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 (53) - 92% of the 53 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (868) - 95% of the 868 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 (29)

September 7

September Devlog

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

August 7

The Last Big Update Before the Rogue

Today's update brings a lot of changes in preparation for the Rogue. Before you ask - the Rogue will be the next big update. I will try to explain the biggest changes below. Change log for this update is our longest yet, but few changes stand out.

First of all, the duck held by the Archdemon on the cross-section is now squeezable for your and Archdemons' enjoyment.

New Cooldowns
In other news, big changes to cards' cool down system. Positive effect on cooldown concept is no more. From now on, all cooldowns are negative (as in the card cannot be used for the duration of cooldown and offers no special effects). However, fear not. Cards that used to have a positive effect on cooldown now have Timed Effect state after use.

In that state, the card has a golden glow that shows how much time is left until the effect is finished. As the effect timer runs out the glow will gradually turn red to alert the player.

Once the effect is done the regular cooldown will kick in. The minimal cooldown is one second now, meaning that cards that could have been used "back to back" now have a one-second cooldown. This change will make effects over time more readable and should make Skeleton Belt more useful (it won’t extend positive effects anymore but now it shortens cooldown on all cards!). Also, now Boots card can be found in Elephant variant, that will make the protection from flames last up to 30% longer.

Damage subsystem
We have also rewritten attack system, now many attacks will have different visual effects and elements will add tints to those effects. In the process, we also removed a lot of bugs and elemental effects will trigger more often.

Dialogue system
You will also notice that now all spoken text outside of cinematic scenes will be displayed next to a head of the person (or monster) speaking in the upper left corner of the screen. Gone are the days of crude text window obscuring center of the screen.

The effort to enrich sound aspect of the game is ongoing. A ton of new sounds made it into the game and much more will be added. Also, the Hell tileset now has its own music theme!

A lot of visual improvements
We have also added many visual improvements and tweaks, including some monsters' effects, easier to read font in gossips and so on. It's worth mentioning that now the type of equipped elemental damage card is reflected in how character's weapon (or staff) looks.

The complete change log
The change log for this update was so long we actually found a bug in the change log window itself, it had problems handling long change logs

Here you can read the detailed list of all changes:

