Battlecursed is an uncompromising dungeon crawler set in a gritty fantasy world. Players customize their party to face off against an army of nightmarish creatures in an ever-changing adventure.
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Release Date:
Feb 7, 2018

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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?

“Early Access is a unique opportunity for us to interface directly with you in order to make Battlecursed a game that we all want to play. As an independent developer, gathering gameplay feedback is paramount to achieving our goal of providing a fun, engaging, and rewarding experience for you.

We are a team with ambitious ideas of making Battlecursed more fun and rewarding than our original vision. Regretfully, many of these ideas are simply too expensive or time consuming to promise and complete on an indie budget. Depending on our success and the community’s involvement in Early Access, we’d like to expand the scope of that vision to include additional content and features through Early Access or free post-launch content updates.”

Approximately how long will this game be in Early Access?

“Our goal is to have Battlecursed’s features and content complete to our original vision within the second half of 2018. You can track the progress of feature and content implementation on the Roadmap.”

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

“The full version of Battlecursed will contain Acts I through IV in Adventure Mode and the entirely new Survival Mode. Adventure Mode will progress through unique environments in each Act, unraveling the rich, dark history of Pylandria through voice over, exploration, collectibles, and animations. Gold and glory earned in combat can be used to unlock persistent upgrades in Town, power up your favorite class guilds and gain access to powerful legendary items.

The earliest versions of Battlecursed in Early Access will focus largely on real-time combat gameplay. As we solidify the combat system, we will begin to implement non-combat adventure elements in order to provide you with a more fully rounded dungeon crawler experience.

After Early Access, Battlecursed will have more of everything: more heroes, abilities, enemies, items, environments, secrets, storytelling, and lore.”

What is the current state of the Early Access version?

“To stay constantly up to date with the state of content in Battlecursed Early Access, please see the Roadmap section of our website, as it will be updated frequently.

On Early Access launch day, you will be able to experience alpha combat through a selection of Act I environments and content in Adventure Mode. You will have access to a choice of 8 static heroes from 4 class guilds with 16 unique primary abilities. Gameplay time will vary greatly depending on playstyles and the difficulty of player-chosen paths, though each dungeon delve will represent a little over an hour of play time.

Many aspects of the RPG gameplay in Battlecursed rely on systems and features found within Town (still in development). Access to the Sleeping Dragon Inn, Hall of Heroes, and Cemetery will allow you to manage inventories, access new heroes, spend gold and glory, view player statistics and much more. In the launch day version, you will be able to explore the various not-yet-functional areas within Town. As Early Access progresses and more systems are implemented, we will begin to unlock the functionality of those areas.

Loosely speaking, about 20 percent of the game content is playable in the launch-day version of Battlecursed. A major focus of our development time thus far has been focused on the creation of extensive editors that allow rapid development of new levels based on feedback from the community.”

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

“Our Early Access price will reflect the current state of content in Battlecursed. Periodically throughout Early Access, we will evaluate the Early Access purchase price based on major development milestones, such as the completion of additional Acts and the implementation of new game modes and features.”

How are you planning on involving the Community in your development process?

“Community involvement will be crucial to the development process in Early Access. We will gather information from you to help guide our content release schedule and give you more of the gameplay elements that you want to play in the order that you want to play them.

While we will attempt to actively monitor Steam discussions, we are an indie team, and we suggest you interface with us directly through our Community Forums.

In fact, on Early Access launch day, you can vote on the next hero class we will implement first. Check that out here, vote now! We will continue this practice throughout the entirety of Early Access as often as possible.

In terms of updates and communication frequency, we have planned for weekly content throughout the Early Access period. The format of this content will be varied, including (but not limited to) patches and notes, community addresses, development blogs, live updates, and more.”
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Recent updates View all (4)

February 7

Early Access Launch: The Road Ahead

**Read on our Blog here**


Check out the State of the Game if you haven’t already. This update will cover a very brief summary of what you should expect in the coming months. We are a team with ambitious ideas, yet realistic expectations. Everything included here is part of our original vision for Battlecursed with room to modify the game based on community feedback.

As Early Access progresses, we will keep you informed of any changes to this vision based on the size of the community and the feedback that we receive.

World Generation: Each Act contains its own unique environments. Act I (exemplified in Early Access) is an underground series of caves, ruins, and sewers. Act II allows you to explore an abandoned dwarven stronghold that you may have seen glimpses of in the Early Access trailer.

As each unique environment enters in to the ‘enhanced detail’ phase, you will notice your surroundings becoming more immersive and alive with the inclusion of environmental objects, lore discoveries, enhanced foliage, and more!

