A dark-fantasy build-craft RPG for theorycrafters, forging toward competitive async PvP. Sink scarce points into deep talent trees, master a five-ability loadout, and prove it in deterministic, decision-driven battles. Climb the roguelite campaign now — the arena is the destination.

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Примечание: игры в раннем доступе находятся на стадии разработки. Они могут измениться в будущем или остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше

Сообщение от разработчиков

Почему ранний доступ?

«Aethermoor is built around deep, theorycraftable character building — twelve heroes, thirty-six talent specializations, and a curated combat loadout. That kind of system gets genuinely better with a community pulling on it: players will discover builds I'd never think of, surface balance edge cases, and help me prioritize what to deepen next. I'm a solo developer, and Early Access is the fastest, most honest path to making the build-craft truly excellent — and to growing the community the game's competitive future depends on.
»

Сколько примерно эта игра будет в раннем доступе?

«Roughly 6 to 12 months. I'd rather get it right than rush a date — I'll be transparent about progress in regular updates.
»

Чем планируемая полная версия будет отличаться от версии в раннем доступе?

«The headline goal is competitive, asynchronous, skill-rated PvP — the arena the whole game is built toward. The full version is also planned to include more regions and encounters, deeper talent trees and more build options, and ongoing balance tuning driven by real player data. The single-player campaign ships first deliberately: it forges and battle-tests the systems (and grows the community) so that PvP can launch into a deep, fair, populated game rather than an empty one.
»

Каково текущее состояние версии в раннем доступе?

«Fully playable PvE campaign: twelve heroes across three factions, each with three talent specializations (thirty-six trees), a five-ability combat loadout with free respec, gear with rarities and affixes, and turn-based tactical combat with an action-point economy, rows, and status combos. Runs escalate through difficulty tiers with elites and run-altering rulesets, ending in a final boss fight, with meta-progression banked between runs.
»

Изменится ли цена игры после выхода из раннего доступа?

«The price may increase modestly at full release as content grows. Early supporters get the game at its lowest price.
»

Как вы планируете вовлекать сообщество в разработку игры?

«Through the Steam Community forums (and a dedicated Discord as the community grows): sharing builds, gathering balance feedback, and posting regular development updates. Build-craft is the heart of Aethermoor, so the theorycrafting community will directly shape what gets tuned, deepened, and added — including the road to PvP.
»
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Об этой игре

A theorycrafter's RPG — built for competition.

Most roguelites hand you power. Aethermoor makes you build it — and it's heading somewhere most never go: competitive, asynchronous PvP arenas where your build, not your reflexes, decides the winner. Beneath a grim, hand-crafted dark-fantasy surface sits the character depth of an MMO talent system — sprawling trees, a curated loadout, free respec — wired into tense, turn-based combat where every decision is yours and nothing is left to a dice roll you can't see. The Early Access campaign is where those systems are forged and balanced. Wishlist now to get in at the ground floor and shape the meta before the arena opens.

Build-craft with real teeth

  • Deep talent trees — every hero has three specializations, each a six-tier tree of passives, procs, and signature abilities. Points are scarce: go deep in one tree, never master them all.
  • A loadout that matters — your talents unlock abilities, but you bring only five into battle. The cut is the craft.
  • Free respec — experiment without regret. Tear your build down and rebuild it for the next run.
  • Gear with bite — rarities, affixes, and stat rolls that reshape how a build actually plays.

Decisions, not dice

Combat is a tactics puzzle, not a slot machine. A shared Action Point pool forces triage — you can't act with everyone every turn. Front and back rows, status combos (mark, poison, weaken, stagger, guard), and class verbs turn each fight into a chain of setups and payoffs. And it's deterministic under the hood: the same fight resolves the same way every time — the foundation for a fair, verifiable game.

A roster of twelve

Twelve heroes, thirty-six specializations — from the Warchief who pulls the enemy's fury onto himself to the Shadowblade who infiltrates the back row at her own peril. Each plays differently; each rewards a different build.

Escalating runs — your proving ground

  • Push through escalating tiers across distinct regions, each with its own enemy packs and hazards.
  • Deeper runs bring elites and run-altering rulesets — Hades-style escalation that shifts your tactics.
  • Bank meta-progression between runs and return stronger.
  • At the summit waits a final boss that demands everything your build has.

The road to PvP

Aethermoor's endgame is the arena. The combat engine is deterministic — the same teams and seed always resolve identically — the exact foundation a server needs to re-resolve and verify a match without trust. Early Access builds toward asynchronous, skill-rated PvP: bring your build, climb a ladder, no twitch required — pure build-craft versus build-craft. The campaign comes first so the systems are deep, balanced, and battle-tested when the arena opens — and so there's a community ready to fight in it. Follow the roadmap. The arena is the goal.

Early Access

Aethermoor is a solo-developed labor of love, launching into Early Access so the people who care about competitive build depth can shape it from the ground up. The campaign is playable now and is where the build-craft is forged; Early Access widens the content, tunes balance with real player data, and drives toward the competitive PvP that is the game's destination.

Информация об ИИ-контенте

Вот как разработчики описывают контент в игре, сгенерированный ИИ:

Some character and environment artwork, and portions of marketing/store text, were created with the assistance of generative AI tools. All assets were selected, edited, and integrated by the developer, who has the rights to use them. No AI runs at runtime in the game.

Системные требования

    Минимальные:
    • ОС: Windows 10 (64-bit)
    • Процессор: Intel Core i3 / AMD equivalent (dual-core)
    • Оперативная память: 4 GB ОЗУ
    • Видеокарта: GPU with Vulkan 1.0 support, 1 GB VRAM (Intel HD 5000 / NVIDIA GT 730 or better)
    • Место на диске: 400 MB
    Рекомендованные:
    • ОС: Windows 10/11 (64-bit)
    • Процессор: Intel Core i5 / AMD Ryzen 5
    • Оперативная память: 8 MB ОЗУ
    • Видеокарта: Dedicated GPU with 2 GB VRAM (NVIDIA GTX 1050 / AMD RX 560 or better)
    • Место на диске: 400 MB
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