Adventure and fight in a medieval fantasy open world! Build heroic characters with various abilities, travel through villages, cities, or perilous dungeons. Strategic turn-based combat system and advanced character building - Fog of war, charging and flanking, and more in the fast-paced Arena mode.
Recent Reviews:
Very Positive (38) - 86% of the 38 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (918) - 91% of the 918 user reviews for this game are positive.
Release Date:
Jan 10, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is 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?

“The final pattern of this game will be turn-based tactical combat + adventure sandbox. At present the primary gameplay, turn-based and party-based tactical combat with the Arena mode, has been completed, players who just like combat would be able to get a lot of fun. So we release the Early Access version to collect players' feedbacks. And then continue to develop another core content: the Adventure/Story mode.

Update: The Adventure mode has been released on March 31, 2018. The basic sandbox adventure framework is completed. Next we will continue to enrich the game content and start the development of the main story line.”

Approximately how long will this game be in Early Access?

“The most difficult part is the combat system that has been finished. We worked on it concentratedly for more than one year. The total development cycle is much longer if included the early stage which used to study and research on various rules.

// Fortunately, it has been basically completed. Adding new classes/feats/items, and the Adventure/Story mode is relatively simple. These contents will be finished within six months to one year. At that time, the official version will be published.

After more than a year of development, we realized that the early estimated time for the final release was too optimistic. It now appears that the improving of adventure/story mode and more game content will take several years to complete.

Of course, before the final release, we will continue to update the game content to ensure that our players always have new content to play. This is how the Steam Early Access mode works.”

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

“The full version of Low Magic Age will be a fantasy RPG game of turn-based and party-based tactical combat, adventure sandbox, main story/random quests, trading and running businesses, role and team development, etc.

More player classes, multi-classing and prestige classes, characterized monsters, magic items and game modes will be added later.”

What is the current state of the Early Access version?

“At this stage, we already have the completed combat system and the exciting Arena mode, with 100+ classical fantasy monsters and 100+ magic items.

The Adventure mode has been released, too. Next we will continue to enrich the game content and start the development of the main story line.”

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

“To thank players for growing up with the game and their long-term supporting, we started the Early Access stage at a lower price. As the development of more game content goes on, we'll increase the game price gradually until the final release.”

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

“We'll collect suggestions and bug reporting actively from the steam player community. It'll help us to fix those hard-to-find bugs and improve our game. We'll release new game contents timely to the community, and then adjust them based on the players' feedbacks. This mode can help us to make the game more fun and perfect.

Actually, from the beginning of the prototype, we've been maintaining a long-term and intimate connection with our players. Today's Low Magic Age was created by these SLG and TRPG enthusiasts from major forums, post bars and groups!”
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Recent updates View all (67)

July 23

v0.90.08 Patch Notes

Added special materials for equipment: Alchemical Silver, Mithral, Adamantine, Darkwood (equipment that made of special materials, like Adamantine Greatsword, +1 Darkwood Composite Longbow, will be randomly found in shops and loots)
Added masterwork equipment (masterwork equipment, like Masterwork Dagger, will be randomly found in shops and loots)
Now ammunition can be magic items with magic bonuses, masterwork equipment, or made of special materials, like Masterwork Arrows, +1 Silvered Sling Bullets
Allows to choose the current ammunition from the battlefield pop-up menu
Adjusted Armor Check Penalty of armor
Reduced Armor Check Penalty of magic or masterwork armor by 1
Armor with 0 Armor Check Penalty will be treated as auto-proficient, like Mithral Chain Shirt
Adjusted shields: removed speed penalty, reduced AC, maximum magic bonus is +5, more kinds of enchantments
Adjusted parameters and prices of some magic items and enchantments
Removed price rounding for magic items
In-game Wiki: Added "Equipment" section

Remade monster AI module - Changed the original interest maximization AI to following 3 types based on the natural Intelligence:
-- Instinctual: Creatures with low intelligence like animals attack nearby enemies instinctively without any strategy.
-- Tactical: Humanoid creatures at a normal level of intelligence can choose more favorable positions in combat, attack opponents with lower defense first, and know how to cooperate with each other.
-- Advanced Tactical: These creatures are more cunning. On the tactical basis, they also consider the target's remaining HP since killing is a key indicator of damage output maximization.
AI (even the Advanced Tactical type) no longer always attack casters first
The behavior patterns of summoned creatures of players are not affected by Intelligence. They always use the Advanced Tactical AI.