  • Really important stuff first - Archdemons' duck can now be squeezed on the cross section screen
  • The game has a new fancy book icon
  • We also made changes to all tilesets and they might cause levels the player is currently on to be rerolled. This won't affect the characters or anything else
  • In other news, big changes to cards the cool down system. Positive effect on cooldown is no more. Now all cooldowns are negative (as in card cannot be used for the duration of cooldown and offers no special effects)
  • All active Timed Effects on cards will end when hero exits the dungeon, this includes Mana Shield card
  • We have made huge "under the hood" changes to the damage dealing system, practically rewriting it. Visually the most obvious change will be different and better-looking shapes of the strike effects on monsters
  • Fixed legendary Ice Bolt, it used to never trigger unless Fireball card was also equipped and then it would trigger all the time
  • When monsters with golden shield are standing in flames and golden shield timer is sped up their shields will have a red tint to better communicate that fact to the player
  • Bomb cards will now be better at targeting monsters that showed up after the card was activated
  • Ranged cards like Throw or Cold Nova now will display their range in the dungeon when the player hovers mouse cursor over them
  • Dialogue system has been rewritten. Now instead of a window over characters head all dialogue will be displayed in the upper left corner of the screen with a neat character's head icon. That way dialogues won't interfere with clicking and we will have more opportunities for one-liners
  • Fixed line spacing in changelog window
  • Added lots of missing sounds and made small improvements to a number of pre-existing sounds
  • Fixed errors in Archdemon scripts that rendered him mute
  • Added visual effects to Spell and Item cards on use, similar to the effect that was present on Artifact cards on proc
  • Skeleton warriors now have more varied appearances, there are variants with missing body parts
  • Level completed summary window now allows distribution level up points right in that window
  • Tweaked monsters' accuracy modifiers granted by magical variants
  • Skeleton Belt now works as a separate dodge mechanic, granting an extra 20% chance to dodge damage from skeletons
  • Added a new type of tutorial - a small window that pops up on important events in a predefined area of the screen and goes away after a few seconds or when clicked. Right now it should appear when a usable card is equipped for the first time.
  • Fire shockwaves no longer kill Fire Imps (this will prevent mass Imp suicide events)
  • Re-enabled Antipope's visual fight sequences when changing states, 20x more awesome now
  • Balance: Charge Card cost increased
  • Balance: Teleport Card cost and cooldown increased
  • Balance: Legendary Teleport effect trigger chance decreased from 100% to 50%
  • The Cook and Antipope now have custom casting effects
  • The Cook and Antipope now have custom casting effects
  • Arcane bolts deflected with legendary shield will now deal damage to enemies
  • All missiles deflected by legendary shield won't trigger card effects now since they are technically not player's missiles
  • Fixed true damage being damped to 1 instead of destroying elemental hearts as it should
  • Added poison death indicator. Now when monsters has enough poison to stacked to kill it a green skull icon will be displayed to the left of his health bar
  • Poison now affects spiders when they stalk player on ceiling, spiders killed by poison when stalking fall to the ground and die
  • Changed poison tutorial to reflect new poison mechanics
  • Cards tutorial now mentions keyboard shortcuts
  • Timed state tutorial rephrased to be more clear
  • Rebalanced chances for card drops
  • Polished Golem card effects
  • Mage's missiles that fly too far and die will now fade out their light in a smoother manner
  • Improved landing effects after monsters jump
  • Added extra particle effects to casting monsters' staffs
  • Tweaked NPC's nodding animations
  • Current flexiscope depth is now indicated on the depth slider, so the players can see how much they will progress
  • Fixed player not being slowed by monsters (only visual effects were applied)
  • Increased font size in gossips for better readability
  • Small visual fixes to quest bosses' intro scenes
  • Font was changed in gossips, new one is not italic in order to increase readability
  • Balance changes to various cards' cooldowns and costs
  • Remedy card now protects from poison, stun and cold from level 1
  • Equipped cards will now be marked as such in upgrade pane
  • Added tooltip to the golden key, explaining that that mechanic is not yet implemented
  • Newly found cards will now be properly marked as "unseen" with purple glows and as seen if equipped
  • Item Cards' variants other than the equipped one will now show zero charges
  • Equipped cards will now be marked with a green tick in upgrade pane
  • Changes in Demonic Ring, among others fire now damages non-magical shields and shields are destroyed on fire monsters too
  • Added tooltips to selected GUI controls
  • Fixed progress bar in the Summary Window
  • Cold attacks now will trigger ice visual effect on hit, same effect will be displayed on every click on an icicle
  • Arrows now have nice fade on appear to make them stop "popping" into existence in middle of skeletons' heads
  • Hell tileset now has its own music theme
  • Cards "loosened" by charging goats won't get unequipped anymore when inventory was open and player clicked the card to fix it
  • Unified use conditions for potion cards
  • Slot buyout tooltips and confirmation windows now have more neatly formatted prices
  • Adjusted visuals of monsters landing on the ground.
  • Visual tweaks of magical monsters staffs
  • Charge won't be stopped by enemy missiles
  • Improved confirmation dialog text when switching Item Card's variant
  • Avatar unlock progress bar cannot be moved with controller anymore (glitch was only visual)
  • Fixed a crash when upgrade card was clicked in upgrade pane with cauldron open
  • Fixed a glitch that caused points needed for the next rang to be incorrectly calculated in Summary WIndow after finishing a flexiscope
  • Fixed minor issues with Teleport Card's shockwave
  • Fixed an issue where Mage would change targets when trying to right click and attack target
  • Fixed appear and disappear visuals of Skeleton Whopper
  • Fixed an issue where some body parts on larger monsters would disappear abruptly when monster's death animation started
  • Fixed ghost movement bug that caused ghost to warp in and out of map under some circumstances
  • When avatar is changed in Summary Window the new one will be displayed (old one used to stuck around until the window was closed)
  • Dungeon unfolding effect will no longer play at the same time as cutscene in order to avoid "sliding" effect
  • Legendary Lightning and Staff of Lightning names swapped
  • Visual fixes to some arrow types (added shadows and such)

As always, stay safe in the dungeons!
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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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