This massive online sandbox RPG features elements of magic, spellcasting, building, exploring and crafting. As a newly minted apprentice of the magic arts, you will set off to the dangerous world of Ignus. Tame mighty beasts, forge alliances, explore uncharted territories or fight for dominance!
Recent Reviews:
Very Positive (57) - 80% of the 57 user reviews in the last 30 days are positive.
All Reviews:
Mixed (3,186) - 63% of the 3,186 user reviews for this game are positive.
Release Date:
Jul 26, 2017
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?

“Have you ever dreamed of wielding untold magical powers? Have you caught yourself fantasizing about battling legendary monsters and plundering mysterious, treasure-filled caves? Does the idea of taming dragons and using them to rain fiery death upon your enemies, human or otherwise, make you giggle with delight? For us, all of the above is true – this is why we set upon creating Citadel!

Our primary goal with Citadel is to craft a massive, ambitious fantasy sandbox game in partnership with you, the community. Having a clear line of communication with our players is a top priority, and we plan to use Early Access as an opportunity to build and maintain a relationship of transparency and collaboration. Your feedback will be used to influence the implementation of everything from new gameplay features and content to refining and re-balancing existing mechanics.”

Approximately how long will this game be in Early Access?

“We anticipate the Early Access process lasting between 18-24 months, with a full launch planned for early 2019.”

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

“We’ll be using the Early Access period to rapidly update the game with new content, bug fixes and stability improvements so that we are fully prepared for our full launch in the future. We already have a laundry list of planned content, but our number one source of new ideas will be the community. Simply put, we want to make the game you want us to make.

New content to look forward to following our Early Access launch:

  • A unique in-game feedback system to allow faster implementation of community requested features
  • Many more staves, wands, gauntlets and melee weapons to equip and fight with
  • Tons of new creatures like living-tree Forest Guardians, deadly Cultists and many more
  • More spells including summoning creatures and companion possession
  • More potions and trinkets with a variety of new bonuses for you to loot and craft
  • Increased selection of clothing and armor to provide more character customization
  • Expanded building options including new material types and magical structures
  • Greater expansion of the House system to further incentivize group play and encourage House vs House warfare

What is the current state of the Early Access version?

“The Early Access version represents Citadel’s foundation, and includes a strong offering of features and content right out the gate. Some features will need to be fleshed out and polished over time, but we made a conscious decision to not pursue Early Access until we decided everything was in a playable and enjoyable state. We want to work with you guys to build up from this point, using your input to guide the direction of the game’s development.

Content available at our Early Access launch included:

  • 36 square kilometers of land with caves, dungeons and enemy camps to explore and loot
  • A large variety of skills and crafting recipes to be earned and unlocked across 60 player levels
  • A selection of spells with a variety of functions including combat, beast taming and resource harvesting
  • A robust and flexible structure building system with hundreds of structural pieces and magic enhancements
  • A wide swath of enemy creatures to fight, tame and mount
  • Ability to freely fly by means of broomsticks, potions and beast taming
  • A dynamic loot system providing near infinite variety among item drops
  • A House system allowing for player alliances and large-scale team play

Content we’ve delivered since our Early Access launch:

  • More weapons to equip and fight with such as the Bear Claw Gauntlet and Blade of Simeon’s Soul
  • Increased selection of clothing and armor to provide more character customization
  • New creatures such as the Infernal Dragon, Skeleton Warriors, Wild Boars, Forest Guardians, Phoenix, Giant Golem, Divine Unicorn, Abomination and more
  • Holiday themed loot and reagents for various occasions
  • A total revamp and improvement of the UI, HUD and menu system
  • A complete top-to-down revamp of the spell system to include new customizable spell crafting and all-new visual effects
  • Enhanced character customization with an expansion of cosmetic options to change head, neck, arms, legs, chest and torso proportions
  • Expanded building options including new material types, like the marble tile set, and castle decorations, such as rugs, beds, chairs, statues, bookshelves, trap doors and more
  • Material swapping and Tower upgrading to further expand offensive and defensive combat
  • Expansion of the House and Party system, with specific permissions and abilities added for House and Party members
  • Introduced Broomstick League: a high-flying, broomstick sport with arenas available on any server. Ability to unlock recipes and free build your own arenas also exists
  • Implemented the Forsaken Crypts which includes 3 End-game Dungeons and Boss Caves with new Boss Cave Armor sets
  • Added Daily Quest System customized for players at every level
  • Farming system introduced with seeds, sprinklers, fertilizers and farming plots to provide gameplay depth
  • Continuous server optimizations and programming fixes
  • Steam Trading cards introduced to unlock unique Citadel gameplay badges and Steam emoticons and backgrounds
  • Introduced 50+ Steam Achievements for Citadel players to unlock across all levels

