Therian Saga is a MMORPG that tries to stand out of the crowd by offering a compelling storytelling surrounded by a massive mathematical set of rules that define the world your hero will evolve in. It could be said that it borrows elements from old-time MUD games, strategy games and even tabletops RPG.
Recent Reviews:
Very Positive - 81% of the 11 user reviews in the last 30 days are positive.
All Reviews:
Mixed (316) - 68% of the 316 user reviews for this game are positive.
Release Date:
Mar 27, 2017

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Recent updates View all (17)

October 10

1.30 Quasidragonus

The next update will be on October 16th. It is important for us to thank all the players that keep following us and all the volunteers that work for us for so many years.

Release note 1.30
  • Four new series of quests from mid-level to high level ( more than 50 tasks)
  • New recipes for taming, horticulture, botany, breeding, fighting, prospection, extracting, hunting and archaeology.
  • Runic mills
  • New tasks for the new recipes.
  • A new type of ingots in small quantity.
  • A new type of weave in small quantity
  • You will now be able to dye the leathers.
  • Some other corrections.
4 comments Read more

June 28

Five years!

Well, here we are, five years ago we officially launched Therian Saga with the opening of the Den and the introduction of our monetization system. The game was already in operation for over a year, in alpha and beta versions, our oldest player accounts dating from April 16, 2012. We started the creation of the game in 2009, the first two years in "after work" mode where we built our vision of the game. It was in 2011 that we really decided to push Therian Saga towards a commercial product, we swelled the team and built the infrastructure necessary to bring it out of the game.

All this to say that Therian Saga is no longer a young game.

If I were asked to say what I liked most about this adventure, I would say that it is the fact that the game was built by a network of friends. From the beginning of the project we presented our ideas to relatives and many of them were grafted to the project for a time or permanently. These friends introduced us to other friends, some of whom have also come a long way with us. I really believe that all this energy pooled by people who primarily wanted to express their creative abilities made that Therian Saga have a charm and character rarely found in other projects.

Where are we today? Like your characters, you could say that games in the industry have high or low skills. Therian Saga's main skill is retention, so we have a loyal community that stays with us for a long time. Our lowest skill is surely acquisition. It has never been easy for us to convince a new player that he should stay with us and take the time to give the game a chance to demonstrate its potential. What is the result of all this? A good community very active and engaged but that does not renew much. It's a bit like playing Dungeons and Dragons: designers are the game masters who build the world for their players. It's still great as a concept.

This text is the perfect time to talk about one of our failures, the Unity version. I know you will continue to ask for this new version, but in the current state of things we will not be able to do it. The revenue from the game just does not allow us such a big development without giving up any content creation, which would reduce our retention and therefore cut the revenue available to develop the Unity version. We have also looked for funding and partners, but there is no interest in technology conversion. We kept our code up to date with Unity's new version it case there was an opportunity to restart the project. At the planning level for Unity, we believe that at the beginning of 2019 we will take radical choices, but currently we are only keeping the code up to date. We will get back at you with our decision.

And for our good old version of Therian Saga, what can we expect? This year we are still going to have content updates, feature additions and we are going to change some basic concepts like the number of characters per account. But I believe that a major decision is awaiting us for the end of the year. As I said we are on Therian Saga for a very long time and taking a step back, sometimes Cloud and I come to the conclusion that we may have reached the point where we are no longer the best people to develop the content of the game. Do not worry, it does not mean we're going to disappear in the mists. But that we can focus on direction / production and bring new blood to the game. People who will have new ideas, new directions and even different visions. So, one of our tasks in 2018 is to train a new generation, we really believe that it will be beneficial for our players, and that's the most important thing.

The entire team would like to take this opportunity to highlight the immeasurable work of our volunteers who have supported us over the last few years. We also add thanks for those who took the time to make tools for Therian Saga. Thanks again!

So now, and as we celebrate our 5 years, we will reduce the price of everything in the shop for a week, have fun!
3 comments Read more

About This Game

Therian Saga is a MMORPG that tries to stand out of the crowd by offering a compelling storytelling surrounded by a massive mathematical set of rules that define the world your hero will evolve in. It could be said that it borrows elements from old-time MUD games, strategy games and even tabletops RPG.

What to expect from the game:

  • Skill Based: We use a system based on your hero, your tool, your companion, your location and some magic to calculate your capability to execute an action.
  • Sandbox: It’s up to you to understand how to progress in the game.
  • Storytelling: Old school style with text as the main medium for storytelling.
  • Crafting: Complex, with a skills distribution mechanic from material to final product.
  • Huge: The game is online since 2012, there are years of content available right now.
  • Asynchronous: Play how much you like, be it 15 minutes or 20 hours, and program your hero’s actions. He will be doing them when you are sleeping, partying or working.
  • Indies: The game is rough on players; you have to work hard to reach your goals.
  • Devs: We are close to the players and you can discuss the future of the game with us.

Asynchronous made cool

To break the prejudice that asynchronous game had to be simple games. That was really important to us. We wanted a game that people could spend less time on than live MMO, but that could offer more for each second online. Your characters work while you are offline, but you will be also thinking about what you are going to make them do next time you log in.
There are lots of games out there that are time-consuming for nothing. Building an asynchronous game that goes deeper into RPG gameplay: that was a battle worth fighting.

A typical day in Therian Saga

You can play the game the way you want. There is never a situation in the game where you have to stay at the computer. You can quit in the middle of a dungeon, even in the middle of a fight, and come back the next day and pick up where you left off. If you quit in the middle of a fight with another player, your characters will continue to fight as well as they can while you are offline.

What about the typical day? As an example, suppose you can manage only short-playing sessions during your day. You might schedule tasks for your hero in the morning, then just check if everything is ok at lunch time and maybe indulge in some trading and social activities. In the evening, when you have a bit more time, you'll have lots of “live gameplay” options: quests, adventures, dungeon-raiding, fights with other players in the arena, maybe even a boss run. At the end of your play session, you might ask your hero to sleep, or carry on working during the night. If you miss one of your normal play sessions, your heroes usually have enough tasks left that they can continue to evolve anyway.

Now that gives you a lot of flexibility and, as you can see, the game goes beyond asynchronicity and offer lots of live gameplay possibilities.

System Requirements

    • OS: Windows 7
    • Processor: Intel Core 2 Duo or AMD equivalent
    • Memory: 512 MB RAM
    • Graphics: DirectX 9 Compatible Card (nVidia, AMD or Intel)
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 250 MB available space
    • Additional Notes: .NET 4.51, Silverlight
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