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.

Melden Sie sich an, um dieses Produkt zu Ihrer Wunschliste hinzuzufügen, zu abonnieren oder als „Ignoriert“ zu markieren.

Bald im Early Access verfügbar

Die Entwickler dieses Spiels planen, das Spiel zu veröffentlichen, während es sich noch in Arbeit befindet, und möchten es mit dem Feedback von Spielern weiterentwickeln.

Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„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.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„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.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„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.“

Was ist der derzeitige Stand der Early Access-Version?

„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.“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„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.“

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„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.“
Weiterlesen
Dieses Spiel ist noch nicht auf Steam verfügbar

Bald verfügbar

Interesse? Fügen Sie das Spiel Ihrer Wunschliste hinzu und erhalten Sie eine Benachrichtigung, wenn es verfügbar ist.
 

In den Diskussionsforen können Sie Fehler melden und Feedback zum Spiel abgeben

Alle Diskussionen anzeigen

Infos zum Spiel

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

Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

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)

Systemanforderungen

    Mindestanforderungen:
    • Betriebssystem: Windows 11
    • Prozessor: Intel Core I7-8700
    • Arbeitsspeicher: 16 GB RAM
    • Grafik: RTX 2060 mini
    • Speicherplatz: 1 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: As I collect more information this will change, currently I can only test this on my PC
Filter überprüfen