Combat and Adventure: This is one of the areas that we hope to gather as much of your feedback as possible. Combat in Battlecursed needs to be fun, engaging, and rewarding. We will be making constant adjustments to ability cooldowns, damage output, monster stats, monster abilities, and rewards to balance the challenge of gameplay with the satisfaction of ongoing progress in the adventure.

Enemy behavior will evolve throughout Early Access. As we implement advanced enemy AI, enemies will begin to use various tactics with new abilities not yet revealed in the game.

In addition, we will begin to implement Adventure elements through scripted events and encounters, traps, puzzles, hidden passageways, and more.

Storytelling: The story of Battlecursed will be told through 2D animated cinematics within each Act, voice over, collectible objects, and lore unlocks. You will be rewarded lore pages of varying rarity that you can use to complete books within the Library. A completed lore book will contain information about Pylandria, its history and denizens, religions, magic and metaphysics, class guilds, and forbidden knowledge.

Heroes: We will fully implement the Heroes that are currently playable, their remaining abilities, all passives, and their class Ultimate ability. Once the Town is functioning, you will be able to recruit new, randomized mercenary Heroes to your party with their own unique combinations of abilities. You will need to hire wisely. When a Hero dies, they die forever. As you level up each class Guild, you will unlock special bonuses that make the Heroes of that class more effective.

You can already vote on the next Hero you would like to see in game. Cast your vote here!

Bestiary: We will be adding variations to current enemies, with unique special abilities and visual differences. Animations will be tweaked and polished to make enemies feel more life-like. Additional enemy types will be added in later Acts. Mini boss and monster boss encounters are still to come.

Gameplay Modes: In addition to Adventure Mode, we will be implementing unique named encounters in Survival Mode. You will be able to equip and customize their party before trying for a top spot on the Leaderboard for each individual encounter. We have designed an additional gameplay mode, but you will have to stay tuned to find out what that is!

Reward Systems: Some dungeons will have pre-determined rewards that you can see in the path selection, rewarding you for selecting more challenging paths. Throughout each dungeon, you will be able to strategize your path to gold and glory, items, and lore pages.

Throughout play you will discover Legendary items that will be housed in the Museum. You will be able to spend gold in order to use these items during future adventures and further customize the loadout of your party. You will be able to spend gold and glory to unlock upgrades for your settlement and class guilds as well.

Early Access, done right, is a unique opportunity to shape a game that we all want to play, and your support and participation are crucial to that end.

Thank you for your vote of confidence in our vision for Battlecursed. The Codex Worlds team is excited to share our hard work and progress over the coming months, so stay tuned!

Don’t forget to check on the status of your favorite features on our Roadmap.

Please check out the Battlecursed Blog, our Community Forums, like us on Facebook, follow us on Twitter, and subscribe to us on Steam to stay up-to-date with us.
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February 7

Early Access Launch: State of the Game

**Read on our Blog here**


Our team has been hard at work to bring you Alpha 2.0 of Battlecursed. The entire team would like to express our heartfelt gratitude to everyone participating in Early Access. With your help, we will achieve our goal of creating a stellar game shaped by community feedback! Let’s dive in to what you can expect from today’s Alpha release version of Battlecursed.

The majority of our development time thus far has been put into the creation of a framework of artwork, tools, and game systems that allow us to rapidly deploy new content and iterate based on your feedback, and our goal is to implement new content based on your suggestions as quickly as possible.

When you play Battlecursed, you will experience gameplay that is a mix of designer created levels, randomized elements, and player choice. For example, after each dungeon, you choose your next path (all of which have varying rewards & difficulties), but choosing the same path each time may not always send you to the same area. In this way, you can expect different challenges each time you begin your adventure.

World Generation: On launch day, you will be able to experience dozens of dungeons from Act I located underground; ancient ruins, caves, and sewers. You will notice that not all environments have made it to the ‘enhanced detail’ stage of development, so some may look and feel more barren than others.

Combat and Adventure: The core of the combat system is implemented and functioning. You may use abilities to deal damage to enemies using first-person camera controls and aiming. The Heroes you choose will have two functioning active abilities with cooldowns. Passive effects and Ultimate abilities are not currently implemented.

Enemies have varying combat abilities/AI and will relentlessly pursue your Heroes. Basic units will use standard melee and ranged attacks with leader units utilizing special abilities. Not all status effects on the Heroes and enemies are currently implemented.

Persistent RPG and non-combat Adventure elements are not currently implemented. There are currently objectives in each dungeon that trigger the spawning of keys in order to unlock the portal to the next dungeon, but this system will be greatly expanded on as Early Access progresses.

