You wake up in a dark prison full of vampires and you have only one chance to escape alive. Stoneshard: Prologue is a playable alpha which will get you familiar with some of game’s core mechanics.
Recent Reviews:
Very Positive (32) - 81% of the 32 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,668) - 89% of the 1,668 user reviews for this game are positive.
Release Date:
Jun 5, 2018

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Play Stoneshard: Prologue


Recent updates View all (25)

March 10

Devlog: Latest News & Plans


For the past month and a half we were very silent since we were busy preparing, releasing and supporting closed alpha test. Because of this we didn’t have enough time to develop new features, and thus there was nothing to tell you about. Today we’ve released the last patch for alpha version, which means we’re back into action again! Therefore, today's devdiary is an filler one - we'll talk about alpha test results and plans for the future.

In general, we’re pleased with how the alpha test went. Despite the limited content, every 10th player spent 10+ hours playing the game, and we’ve also collected lots of suggestions and ideas - that we’ll try to consider during further development. Soon we’ll also send another devpoll to our alpha testers in order to get a detailed feedback on all the aspects we're interested in.

As many had noticed, we’ve changed the release date from the Q1 2019 to 2019 in general. As it turned out, we’re bad at making predictions – it’s quite hard to keep up with the deadlines while constantly experimenting and tweaking things – and without such tweaks it’s hard to make such a large-scale game work well enough. Therefore, for now, we prefer not to give any exact dates, but to focus on the development. We still intend to go Early Access before the end of the year, and a specific date will be announced only when we feel the first public build is almost complete.

The next step in our plan is the transition to the closed beta, which we intend to launch in a few months, late spring or summer. It is unclear how much we’ll be able to fit in a few months, but the minimum roadmap looks like this:

  • Transferring to a new engine’s version and then fixing related bugs and crashes
  • Adding at least half of the abilities for the most part of planned skill branches
  • Adding all the non-yet implemented types of weapons and equipment
  • Complete rework of the dual weapon combat mechanics
  • Finalization of the ranged combat
  • Some new dungeons
  • Additional content
  • Many minor improvements and fixes that take too long to list (such as barter system for trade, for instance)

We may also have time to add a new settlement and a number of new game systems, but it isn’t set in stone, so the list above is currently the most realistic.

That's all. In the near future, expect regular devlogs on a variety of topics - including, for example, some details about game’s lore. Also, take a look at our new key art, featuring some of the game's key characters:

Click for Full HD!

See you later!


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January 22

Devlog: Bounties & The Crypt


This devlog is a bit late and therefore kind of off-schedule, as we were busy polishing our today's topic of discussion – bounty system and the associated dungeon, the Crypt.

First, let's clarify the terminology. In our game there’ll be two types of missions: quests and bounties.

First category includes all quests with a scripted storyline and various special content. They are unique and can be completed only once per walkthrough. These tasks include both main plotline missions and various secondary story arcs.

Please keep in mind all English texts are WIP and hadn't been yet professionaly translated and proofread.

And bounties are procedurally generated repeatable quests. Their structure always remains unchanged, but the place and the participants will change. Bounties are offered mainly by village elders, and usually revolve around solving their settlement’s problems. This is one of the best ways to make quick money and improve your relationship with a settlement or a faction.

Some of the bounty-related relics.

As for now, all bounties can be divided into four conditional categories:

  • Headhunts. To eliminate a threat, sometimes it’s enough to deal with its leader, an elite enemy who may give you a lot of trouble. By the way, elite mobs are also generated procedurally, but we’ll talk about it some another time.
  • Rescue. Locals often fall into various dangerous situations. Your job is to get them out of the mess.
  • Search. Lost relics, stolen artifacts, treasure hunts - you will have a chance to take part in all of this. By the way, nothing prevents you from breaking the contract and leaving the found valuables for yourself…
  • Interaction. In such bounties you’re required to find a certain place and make a number of special actions to achieve… a needed outcome. Sounds pretty abstract, but, well, that’s how it works.

In the future we plan to diversify bounties by adding some new variations and categories. For example, our to-do list contains monster hunts involving some extremely rare and dangerous enemies.

Troll concept. Don't feed him.

It’s worth mentioning that bounties are very dependent on global map situation. For example, if orcs or brigands chose an abandoned fort for their own camp in the settlement’s vicinity, sooner or later they will start to create problems for this settlement – so at some point villagers will offer a bounty on them.

Also, unlike quests, bounties completion time is limited and thus is discussed in advance. Not completing the bounty in time won’t only worsen your reputation, but may also have serious consequences for a bounty-giver.

For instance, if you won’t disrupt the necromantic ritual in the crypt nearby in time, the undead may become significantly stronger in this region, so they’ll make even more trouble in the future. So take your bounties seriously and don’t be greedy – if you aren’t sure you’ll be able to complete them, don’t give people false hope and let them hire some other mercenary.

Nothing like pillaging someone's grandgrandfather's tomb!

In alpha all bounties are focused on Crypts – our new dungeon type. Technically, the Crypt isn’t 100% new – we’ve demonstrated it a long time ago. However, during last month it was completely revamped from scratch to better fit the changed lore and also test our new approach to dungeon procedural generation.

Most crypts in Aldor have hundred-years history and reflect local burial customs. Those who could afford it were buried in impressive stone sarcophagi. Common folks could usually count on an ordinary wooden coffin. Many dead people are also buried with different valuables – as it’s believed that it may help the deceased in their afterlives.

So a trip to the crypt offers not only an oppotrtunity to die from the undead hands, but also a chance to make a fortune… if you’re lucky enough. Anyway, nobody will check the bodies of people who died several ages ago, so that’s probably fine.

Well.... I guess... I'm here?

And as a small bonus – here goes our in-game map item, which shows a small fragment of the global map. Bu the way, this is where the alpha will take place.

This is all for today. See you later!


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About This Game

Stoneshard: Prologue is a free playable alpha demo of Stoneshard — the old school turn-based RPG inspired by legendary roguelikes like ADOM and Nethack. This version of the game contains 2-3 hours of gameplay and introduces Stoneshard's world and combat system.

  • Learn the story behind one of Stoneshard's main characters — Verren, who'll play a significant role in the full game
  • Explore grim dungeons beneath the kingdom of Aldor
  • Fight ancient vampires and customize your hero with different armor sets and weapons
  • Get familiar with Stoneshard's health and psyche system — put splints on broken bones, use medical aid and even drugs to ease hero's pain and fend off insanity
  • Face the Prologue's mysterious boss and find out if you're strong enough to defeat him

Keep in mind that Prologue is just an alpha version of Stoneshard and is developed for gaming audience to get familiar with the game's concept.

System Requirements

SteamOS + Linux
    • OS: Windows 7/8/10
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
    • Sound Card: DirectX compatible sound card
    • OS: Windows 7/8/10
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
    • Sound Card: DirectX compatible sound card
    • OS: Ubuntu 14.04
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space
    • OS: Ubuntu 14.04
    • Processor: Intel Core 2 Duo E6320 or equivalent
    • Graphics: GeForce 7600 512 Mb or equivalent
    • Storage: 500 MB available space

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