A top-down gothic action RPG set over one long night, in a parish that raised its own dead. The big enemies show where each blow will land, loot gets better the deeper you go, and every endgame map lays out a new road. On hardcore a death is permanent, and the live ladder remembers it.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Dreadmark is developed WITH its players, loudly: Discord threads for suggestions and reports, votes steering priority, and the game updating within days to match. Early Access is that loop running in public. Play it, shape it and watch your thread become a patch note.”

Approximately how long will this game be in Early Access?

“We're planning for roughly 12 months in Early Access, though this could shift based on community feedback and the pace of development.”

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

“Early Access is planned to open with everything in the demo and more: a bigger endgame, a longer campaign, procedural dungeons, and a parish with life off the main road, from side areas and side missions to people to talk to and new monster families. We also plan an Auction House, and a season that starts with fresh ladders. On the way to 1.0 we plan to add new classes one at a time, a deeper endgame, more seasons and the full three-act campaign, and at 1.0 we plan to open up for co-op and PvP. Plans can change with what the community asks for, and the Discord and the devlog will say so when one does.”

What is the current state of the Early Access version?

“Dreadmark is not in Early Access yet, and the free demo shows where it stands. Two classes are playable, the Templar and the Witch, each with three skill trees and a rune for every skill. The campaign runs from the refugee camp through the graveyard and its crypt to the cathedral, where the Dark Lord waits. Beating him leaves a Dread Map, and every map lays out a new road. Loot rolls its affixes from where it dropped, hardcore is optional, and Steam achievements are live. Online, the ladders rank Self-Found and Account-Found characters on boards of their own, with chat, the Herald and the ghosts of fallen hardcore characters.”

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

“Dreadmark launches Early Access at $9.99. We plan to raise the price when the game leaves Early Access at 1.0, so joining early is also the best price you'll see.”

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

“The Dreadmark Discord is where the community drives development directly: players suggest changes and report issues, the community votes on what gets prioritized, and updates land within days rather than quarters, so a suggestion thread can become a patch note. In-game, a built-in report tool lets players flag bugs and feedback without leaving the game. Every patch's changelog reflects what the community asked for, so players can see their own influence on the game as it grows toward 1.0.”
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This game is not yet available on Steam

Planned Release Date: Q2 2027

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About This Game

Dreadmark is a top-down action RPG set over one long night. A parish raised its own dead to fight a plague, and the dead stayed. You fight your way from a refugee camp to the cathedral where their master waits, pick up what they drop, and keep rebuilding your character until it can survive the next fight. It is hard on purpose.

Fights you can read

Heavy hitters and bosses wind up before they strike, and the ground shows where the blow will land. Rangers show their aim as a line that follows you until they let go. Step out of it or roll through it. A Templar can also take it on the shield and punish the recovery. When you get hit, it should be because you misread the fight.

Magic and rare monsters roll affixes of their own, so a rare pack can hit faster, carry more life or bring an aura. On hardcore a death is permanent, and one bad read against the big ones can end a character.

Classes, runes and loot

The Templar wins fights by standing in them. Landing hits and blocking them builds Wrath, which he spends on cleaves, smites and thrown censers. The Witch keeps her distance and lets poison and rot spread from body to body, then bursts everything she has infected at once. Each has three skill trees, every skill takes a rune that changes what it does, and more classes join after launch.

Items roll their affixes from where they dropped, so the deeper you go the better they get. Some cast a skill when you are struck, others add poison to every hit. Orbs reroll and upgrade what you find, and the Dread Sigil can push an item past anything it could roll on its own, or ruin it.

A new road with every map

Beat the Dark Lord and he leaves a Dread Map behind. Spend orbs on it and it picks up modifiers. Some make packs bigger, some make monsters tougher or their blows heavier, and the spoils grow with every one.

Open the map at the stone frame in camp and the game lays out a stretch of road for it from pieces we built, so every map is ground you have not walked. Die inside and walk back in, and the same road is waiting.

Alone on the road, together on the ladder

Today you play alone, inside a world that is shared. Live ladders rank Self-Found and Account-Found characters on boards of their own, and a run only shows up with proof that it was really played. The Reckoning times a new Self-Found character's run to the Dark Lord.

Fallen hardcore characters stay on the board as ghosts you can inspect, gear and all. When someone is the first to reach a level or to bring down the Dark Lord, the Herald names them in chat.

Bug reports and suggestions go to the Dreadmark Discord, where the people making the game read them, and the popular ideas usually ship within days.

Planned for the Early Access launch

Early Access is planned for Q2 2027. For that launch we plan a bigger endgame, a longer campaign deeper into the parish and procedural dungeons. Off the main road we want people to talk to, side areas, side missions and pieces of the parish's story to find, and new kinds of monsters beside the undead.

We also plan an Auction House for trading what you find, and a season that starts at launch with fresh ladders. Co-op with friends and PvP against other players are planned for version 1.0. Plans can change, and the Discord and the devlog will say so when one does.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Dreadmark uses content made with generative AI tools during development, picked and edited by people. In 2D art that is the key art (also used for the store capsules), the story paintings in the opening, the loading screens, the window backdrops and the game's icons. In audio it is the music, the voices and the sound effects. The 3D models and animations come from licensed asset packs and are not AI-generated. Nothing is generated by AI while you play.

Mature Content Description

The developers describe the content like this:

You play from a top-down camera and kill skeletons and witches with weapons and magic. Skeletons do not bleed, but witches die in a short burst of red blood and gore. There are dead bodies in the graveyards and the cathedral, many of them hanged or burnt. An optional Gambler sells unidentified items for in-game gold, never real money.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 or equivalent (4-core)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 950 / AMD RX 560 or equivalent
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: 6-core CPU or better (e.g. Intel Core i5-9600K / AMD Ryzen 5 3600)
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 1060 / AMD RX 580 or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
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