Step into this world of beautiful stylised graphics and explore striking, handcrafted environments - torch in one hand, big axe in the other. Built exclusively for VR.
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Release Date:
Mar 29, 2019

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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?

“With the game now at a playable beta stage of development, we are keen to garner feedback from the community. Our aim is to finish off the game equipped with greater understanding of what the players would like it to be.”

Approximately how long will this game be in Early Access?

“Roughly six months, but this is dependent on feedback.”

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

“The full version will have more levels and we’re hoping the feedback we receive in Early Access will help answer this question.”

What is the current state of the Early Access version?

“Currently the game is fully playable. All of the features listed for this game are implemented, as well as 6 levels of the dungeon (not including hub world levels).”

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

“Price may increase moderately when we release.”

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

“We want to know what bits they particularly enjoyed and what bits they could have done without, and use that knowledge to direct the game towards being the best it can be. Feel free to send suggestions about features - those are valuable too. We will be using the Steam Discussion boards as a hub for this conversation.”
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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

Available: March 29

This game will unlock in approximately 5 days


Recent updates View all (2)

March 19

Update 1.1

This update is mainly focused on stability. As we approach launch we wanted to make sure we had a fallback update to go live with. The last main update added a few bugs that we’ve been fixing, and in terms of content, there’s a new puzzle at the end of the church level. Also dialog boxes have had the placeholder graphics substituted for one that’s more in keeping with the style of the game.

  • Weapons should now always hit when they are supposed to and not stop working.
  • Animation stability is hugely improved.
  • Loading and saving should work correctly (note to self: autosave on exit is a good idea. Autosave on exit to load an autosave is a TERRIBLE idea). Also fixes the zero health on load bug.
  • Control system has been updated in line with a more standard mapping on Vive and Oculus.
  • Items should no longer get stuck in the wall/floor if you pick them up at an odd angle.
  • Stamina system removed.
  • Traps impact enemies consistently now.
  • Player hit effect more obvious now.
  • Plus smaller fixes.

Hoping to get a content update in pre-launch...
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March 12

Update 1: Bucketload of physics

We’ve listened to the feedback from the first public testers, and as everyone enjoyed the physics... we decided to add a bucketload more! Weapons now collide with everything: blades don’t pass through walls or anything else. It was a lot of work, but it adds so much to the immersion that it’s worth it.

Secondly, we had another pass at the animation to remove some edge cases where the characters could be erratic. It should be a lot more stable now.

Thirdly, we added a stamina system for attacking. Previously, making multiple small swings was counterproductive, as each one only did a tiny amount of damage compared to one big swing. This should encourage placed strikes and blocks in combat. Stamina and health are displayed on the gauntlets in-game.

There were a few other tweaks to combat to improve pacing and make it slightly more challenging. We’re holding off making this too hard at the moment, at least while people are still learning the game. Harder modes will come in future updates.

The introduction scene was reworked to fit better into the narrative too.

Plus the usual bugfixes, etc.

We’re on to the next update now.
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About This Game

Step into this world of beautiful stylised graphics and explore striking, handcrafted environments - torch in one hand, big axe in the other. Gameplay is a rich, multi-layered experience, with surprising charm and heart.


Dramatic combat system:
This is what VR swordplay should be: free-flowing attacks and blocks that allow you to feel the rhythm of combat. Dynamic physics-based melee combat delivers a reaction to every hit.

Can it still be bullet time if it’s with arrows?
Bend time to dodge arrows or strike them out of the air - if you’re fast enough.

Swordplay that’s easy to learn yet challenging to master
Chain blocks and attacks unleash devastating counter attacks that can turn the tide of battle in your favour. Five different enemy attack styles to get your teeth into.

And what would a dungeon be without puzzles?
This new game has got you covered. Keys, switches, hidden rooms - the whole enchilada.

And if heart-stopping peril is your thing...

This game will have you dodging terrifying traps (that you can then use against your enemies) and climbing across death-defying drops.

No time for questing?
Drop into the arena and enjoy wave after wave of enemies - and unlock weapons to use in the main campaign or arena.

Looking for story?

The basics: a desperate king strikes a deal with the Morrigan to get him out of a tight spot, sacrificing his (unborn) daughter’s freedom. Time passes, and the daughter eventually succeeds the throne. The Morrigan returns to call in the debt… unless you can stop her, that is. But she is a god, so good luck with that!

A whole armoury of weapons

Tool up with swords, axes, shields, bows - play in whatever style you like, with over 20 weapons to choose from.

A range of locomotion options
Free locomotion, teleport or both supported. Left- or right-handed? Not a problem.

System Requirements

    • OS: Windows 10
    • Processor: Intel i5
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 970, AMD Radeon R9 290 or greater
    • DirectX: Version 10
    • Storage: 5 GB available space
    • OS: Windows 10
    • Processor: Intel i7
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 1080/AMD Radeon RX 480 or greater
    • DirectX: Version 11
    • Storage: 5 GB available space

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