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:
Overwhelmingly Positive (126) - 98% of the 126 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (994) - 95% of the 994 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 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 (30)

September 22

Support for community translations

Today we are rolling out community translations update which gives you tools to create your own localization of in-game text.

Why community translations?
Book of Demons is in Early Access and that means that string tables change daily. Translating every change to all languages we would like to eventually support would delay the updates ad infinitum as it would require us to track every change and probably hire translators full-time (or use automatic translation and while it would probably result in some hilarious errors, in the end, no one wants that).

From the beginning of Early Access, many players offered their help and asked us if we could make it possible for them to translate the game. Preparing the backend to facilitate translation to most languages took us a lot of time as we had to create a system for rendering and caching true type fonts on the fly that would be robust, flexible and memory efficient. Now the system is ready and everyone who would like to help is welcome!

Before we exit the early access we will take the best community translations and have professional translators do a proofreading pass on them to assure everything is in order and then they will get included in the final release. Their authors will get immortalized in game's credits (and our hearts, obviously )

How can I help or use the ongoing translations?
If you would like to try translating the game to your language or take an ongoing translation to a test drive and report problems (or praise flawless execution!) head to the dedicated subforum. You will find two pinned threads with detailed instructions there.

Over time, as translations become increasingly complete and more players report them to be playable, we will be including them into official builds so everyone will be able to play native language without the hassle of adding translation files by themselves.

What languages are potentially supported
Some languages are supported natively by our old font system. Languages that use more exotic characters will switch to the new font system which utilizes a mega true type font file. We tried to be as inclusive as possible and so most languages should be covered by that file.

Some examples of languages with supported characters:
Chinese (Simplified)
Klingon (no support for pIqaD script since it's not supported in Unicode, we are as disappointed as you are and we are writing a very letter to Unicode Consortium about that!)
Brazilian Portuguese

Other stuff
Besides that the update, of course, includes most recent fixes and improvements.

Worth mentioning is new improved Angry State visual representation that communicates better how angry the monster is at the moment.

Another important thing is that we have dropped the use of the Steam wrapper. This might help with overzealous antivirus programs quarantining the executable.

Stay safe in the dungeons
28 comments Read more

September 7

September Developer Log

Hello, everyone!

We rolled out an updated yesterday and I would like to bring you all up to speed with new stuff and what we are working on right now.

Angry Monsters
We added a new mechanic to selected monsters. Such monsters when hit 4 times in quick succession become enraged, heal and deal extra damage. You can tell when a monster is on verge of becoming angry because a red exclamation mark will pop-up next to its health. The exclamation mark will go away if the monster is not hit for a few seconds. Auto attacks won't make monster more angry.

It should add a pacing element to fights introduce a bit more strategy and make hard hitting cards more valuable while simultaneously making AoE cards a bit more risky to use.

Columns in dungeons now cast dynamic shadows from player's light
While we won't add dynamic shadows to everything we thought that columns could use a dynamic element. It nicely builds gloomy atmosphere, we hope you will like it!

Improvements to Steam Controller
Valve has updated Steam Controller API and so did we! Not only icons for Steam Controller will be displayed correctly but also when mapping non-steam controllers in Steam you should get your controller specific icons in-game (where possible).

We have also tweaked targeting pointer and stun mini-game pointer speed depending on what type of controller you have mapped in Steam.

This was a part of a larger controller refactoring effort paving the way to possible more input methods in the future.

Other stuff
We also changed web kit from Awesomium to Chromium which is updated more often and had better cross-platform support.

Lots of in game effects were improved and new sounds were added. This kind of changes will be happening with every update now since we are constantly polishing visuals and adding more sounds.

We also added fluff descriptions to legendary cards and improved general card text to better describe mechanics.

Detailed patch notes
  • Columns in the dungeon will now cast simulated dynamic shadows cast by the player's light
  • New monster mechanics: Angry. Angry monsters get enraged when hit too often. When monster becomes angry an exclamation mark appears next to its health bar. Once enraged monster heals itself and deals extra attacks over a short period of time
  • Legendary Divine potion changes. While it no longer has a chance for double duration it causes all attacks to heal player instead of dealing damage
  • Charge/Teleportation icon will now be displayed under the card as well as in the dungeon for more readability
  • Improved sounds effects for attacks and selected monsters
  • Improved various visual effects in dungeon and GUI
  • Charge/Teleport will now act more reliably near stairs/doors and will ignore collisions with player's missiles
  • Icicles will now be hit by lobbed projectiles (spears)
  • Legendary cards now have unique descriptions in tooltips and Identify Window
  • Backend: Updated Steam Controller to better handle emulated 3rd party controllers (right stick won't be super sensitive anymore on emulated controllers)
  • Backend: switched web framework from Awesomium to Chromium. Although it doesn't sound as awesome it's updated on more regular basis
  • Legendary Amulets will now trigger on mana pickup in addition to health pickup
  • Decreased mage's missile radius, should allow better trick shots
  • Dungeon generation code was optimized - entering a new level should be a bit faster
  • Small optimizations in dungeon generation time
  • Visual improvements to spider mechanic tutorial
  • Visual improvements to Mana Sphere
  • More supporters added to credits
  • Improved descriptions for most cards
  • Fixed stuttering motion in ghosts, it should happen very rarely now
  • Fixed a bug where goat would bleat and heal only when a non-legendary Heal spell was in effect
  • Fixed achievement "Magic Friend"
  • Fixes to Cathedral tileset
  • Fixes to Hell tileset
  • Fixed Ghosts' fear movement
  • Fixed: Chaotic Ring one-click shield bash should work now
  • Fixed small hiccup when level Summary Frame was opening
  • Fixed a crash when Skeleton Belt wearing player was hit with a critical attack
  • Fixed a crash when displaying upgrade tooltip on potion card
  • Fixed Full Deck achievement
  • Fixed Legendary Boots to work with all shockwaves
  • Fixed mangled tooltip on common variant in Variants frame
  • Added support for disabling coloring on levels for older Radeon cards that experienced glitches

Last but far from least: Rogue is in testing
Rogue's testing has begun; those who feel like enduring more than the regular dosage of bugs is worth getting an early look at that class can head to the public test branch. Details on how to access it can be found in this thread. (link will work only for game owners since there is no test branch for the demo). Be warned though, Rogue is a bit unstable right now and she will spend some time on the testing branch. Once we are satisfied with stability and her balance we will carefully pick the best date to unveil her and move her to public branch. I detailed our reasoning behind that in this this thread.

As always,
Stay safe in the dungeons
13 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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