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

“While the price for the final, feature complete version of Citadel is still being determined, we are offering a discounted price for those gamers buying during its in-developer Early Access phase.”

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

“We’ve made it a priority to embed our philosophy of community collaboration right into the game. Shortly following the launch of Early Access, we will be introducing a system whereby players can vote within the game on features they’d most like to see added to Citadel. This will allow us to consistently address player wants and help have the game’s development be driven by the community in a significant way.

We are also committed to actively participating in the community on a variety of forum and social media platforms, gauging player reactions to new content and listening closely to what our fans want to see from us in future updates. Community feedback will be a huge part in guiding the future of Citadel, and we want to ensure that we are always delivering the experience you want.”
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Recent updates View all (131)

November 30

Hotfix - 11/30/2018 - Auto Run & XP Fix



Hello Wizards!

We've launched a very small patch to address a few issues reported from Wednesday's patch. You'll find with this update that we've addressed the following:

  • Fixed an issue with auto run not working
  • Added an extra functionality to auto run. Pressing the back movement key now ("S" by default) will cancel auto run
  • Boosted XP for players who were level 60 pre-patch to set them back to level 60
  • Restored knowledge points and character points of all players

If you're still having issues with trinket and weapon swapping not working with the new hotkeys, close Citadel and delete your Input.ini file from your local Citadel directory (C:\Users\[Your User]\AppData\Local\Citadel\Saved\Config\WindowsNoEditor\Input.ini). When you restart the game, the Input.ini will automatically be added to your local Citadel directory and the hotkeys for trinket and weapon swapping should work.

Thanks to everyone for their reports and their suggestions. Please continue to report them as they come. We appreciate your patience and support as we iron out the kinks and we can’t wait to see you in game!
17 comments Read more

November 28

Patch Notes - 11/28/2018 - Performance Improvements, Player Progression Changes, Controller Support Added and More



Greetings everyone!

As promised in last week's post, today's patch contains some rather significant improvements to player progression and game performance, as well as several general housekeeping fixes.

Check out the patch notes below for details on the changes that were made!

Weapons and Trinkets
Players can now add up to two trinkets to their player and swap between them using the "Y" key as a default. There are now four weapon slots available for players. These may be swapped using the "G" key as a default, by scrolling with the mouse wheel, or by using the new hotkeys 1, 2, 3, and 4 to swap between respective slots. This will allow players to have a more diverse weapon and spell set readily available.

Complete Controller Support
Players who prefer to use a controller over mouse-and-keyboard should find our newly implemented controller support ideal. If you do use a controller and find any issues or have any recommendations, we would like to hear your feedback.

There are now hotkey icons added to the player's UI to help remind them which buttons to press to perform actions. There are some currently missing, such as in the ability bar UI and dismounting UI, which will be added in a future update.

Player Progression
We have heard from many players that the early game can feel a bit punishing and the late game often felt a bit underwhelming. We took a look at the XP thresholds for players to see if there were ways we could address both issues. The leveling progression seemed a bit too linear, so we have emphasized the shape of the curve in this update.

Players will now notice that it's easier to level up at low levels and more difficult at higher levels. When the old and new progression curves are plotted against each other, the crossover point occurs around level 40. Therefore players now require less XP to level up until about level 40, and will require more XP to level up thereafter.