New graphics option: Brightness
New item sort options: "By Weight" and "Total Price or Weight"
Flee no longer reduces reputation
Adjusted initial abilities of shooters (including PCs and monsters): -2 Con, +2 Wis
Fixed crash bug: damaged save files
Fixed crash bug: 20+ minions on small size combat maps
Fixed crash bug: position overlap after movement
Fixed crash bug: position overlap by knockback
Fixed crash bug: Hobgoblins' Phalanx Soldier
Fixed crash bug: using certain potions on world map

Fixed ambiguous description of Precise Shot
Adjusted description of abilities
Added "immune to bleeding" to description of Regenerating
Fixed image overlap of cloth when trading

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to It's extremely useful for debugging.
23 comments Read more

June 24

v0.90.07 Patch Notes

Remade Combat UI
Remade Character Status/Inventory UI
Remade Create Party/Recruit/Create Character/Level Up UI

Better loots in deeper dungeons
Added descriptions of new game terms in Adventure
Added party quest statistics
Added changeable avatar icon in Character Status/Inventory UI
Highlighting action targets in Initiative Bar
Adjusted system menu of Adventure
Added light shield in weapon set #2 for ranged clerics

Fixed crash bug when change dungeon layer
Fixed crash bug at the end of combat caused by the Crowd Cover feat
Fixed crash bug when click portrait quickly in Formations UI
Fixed crash bug in Arena shop caused by third party portraits
Fixed position overlap bug caused by formations
Fixed slow save problem after thousands of days of adventure
Fixed overwriting problem when create characters
Fixed trait counting problem in Character panel

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to It's extremely useful for debugging.
45 comments Read more
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About This Game

Adventure and fight in a medieval fantasy open world! Build heroic characters with various abilities, travel through villages, cities, or perilous dungeons. In this world of sword and magic, you can choose your own way of life freely.

As one of the core gameplays, Low Magic Age owns a strategic turn-based combat system and advanced character building. Field of view, fog of war, charging and flanking, spells, and combat maneuvers, you can experience more exciting game features in the fast-paced Arena mode.


  • Adventure mode:

    Open Sandbox World: A replayable open sandbox world with various landforms and adventure elements.

    Cities and Villages: Villages, towns, cities, and metropolis of different community sizes. In these places, adventurers can replenish supplies, purchase equipment and other services.

    Random Dungeons: Numerous random dungeons, such as caves and ancient ruins, that fraught with danger and tempting treasures (traps?).

    Town Quests: Cities, villages and other human settlements regularly issue various kinds of jobs and tasks. To help towns to accomplish these tasks is an important way to improve reputation and relationship with locals.

    Trade Goods and Specialties: A wide variety of trade goods are distributed all over the world by region and town. Buying local specialties and then reselling to distant regions to earn the difference is a very profitable business.

  • Arena mode: Fast-paced combat, looting, and character developing experience.

  • Inherited from classic game rules: Evolved from the Open Game License (OGL) of Wizards of the Coast, the set of rules based on the pen-n-paper version of fantasy role-playing games of all time. Plus well designed information display UI, clear prompt of hit percent and damage range, help players to study and immerse in the fantasy world. The innovative combat system, full-attack, covering, in-melee, prone, etc., various circumstance modifiers bring more meaningful tactical choices.

  • Classical fantasy monsters: 7 categories, 100+ classical fantasy monsters. Goblins, trolls, giant ants, basilisks and much much more. Different monsters need different strategies and tactics to defeat.

  • Tons of equipment and wondrous items: 60+ common items, 90+ wondrous items, 80+ enchantments. Slashing, piercing and bludgeoning, different weapons against different monsters. Gloves of Dexterity, Counterstrike Bracers, Ring of Regeneration, Belt of Magnificence, Cloak of Thorns, Elemental Gem, collecting powerful magical artifacts to create the heroic character in your mind.

  • Well designed skills and spells: Fighters own a variety of martial arts movements, not only basic attacks. All of the arcane spells and divine spells of caster classes are greatly improved, too.

About graphics similarity with another game ToME4:

We purchased and used a tileset of monsters/items from the Norwegian artist Raymond E. Gaustadnes (Shockbolt). He made another tileset for ToME4. So, both tilesets share the similar style and a few same tiles.

Thanks to the Open Gaming License (OGL) from Wizards of the Coast:

It has been stated explicitly by Wizards of the Coast that anyone can make a computer game using the open game content under the terms of the OGL. The OGL can be found in the OGL section of their official website, or the in-game Wiki system.

In order to apply a set of rules designed for a pen-and-paper game to a computer game, many rules in the OGL had been adjusted or improved.

System Requirements

    • OS: Windows XP SP3/7/8/10
    • Processor: 1 GHz
    • Memory: 512 MB RAM
    • Graphics: Intel HD Graphics or better
    • DirectX: Version 9.0c
    • Storage: 200 MB available space
    • Sound Card: Any

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