we re-evaluated the production and marketing schedule. We used historical performance data to create work time estimates as realistic as possible and it looks like the release we initially planned for around Q3 will get delayed. While this is not a terrible delay it should give us more breathing room not only to prototype the new experimental core mechanic but also to add more cards we planned and avoid crazy crunch that would affect the quality.

That last part is important because the other good news is that one member of the team will have a kid around the time of originally planned launch (again, something we didn't exactly plan for :D). Those of you who had kids or even been around a newborn for longer than 10 minutes know too well how it can turn your brain to mush, so we will have fewer hands on board for a few months. The upside is that in 18 years we might get one more team member!

As always,
Stay safe in dungeons :archduck:
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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.”



About the Supporter's Pack

To learn more about the Supporter’s Pack click here.

If you already have Book of Demons in your library and want to upgrade to the Supporter’s Pack version, please purchase the Book of Demons to Supporter's Pack Upgrade. This product only works for owners of the game. If you wish to support us and buy the game and Supporter’s Pack as one, please purchase the Return 2 Games Supporter Pack.

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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