Storytelling: On launch day, you will see none of the story of Battlecursed in game. Cinematics, voiceover, and lore collectibles and content are still to come. Our Lead Writer has prepared a brief introduction to the story here.

Heroes: You will be limited to choosing eight static Heroes from four class guilds with sixteen different active abilities; Grave Knight, Cleric, Elementalist, and Huntress. These Heroes will not die permanently during this phase of Early Access.

Bestiary: About a third of the enemy types are in the Act I content available on launch day. Enemies are fully animated, but only a few have special attacks and apply status effects to your Heroes. Enemies do not currently use group tactics or coordinated special attacks. Boss encounters are still to come.

Gameplay Modes: In these earliest builds you will only be playing Adventure Mode, the primary experience in Battlecursed to progress through Acts I through IV while discovering the history of Pylandria and uncovering the dark enigma of Xelo Van’s power.

Reward Systems: While you can open chests and receive rewards at the end of each dungeon, you do not currently have an inventory, so you can not store or equip items. You will find gold as you play, but it is not stored and cannot be spent. The Town is locked, so the functionality for obtaining persistent upgrades is not yet implemented.

We are committed to being transparent with the Early Access community at all times and in all respects: from our development progress, current state of the game, and most importantly, your feedback. All types of feedback and suggestions are welcome and encouraged!

Welcome to our journey to create an ARPG in an immersive dungeon crawling environment. We have an expansive world in Pylandria that is unveiled over dozens of adventures in our game and we are working on leaderboards to give bragging rights to the players who are worthy of legendary tales. You can reach me through the forums, we are always looking for help testing and supporting our game.

You can always check on the latest development progress on our Roadmap for a quick overview on the status of features you are most looking forward to. We will update the Roadmap frequently and will be expanding on it in much greater detail over the coming weeks.

Please check out the Battlecursed Blog, our Community Forums, like us on Facebook, follow us on Twitter, and subscribe to us on Steam to stay up-to-date with us.

  • Press G at any time in game to pause and read the descriptions for each of your Heroes’ abilities.

  • Some abilities require you to hold the mouse button to charge and release to fire (Explosive Sphere, Snipe) or continuously hold to sustain (Dragon Breath).

  • Don’t forget to use health potions! Select an active Hero to heal and use the Shift key to consume a health potion.

  • Every dungeon has an objective (or two) that will spawn a key to unlock the portal when completed. Keys may spawn in places you have already been, so you may need to retrace your steps!

  • Players can always get the game controller instructions by pausing the game (Esc) and selecting “Instructions”. We support both Keyboard/Mouse and PC Controllers.

  • Damage numbers are not always rounded on your Hero portraits, you may occasionally see multiple numbers past the decimal point.

  • Occasionally, when starting the game, the first-person camera will not respond to mouse movement. This is almost always caused by another device such joysticks, gamepads, and VR devices. In most cases, restarting the game will fix the issue. However, you may need to disable or unplug the other devices.[/ist]
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About This Game

Battlecursed is an uncompromising dungeon crawler set in a gritty fantasy world. Players are pitted against an onslaught of monstrous enemies as they lead their own unique combination of heroes through a cursed labyrinth that has claimed the lives of thousands.

Players will discover the blood-soaked histories of Pylandria as they unravel the mysteries shrouding the identity of the evil tyrant loathe to release his grasp on life and power. Through relentless combat and exploration, players will uncover the secrets of their adversary as they strive to break the millennium-long curse of the Lich Lord, Xelo Van.

Recruit and customize a party of adventurers to face the armies of the newly risen Lich Lord, Xelo Van. Choose from multiple classes and disciplines, and equip collected weapons and artifacts to further enhance characters’ abilities.

Tactical choices, permadeath, and split-second life-or-death decisions add roguelike gameplay to this hybrid ARPG/dungeon crawler.

Guild and settlement upgrades allow players to personalize and augment hero abilities and gameplay. Spend your gold and glory to unlock secret knowledge and hidden powers.

Labyrinths and a wide variety of quests and objectives create constantly changing adventures. Xelo Van's nightmarish lair is never without some new threat...

System Requirements

    • OS: Windows 7/8/10 64 bit
    • Processor: Dual core Intel/AMD CPU 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: DX11, 2GB VRAM, Geforce GT 740, Radeon HD 5770 or newer
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Sound Card: Windows
    • OS: Windows 7/8/10 64 bit
    • Processor: Quad Core Intel/AMD 2.0 GHz
    • Memory: 8 GB RAM
    • Graphics: Geforce 970 and Radeon 380
    • DirectX: Version 11
    • Storage: 12 GB available space
    • Sound Card: Windows
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