A voxel-art soulslike about a lone wolf who sets out to cleanse a dying world of evil. Master precise, stamina-driven combat, forge bonds with those you choose to help, and carry your growing legend through a string of dangerous, half-open realms.

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Prochainement en accès anticipé

L'équipe de développement a l'intention de sortir ce jeu tout en continuant à travailler dessus, afin d'incorporer les retours de la communauté dans son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« Restless Path is being developed solo, and it's a soulslike built on precise combat, meaningful choices, and a world that's meant to be explored and fought through at its own pace — the kind of game that only gets its feel right through real hands on the controller, not internal testing alone. Rather than disappearing for years working alone and hoping I nailed combat balance, exploration pacing, and the weight of every fight on the first try, I'm opening development up early so the people actually playing it can help shape it before those foundations are locked in. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« I'm working toward a full 1.0 release around 2028, but I'd rather be upfront than promise a date I can't guarantee — a soulslike with a full companion system, multiple regions, and a story worth finishing takes the time it takes, especially built solo. I'll keep the roadmap and progress updates visible throughout, so you'll always know where things stand rather than being left to wonder. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« Version 0.1 launches with our starting region, the core combat and movement systems, an early pass on equipment and the skill tree, and the day/night and weather systems that shape how the world feels to move through. The 1.0 release will expand this into the full string of semi-open regions, the complete boss roster, the full companion/ally system with all its branching outcomes, a finished skill tree and gear progression, and the complete story from beginning to end. »

Quel est l'état actuel de la version en accès anticipé ?

« 0.1 is an early, focused slice: melee combat with stamina-gated blocking and shield break, dodging, and hitbox-accurate weapon timing across a small early set of one-handed and two-handed weapons (more of both on the way — ranged weapons aren't in yet); equippable armor with real trade-offs between protection, speed, and stamina; XP, leveling, a skill tree, and the Essence currency; food items that restore health and stamina; a town to explore and a small early roster of enemies (also still growing); and one boss fight, all wrapped in a full day/night cycle and dynamic weather. It's early — expect rough edges, missing content, and things that will change based on feedback. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« Yes. Restless Path will cost more at full 1.0 release than it does during Early Access, as a thank-you to the people who join early, help shape the game, and put up with it while it's still rough around the edges. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« Through an active Discord and the Steam Community Hub/Discussions — both are where I'll take bug reports, combat balance feedback, and input on what to prioritize next, and where I'll post progress updates as development continues. Working solo means that feedback loop matters even more — there's no internal team to catch what players will. »
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À propos de ce jeu

A world that stopped healing itself.

Something has been rotting the land for longer than anyone can remember, and it isn't stopping on its own. You play a wanderer who has decided — alone, and by choice — to do something about it. No kingdom sent you. No prophecy names you. You just kept walking toward the places everyone else walked away from.

Bonds you don't have to make — but might.

Restless Path is not a game about saving everyone. Across its string of dangerous, half-open realms you'll meet the desperate, the stubborn, and the quietly broken — and how you treat them decides who, if anyone, ends up walking beside you. Help enough of the right people and you'll gain allies who fight at your side, open new paths, and change how later confrontations play out. Ignore them, and you walk alone. Both are valid ways to play — but neither is free.

Combat that punishes greed, not caution.

Every fight in Restless Path is built to be read, not memorized. Block too early and you'll bleed stamina you need for the counter; block too late and your shield breaks outright, leaving you exposed. Dodge windows are tight and unforgiving. Wield a blade and shield for control, go two-handed with a scythe for reach and raw damage at the cost of your off-hand, or fall back on a bow to soften what's coming before it arrives. Every weapon changes not just your numbers, but how a fight has to be played.

Grow on your own terms.

Experience and a rarer currency called Essence let you shape your wanderer over time — through a skill tree, through armor with real trade-offs (protection always costs something, whether it's speed or stamina), and through choices about what kind of fighter you're becoming. There's no single "right" build, only the one that gets you through the next boss guarding the next half-open realm.

A living, dying world, rendered in voxels.

Day bleeds into dusk and back again as you travel, weather turns without warning, and every region has its own light, its own silence, its own reasons to be afraid of the dark. The blocky, voxel-built world doesn't soften what's happening in it — it just makes the dread easier to look at for as long as you can stand it.

The path doesn't end when the fighting stops. It just starts asking more of you

Notification de contenu généré par IA

L'équipe de développement décrit l'utilisation de contenu généré par IA dans le jeu comme suit.

Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)

Configuration requise

    Minimale :
    • Système d'exploitation : Windows 11
    • Processeur : Intel Core I7-8700
    • Mémoire vive : 16 GB de mémoire
    • Graphiques : RTX 2060 mini
    • Espace disque : 1 GB d'espace disque disponible
    • Notes supplémentaires : As I collect more information this will change, currently I can only test this on my PC
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