Nock: Hidden Arrow is a stealth archery dungeon crawl full of sneaking, shooting, throwing, and the occasional surprise bout of frantic combat. No potions, xp, hit point management, or penny pinching for gear upgrades. The focus is on action, feel, and theme.
User reviews:
Positive (12 reviews) - 91% of the 12 user reviews for this game are positive.
Release Date: Nov 29, 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?

“I want to involve the players in the development process, and give them a chance to help shape the game. While I'm confident I can deliver a fun, powerful experience on my own, I know it will be even better with the feedback of the player community as a whole, and I want this to be the best game I can possibly make it. I want to hear about which aspects of gameplay you guys love, and which ones you think could use some work. There's a wide mix of elements here, from bow frenzy to slinking and skulking, and I need to know which parts you guys find the most enjoyable so I can focus on those for the campaign content.”

Approximately how long will this game be in Early Access?

“Early access for Nock: Hidden Arrow is anticipated to last until early to mid 2017.”

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

“Over the course of Early Access, I'll be working to improve Nock: Hidden Arrow in many ways. Some of the planned improvements include:

More Content
I'll be adding more modules to the current campaign. I've also got plans for other campaigns, with their own unique challenges, style, and enemies.

More Gameplay Modes
I hear you. Sometimes you don't want to sneak around and be careful. You just want to shoot stuff in the face. I've got your back.

New Weapons And Skills
I plan to add new weapons and arrow types. You're going to need new tricks and abilities to meet the challenges coming in future installments.

Procedural Content
One of the problems with handcrafted content, especially when it's produced by a small studio, is that you can burn through it much quicker than it can be created. I'm planning to add procedural adventures to enhance replayability and give people new things to explore while waiting for the next handcrafted episode.

New Enemy Types
I'll be adding new varieties of enemies. We're not just talking a new color set and tweaked stats. I mean new behaviours, new actions, and you having to learn new ways to deal with them.”

What is the current state of the Early Access version?

“Nock: Hidden Arrow is currently in a very basic state. It's highly playable, and (I think!) a lot of fun. Core mechanics are in place, and there's about an hour or so of content, depending on how fast you plow through it and whether you enjoy the practice range. There are a few different monsters, and a little variety in mission types. There are also a few basic puzzles, and some neat world interactions. Performance is a little rough on some lower-end VR systems.

If an hour of sneaking, shooting and throwing doesn't sound like a good deal to you right now, please hold off on purchasing for the moment. When you do spend your money, I want to make sure you're happy you did.”

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

“Yes, pricing will change as content is added and the game becomes more complete.”

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

“I plan to remain active in the Steam forums. I encourage feedback, and do my best to incorporate the experiences players share with me into my development plan.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (10)

March 8

Update 9

Update 9 is live! Now with less decimal places!


This update brings a new activity - the practice range! The practice range is accessible from the main level, and becomes available once you're finished the tutorial.

Brush up on your archery skills while you try for a new high score, or just practice bouncing arrows off the floor into a goblin's face. Whatever you decide to do, the practice range will give you a chance to see the creatures of Nock: Hidden Arrow in a new light.

As always, I'd love to hear what you think. Try it out and let me know what I can do to make it better!

1 comments Read more

January 19


Update is live!



  • Movement changes. Unlimited teleporting when exploring. Movement limited in combat, especially if you enter melee range. This should make exploration feel more free, and combat feel a bit more tense and interesting.
  • Arrow tracers. Optional trajectory prediction lets you see where your arrows will go. Options are off/on/on demand. Enable in the menu if you want it.
  • New enemy type (Finally!) Ranged goblins give a sort of archers duel experience and give you more to think about if you're in combat with a mix of melee and ranged enemies at the same time.

    As always, please let me know what you think. I want to make Nock the best game I can, and your feedback helps a lot.


7 comments Read more
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About This Game

Nock: Hidden Arrow is a stealth archery dungeon crawl that eschews the resource-management elements you'd normally see in a dungeon crawl in favor of focusing on an immersive dungeon delving experience. The entire focus is on action and theme. I'm aiming to have minimal (ultimately no) UI, with all necessary information received through visual and audio cues, and physical feedback.

Core gameplay will consist of:
  • Sneaking around to avoid detection.
  • Luring monsters into more advantageous positions (eg alone) so you can happily murder them or slip past them unseen.
  • Shooting stuff in the face. Or the back of the neck. I don't judge.
  • More shooting stuff in the face.
  • Avoiding traps.
  • "Accidentally" setting off traps while monsters are in unfortunate positions.
  • Throwing stuff.
  • Solving classic dungeon puzzles.

I have all sorts of things I'd love to put in this game, but I'm focusing on a tight set of core elements I know I can produce, and that I believe will make for a fun game.

There's still work to be done, but things are shaping up pretty well. AI is improved, Obviously things are still super early. The stealth mechanics still need tuning. But the theme and feel matches what I'm aiming for, and hopefully from this you can get an idea where I'm hoping to go with it.

System Requirements

    • OS: Windows 7 SP1 or newer
    • Processor: Intel Core i5 4590 or AMD FX 8350 or greater
    • Memory: 4096 MB RAM
    • Graphics: GeForce GTX 970 or AMD Radeon R9 290 or better
    • DirectX: Version 11
    • Storage: 20480 MB available space
    • OS: Windows 7 SP1 or newer
    • Processor: Intel Core i5 4590 or better
    • Memory: 8192 MB RAM
    • Graphics: GeForce GTX 980 or better
    • DirectX: Version 11
    • Storage: 20480 MB available space
Customer reviews Learn More
Positive (12 reviews)
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