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 (59) - 98% of the 59 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (1,053) - 96% of the 1,053 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 (31)

October 24

Razer Chroma & more

We have a ton of fixes, tweaks and controller updates that we have bundles into this update. I will break down most important points below.

Razer Chroma
We now officially support Razer Chroma RGB backlights. This is important for two reasons. All of you who have Chroma enabled keyboards, mouse or other peripherals can now enjoy Book of Demons in a cool RGB glory. The second reason is equally important - we are taking part in Razers' marketing events later this month and this might generate additional exposure which is crucial to our marketing outreach efforts.

The full list of effects now available includes:
  • Health and Mana indicators on F5-F8 and F9-F12 respectively (also on keypad and mouse). We use fewer keys but rightmost key dims as the parameter value gets lower for fluid visual feedback. Additionally, health is tinted green when the character is poisoned.
  • Equipped cards highlight keys bound to their slots. Type of card equipped is color coded exactly as they are presented in-game. Additionally, when the card is not usable at the moment it's dimmed. And when it's on cooldown it's also indicated by gradually making the key brighter. These keys and health/mana bars are rendered on top of other effects as they are utility indicators.
  • When the card becomes usable or its passive effect is triggered respective key flashes gold
  • When the card is used by the player a shockwave originating from the key it's bound to is rendered on the keyboard. Of course, it's in the card's color.
  • These are additively rendered so they make for a nice ripple storm when the player is in the middle of intense combat
  • When the character is frozen the keyboard mimics on-screen effect and "freezes" in blue color on the edge rows and columns.
  • When the character is poisoned again the keyboard mimics the on-screen effect and "bubbles" of green spawn at the lowest key row and make their way upwards.
  • Level up, level clear and card identified/discovered notifications now have fast "swipe" effect on the keyboard, each in a different color
  • Mouse midsection and mousepad glow in the color the current dungeon is tinted with. This creates a cool ambient effect at player's desk that compliments the in-game color scheme.
  • Upon death, the keyboard gets "flooded" with red to mimic the on-screen effect.
  • When player is stunned headset blinks yellow to mimic the yellow stars on screen

Margaret prepared a demo video highlighting some of the effects on Black Widow keyboard:

Controller support
We are continuously working on better and full support for controllers. Plenty of bugs got fixed and quirks ironed out in this update. There is still a lot to do but controller support with mouse emulation turned off should be a much smoother experience now.

For Steam Controller users we recently added custom actions for cards using that can be mapped to extra buttons or radial menus for which we also added icons.

So what's ahead?

A lot

The Rogue looms in the near future. Thanks to our brave trailblazing testers from the test branch with each update we are fixing a lot of bugs and balance issues related to the Rogue. She will go live later this year (I have explained the reasoning behind the wait here) and already tested and polished up to the quality of the Warrior and Mage classes. With her release, we will begin the long march to the launch and we will share a detailed roadmap of events we will do or participate in.

We are also working on adding all the sounds we would like to hear in the game (right now we have less than half of what's planned) and more one-liners for the heroes. We are also tinkering with audio system and might have a surprise for you later on.

Archdemon quest is being reworked. It's a lot of work and will take much time but from what we already did it's obvious that the improvement will be huge. Right now he is just an archdemon. Once we are done he will be The Archdemon with an extra duck on top.

We will have a rigid roadmap with more or less fixed dates for you before the end of the year, probably at the same time as the Rogue official launch.

Until then,
Stay safe in the dungeons

22 comments Read more

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
36 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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