Structure Adjustments
Turrets: There were reports that turrets were firing at friendly house members. It seems they were sometimes failing to recognize who they were owned by, depending on the order of variables such as house creation, throne placement, and/or turret placement. A fix for this issue is included in this update.

Souda Stone: The Souda Stone was found to drain mana at a quicker rate than intended. As a result, the following changes have been made:
  • Increased effective radius from 10m to 20m
  • Increased functional check-delay from 2 seconds to 3 seconds
  • Decreased mana consumption from 10 to 5 per check
  • Increased mana capacity from 400 to 1000 so it lasts 10 minutes unpowered
The changes made will reduce mana drain per hour (within the 20m radius) from 18000/hour to 6000/hour. One full mana generator (50 rune - 25000 mana) can now supply it for over 4 hours. Its practicality has also been buffed, from +20 armor*100% to +100 armor*25%, which will give it a more effective buff for those with lower armor stats.

The buff volume provided by the Souda Stone was blocking players from dismounting their NPCs within its effective radius. This has been fixed as well.

Rune Recycler: The rune recycler has experienced some adjustments as well: it now provides players with flawless rune gems. To compensate for the increased return, its tick rate has been increased from 1 second to 5 seconds, which makes it 5x lighter on server performance. No changes have been made to how much return common/procedural/epic items provide, however uncommon items now provide a bit less return and rare items provide a bit more return.

Other:
  • Widened Ornate door colliders slightly for collision and pathing purposes
  • Fixed a bug for flag collision

Spell Adjustments

Phoenix Rising:
  • Reduced charges to curb some unintended/griefable functionality
  • Increased mana cost from 20 to 200
  • Increased energy cost from 40 to 200
Pacify:
  • Updated description in attempt to provide more clarity for players

NPC Adjustments
Self-Healing: There were several NPCs which did not have any auto-heal abilities configured, now all NPCs should have a slight amount of self-healing and mana regeneration.

Deathweavers: There were navigation issues with Deathweavers in Lythyk Cave so they have been swapped for undead casters.

NPC Pathing: The acceptance radii for NPC pathing has been increased to a minimum of 100 to try smooth NPC behavior and hopefully reduce instances of NPCs spinning in place.



Item Adjustments
Black Hellebore: Consuming Black Hellebore now properly removes 10 health from the player (sometimes 9 due to rounding issues). Snap dragon is set up to do the same for mana, but isn't quite functioning correctly yet. Will be further addressed in a future update.

Demonic Eye: Has been changed from a common item to a rare item as was originally intended. Its magic find buff has been increased from 30 seconds to 3 minutes to make it more practical.

Wood and Stone Rune Recipes: Have been adjusted to previous levels and a background functionality adjustment was made so that their custom weight values can be used.

Special resources: Special Resources such as amethyst, obsidian, and irisite, have had their crafting recipes adjusted such that they now require 5 precious stone and 3 essences.

Soul Binding Scroll VI: Was not functioning as intended so it has been removed from the game until further notice.

Miscellaneous Fixes
Loading Screen Tooltips: To provide more clarity and guidance to new players, we have reduced the number of loading screen tooltips from about 90 to 24. The remaining 24 have been reworded in attempt to provide more clear direction.

Environmental Effects: Lots of our environmental effects were not properly configured to adjust detail or cull at reasonable distances. They have been adjusted which should provide decent performance gains with hopefully minimal aesthetic impact.

Asset Adjustments: A vast quantity of assets have had adjustments to their collisions, in quantity, size, and shape. This was done to drastically reduce the time the sever requires to generate object collisions. The most noticeable of these will likely be trees, which have had their collider counts halved and the radius around the trunks increased a bit to compensate. The tree collider radius increase will be in a future update.

Farming System: We are always looking for ways to improve various systems in the game so we have made some adjustments which hopefully help make farms easier to manage. The vision for the farming mechanic is to require a moderate amount of time and resources to get it running, and require smaller amounts of maintenance thereafter.

