Malus is an Isometric Action RPG game aiming to bring back the nostalgic feeling of Diablo 1 but with a unique combat system.
All Reviews:
Mostly Positive (41) - 73% of the 41 user reviews for this game are positive.
Release Date:
Mar 10, 2020
Developer:
Publisher:

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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?

“As of now, we are in the early stages of development, however the game is playable. In order for it to grow into something great we require public feedback and community involvement.”

Approximately how long will this game be in Early Access?

“This game aims to be in Early Acces for the duration of 1 year. However, depending on its development, this might change in the future.”

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

“The full version of Malus will include many new spells, abilities, build diversities, items, loot and an engaging story-line. Malus aims to have replayability value through item, build diversities and multiple endings. It will also have a bigger, open world map for players to explore and do side quests.”

What is the current state of the Early Access version?

“The game is playable. Basic core gameplay mechanics are implemented. Spells and Item variety are lacking however future updates will include much more. The current state of the Early Access includes a small portion of the starting quest line. Once completed, players can explore the map to find monsters and loot.”

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

“We plan to gradually raise the price as we ship new content and features.”

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

“We will accept any and all feedback to work towards the development of this game. The game will evolve based on these player feedback. Once the game has been launched, I will start a Discord page to discuss and consolidate feedback.”
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Reviews

““At first glance, we see another Diablo indie clone, but in fact it is a fairly high-quality RPG, which even looks very solid in early access. Looking forward to further updates! ””
Recommended – Так Себе Куратор

State of the Game

  • PLEASE NOTE, THIS GAME IS IN ITS EARLY STAGES OF DEVELOPMENT, IF YOU ARE LOOKING FOR A LONG LASTING ARPG TO PLAY, DO NOT BUY THIS GAME

  • The current build consist of a short portion of the starting questline. However once you finish the quest, you are able to explore on your own but do keep in the mind the map is not that big as this is only a temporary map. Future updates will consist of a much bigger open world map.

  • Keep in mind that this version of the Alpha build only allows for 1 save file, future developments will include multiple save profile.

  • Drop rates for all items including Uniques and Legendary has been set to 10% for testing purposes.

Heres a link to our Discord https://discord.gg/aDsMvjA

Update Notes

PATCH/HOTFIX 31/03/2020

- Fixed Yorgos spawning multiple times
- Fixed HP regen after death
- Fixed drawing a bow without quiver causing player to be stuck in "draw" state
- Fixed right clicking during new game scene causes your character to stand up and prevent UI from appearing

In sticking with the theme of souls like combat, I have decided to alter the combat alittle
- Melee attacks now have 3 hit combos instead of 2
- Changed the combat system of staff and melee to no longer be hold to attack, instead its a Combo Build up system, you can still hold to attack the only difference here is you have a combo counter, if you click once, you initiate combo1 if you click again within 1 second time frame, you initiate combo2, if you do not, combo counter resets, max combo is 3, in the future, there will be passive skills that add to more combo attacks, allowing for combo customizations.
- Dodging no longer cancels attack animation, if you are in an attack animation you have to wait for it to finish to be able to dodge

The idea in this combat change is to force player to comit to an attack, giving consequences to the players actions

PATCH NOTE 30/03/2020

- Reworked Stats/atributes and level relations
- Implemented formulas for damage, armor, element, and resistances
- Implemented Weapon Prefixes
- Implemented elemental damages
- Implemented elemental properties to staff
- Implemented melee weapon type (blunt, slash, etc)
- Added new weapons
- Implemented enemies ability to output status effects such as burning, poison, etc
- Tweaked mouse movement input, cliffs and ledges will no longer restirct movement, meaning that your character can run off a cliff to his death, if you so choose
- Tweaked movement speed modifier for mouse-to-character distance to be less dramatic
- Fixed lampposts in the City blocking mouse input
- Reworked enemy AI, enemies will now keep chasing you as long as you are in its line of sight, to get away from an enemy you need to break line of sight, the enemy will then go to your last known location and search for a few seconds before returning to its spawn point.
Take a look here https://docs.google.com/spreadsheets/d/153MoUwcMuTN-rY6XD0jT40hnAeQCupre/edit#gid=1960503375, for infomation on item type/element/resist

PATCH NOTES 16/03/2020

BUG FIX

- Further optimize game functions, those with CPU bottleneck might see a small performance boost. (further optimizations are on the way)
- Fixed being able to use skills even after it has been unlearned.
- Fixed skills on hotkey not properly saving or saving the wrong skill.
- Tweaked Enemy AI to be more responsive
- Tweaked combat movements to be more responsive
- Fixed movement speed bug when resting in campfires
- Status Effect display is now seperate to damage numbers and does not replace each other
- Lampposts should no longer block cursor input
- Enemies will no longer drop 0 gold
- HP no longer regen after death