To get closer to this vision, the Hobart's Growth Solution recipe has been adjusted from requiring 2 faery dust to 1, which should help on the maintenance side. As a further rebalance, we have removed bones from deer loot and added bones to bear, wolf, boar loot. This should make the maintenance phase of farming a bit less burdensome.

Other Fixes:
  • Standalone mode for playing with only 1 player now has improved performance
  • Some fixes have been implemented for some griefable rocks and terrain issues
  • Other various world performance improvements

We hope you take a moment to look over the notes while you wait for the servers to come back up with the latest version of the game. We look forward to hearing your reports after you’ve had a chance to get your hands on the update!
28 comments Read more
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About This Game


Citadel: Forged With Fire is a massive online sandbox RPG with elements of magic, spellcasting and inter-kingdom conflict. As a newly minted apprentice of the magic arts, you will set off to investigate the dangerous world of Ignus. Your goal: create a name for yourself and achieve notoriety and power among the land’s ruling Houses.

You have complete freedom to pursue your own destiny; hatch plots of trickery and deceit to ascend the ranks among allies and enemies, become an infamous hunter of other players, build massive and unique castles, tame mighty beasts to do your bidding, and visit uncharted territories to unravel their rich and intriguing history. The path to ultimate power and influence is yours to choose.


Welcome to the magical world of Ignus: a 36 square kilometer landmass of sweeping plains, dense forests, craggy mountains, festering swamps and frozen tundra. Leave no stone unturned as you explore dangerous caves and ancient ruins to recover powerful artifacts and uncover a rich history spanning thousands of years. Embark on a journey across the land to find the perfect place for you and your allies to call home.


Master a diverse range of powerful spells. Use the Extract spell to quickly harvest the world’s bountiful resources, bring meteors down from the heavens with Conflagration, or lift and throw an entire castle with Telekinesis. Discover your conduit of choice among a huge selection of mystic wands and staves, magically imbued axes, swords, maces and hammers, and enchanted gauntlets.


Align your efforts with fellow Warlocks to create a mighty House. Create an internal hierarchy of power, design and plant your own House flag, share your resources to build huge castles and team up to hunt legendary creatures. Wage war with opposing Houses or hatch plans of deceit and trickery to cause internal chaos and ascend the ranks within your own.


Use the Pacify spell to tame ferocious creatures and amass an army of minions. Tamed companions will gain experience and grow with you as you travel the world and triumph in battle. Siege an enemy fortress with a horde of savage Orcs, ride Horses and Direwolves to quickly traverse the vast landscape, or rain fiery death upon your enemies from the back of a Dragon!


Construct your Dream Castle using hundreds of structural pieces found within a flexible and easy-to-use building editor, or take advantage of the dynamic destruction engine and crush someone else’s. Enhance your fortress with magical structures like defensive shields, attack towers, mana pools and respawn stones. Unlock new fortification materials and building features as you level up: with so many materials and pieces to work with the only limit is your imagination.


Are you an old, bearded and wise Warlock or are you a young, ambitious and strong-willed Mage? Create your own style with a huge variety of clothing and weapon options. Discover a near limitless variety among these items’ stats with Citadel’s rich and deep loot generation system; every loot pull is different and ensures that fighting monsters and exploring dungeons is a constantly rewarding and memorable experience.


Why walk when you can fly? Use your Wizardly prowess to take to the skies. Enjoy the convenience of a custom-crafted broomstick, tame and mount airborne companions like dragons and giant eagles, or use alchemy to concoct potent elixirs allowing flight without the aid of beast or broom.

System Requirements

    Minimum:
    • OS: Windows 7 or better
    • Processor: 2.0GHZ or better
    • Memory: 8 GB RAM
    • Graphics: GTX 950 equivalent or better
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    Recommended:
    • OS: Windows 7 or better
    • Processor: 3.0GHZ or better
    • Memory: 16 GB RAM
    • Graphics: GTX 970 or better
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 20 GB available space

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