CHANGES

- Added ability to close Menus by pressing ESC
- Malus's rock throw can no longer be blocked
- Redesigned the Minimap
- Redesigned Enemy Target Dispaly
- Bow Drawing animation is now slower but scales with Attack Speed
- Bow Damage increase slightly
- Players can now sheathe/draw weapon even with enemy nearby, however, getting attacked with your weapons sheathed will increase damage receive by 3x
- While using bow or staff, when you turn to face an enemy from a distance, there is a slight delay to the turn rate, meaning you might miss your target unless you wait a little. This is to balance out ranged combat
- Modified Attribute bonus of Agility from (Increase Movement Speed by 1 and Attack Speed by 2) to (Increase Movement Speed by 2 and Attack Speed by 1)
- Reduce drop rate of all items by 5% (Current drop rate 10%)

PATCH NOTES 14/03/2020

- made enemy select indicator more obvious
- tweaked overall enemy AI system (enemies can do hear sounds and will atempt to investigate, they will also sometimes run away if they are outnumbered) (THIS IS EXPERIMENTAL, THERE WILL BE BUGS)
- redesigned Castle Ruins level, it should now be much easier to navigate around
- reduced knockdown chance of Demonic Abominations
- reduced knockdown chance of Skeleton Mage
- Skeleton mage attack range is now lower and will no longer shoot fireball from offscreen
- fixed skeleton mages sometimes slide around while casting
- fixed enemy rotation now is no longer snappy and clunky looking

PATCH NOTES 13/03/2020

- Fixed arrow being stuck on characters hand
- Fixed rolling while casting causes your character to lock on to the cursor forever
- Further optimize the game performance
- Added the ability to be knocked down (some enemies especially bosses now have a chance of knocking down your character during certain attacks)
- Added ability to be interupted when casting skills (as of now this is a fixed chance, however in future developments, it will be implemented into player stats where agility would add to "Interupt resistance")
- Bosses are generally more stronger now
- You are now able to kill Malus, however you are not meant to, it is regarded as a bonus and its extremely dificult to do becasue the boss is designed to not be beatable. (If you do beat malus, there is a secret area and scene that will be available to you, im curious to see if people are able to somehow reach this area)

PATCH NOTES 12/03/2020

- Fixed skill collisions (you should no longer be able to use skills to get to places you are not supposed to)
- Fixed player movemet speed being stuck at a slowed down state
- Fixed player not being able to move at all
- Fixed collision on the door in Castle Ruins where player can roll through the gate
- Fixed issue where player can roll into the blood pool in the Hell level
- Fixed hell level, player not dying when they touch the blood pool
- Fixed area in the Castle Ruins where a skeleton spawns in a rubble
- Slightly improve the AI of enemies when they have reached their chase limit, they get into an awkward state of wanting to attack and wanting to run back
- Optimized the overall performance of the game (further optimizations to come)
- Added an option in settings to completely disable Volumetric fog

About This Game

Malus is a Action Role Playing Game with an emphasis on horror, combat and gameplay. The game is much slower paced than your typical ARPG.

In Malus, the world has been overrun by eternal darkness. Demons have won the Celestial War and taken over the world. Every corner of the land you will find evil lurking. Humanity is in the brink of extinction. You play as either a Male or Female, you wake up in the middle of a forest, not knowing how you got there, you scower the land in search answers.

Soon uncovering dark and horrific secrets about the land and also yourself.

Key Features:

Unique Combat System
Malus features a lock on mechanic, while in combat that allows you to maneuver around enemies effectively. You also have the ability to Block (if you have a shield equiped) and Dodge on command. Combat is slower and more tactical compared to other ARPGs


Realism
Your character keeps his weapon sheathed when not in combat, pulls an arrow out of the quiver when firing a bow and equips a lantern to light up dark areas. When there is no source of light, the area becomes almost pitch black. The goal is to create an immersive, believable atmospheric environment to allow players to engage in the story we wish to tell. We also try our best to minimize UI elements such as damage numbers and flashing enemies when hit.



Loot and Item Diversities
Find rare and ancient weapons. Turn your character from a peasant to a menacing fighter. Defend yourself from the evergrowing horde of darkness


Attributes & Skills
Upgrade your character using an old favorite of the ARPG formula. Learn new spells and skills and use your new found abilities to crush the demonic horde.


Horror Elements
Immerse yourself in a creepy and horrifying world. Dark and mysterious dungeons scatter the land for you to explore



This game will not include multiplayer (for now) It will instead be a single-player RPG game, The map will be Open World you can explore and do side quests and go wherever you want, there will be no invisible walls. You are only restricted by the strength of monsters in that particualr area.

Mature Content Description

The developers describe the content like this:

This game contains blood, gore and violence.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 64Bit, Windows 8.1 64Bit, Windows 10 64Bit
    • Processor: Intel Core i5 - 2.9 GHz / AMD FX - 3.3 GHz
    • Memory: 8 MB RAM
    • Graphics: NVIDIA GeForce GTX 560 Ti / AMD Radeon HD 6850
    • DirectX: Version 11
    • Storage: 8 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64Bit
    • Processor: Intel Core i7 - 3.1 GHz / AMD FX - 3.5 GHz
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 / AMD Radeon RX 570
    • DirectX: Version 11
    • Storage: 10 GB available space
    Minimum:
    • Requires a 64-bit processor and operating system
    • Memory: 8 MB RAM
    • Storage: 11 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • Memory: 16 MB RAM
    • Storage: 10 MB available space

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