
Dread Delusion is an open world RPG brimming with strange places and dark perils. Carve your own path through the flying continents of a shattered land. Discover curious towns, unearth occult secrets, master powerful magic - and change the world through your choices.
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About

The world is broken. Its surface seethes with an undead curse, while humanity clings to flying continents in the sky. From mushroom forests to undead mausoleums, strange places and people await you. But will you find a way to heal this world - or seek power and profit for yourself?

Uncover a rich, interactive narrative through the game's quests, or pick a direction and explore by yourself. Carve your own path.
Towns offer a needed respite for a weary traveller to sleep through the night, trade goods, accept quests and speak with the locals.
A keen mind or charming wit can prove just as useful as a sword; and your decisions will shape how the story unfolds.
Welcome… to Dread Delusion.
Embark on a world-spanning quest to decide the fate of the land
Build your character to face challenges the way you want. There’s always an alternative to combat: charm NPCs, pick locks, harness forbidden knowledge and more…
Explore a world full of unique characters, creatures, challenges, and treasure
Use Smithing and Alchemy to upgrade equipment - turn a rusty blade into a Master Crafted Clockwork Sword.
Gameplay inspired by classic RPGs of the 2000s
Wield a variety of powerful spells and potions to bend reality to your will.
Join or Oppose various Factions as they pursue their own goals
A beautiful retro 3D aesthetic
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 64 reviews with recorded playtime.
Reviews
Themes across 64 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
"Ambitious" is the word I'd most ascribe to *Dread Delusion*. It really promises a lot, given the small team that developed it: an open-world, in-depth RPG with plenty of factions and side quests with decisions to make and tons of interesting pieces of equipment and spells to find. And I think it delivers on all of those things, albeit inconsistently. If there was ever a game that I wished had a AAA team and budget behind it to truly expand on the concepts already present and shore up its weaknesses, it would be Dread Delusion. To begin with the best parts: the world and narrative. The Oneiric Isles, and the world of Dread Delusion at large, is absolutely fascinating. I'm personally not one for stories where there's an Inquisition that's cracking down on some magical group of people or what-have-you, so despite that being one of the very first things in the game I was told about and promptly rolled my eyes at, I still found myself intrigued by all the mysteries that the spaces in this game had to offer (it probably helped that one of the first people you talk to is a woman eternally bound and tortured in a walking Iron Maiden, beaten down into believing that her agony is what's best for her). Though Pwyll and Hallowshire, the first two areas you have freedom in, can be weak in some regards, the game really shines in the Endless Realm and the Clockwork Kingdom with its fresh ideas. How gods work in this world, the frighteningly powerful Clockwork King, and the blood-steeped history of the Endless were all concepts that really had me invested and let me push past the game's faults. Narratively, Dread Delusion is constructed quite well! The main story is, initially, pretty whatever. So, you spend your time investigating side quests, turning over corners of the world to see what dilemmas wait for you. And there are a lot! Dread Delusion is frequently placing you in moral quandaries that are genuinely quite difficult. Most of them could be summed up as, "Do you risk something for the chance at a brighter future? Or do you play it safe, preserve the status quo, and hope that we can get out of this problem eventually, in a safer way?" It might seem easy to choose the former option, but as the ante keeps being upped and the stakes keep getting higher, how many times are you willing to gamble on the lives of others? Are the upsides worth the potential disastrous consequences? This is a post-apocalyptic world, after all. Perhaps it's best to try and discover something greater, no matter the cost. But there is also still love and humanity to be had in these lands. Perhaps it's not worth it to chance destroying what remains. I found some of these questions to be remarkably interesting and worthy of great consideration before I acted. And with the New Vegas-style slideshow epilogue, you *do* get to see how your choices play out, and how they interact with each other in some cases. All that praise being said, there is a reason I mentioned that the world and narrative is what kept me propelled through the full run-time. Many other aspects of the game were found lacking, though not foundationally — just in scope or exact execution. The combat is standard for this PS1-style game: charging your attacks while backstepping enemy attacks, and sometimes you cast a spell that's only a little better than just hitting the enemy. In Dread Delusion's case, it's perfectly serviceable. There *are* a handful of spells that could be used to spice combat up, but the only ones I ever found were simple ranged attacks with little flair or flavor. And given that Stamina (used to make physical attacks) regenerates while Mana doesn't, I was often hesitant to use them (until I found a ring that regenerated stamina... in the last two hours of the game). The music is fine and atmospheric, but there aren't a ton of tracks. That means you'll get very familiar with only a handful of songs that are decent, though not hours-on-end listenable, which is the amount of time you'll be spending with them. I got very tired of the theme that plays during the opening section and all throughout Pwyll, what especially sucks cause it is a very relaxing, flowing theme. I distinctly remember feeling sleepy at points, which I have to imagine is not a good emotion to evoke in a player during a game's opening hours. The exploration of the world is... a mixed bag. There are little goodies around literally every corner (seriously, if you think there might be something there, 99% of the time there will be, even if it's just a few gold), and sometimes you'll stumble upon something interesting like a fun piece of equipment or a spell. Other times, however, you'll find some ores, and once you buy a house, it becomes apparent that probably half of the things you find in the world are meant to be poured into the money and material sink that is player housing, only one of which (Thornwood Manor) is worth it. And then there's the skyship! Once I got it, I genuinely felt as if the game were a few points higher on a scale, it was *that* fun to have that freedom, especially with the interesting new areas it unlocked. Only, you only get it in the endgame. In my ~30 hour playthrough, I only got to enjoy the very cool skyship for 3 hours, and then the game was over. Last, the RPG mechanics. Collecting new armor and weapons was initially entertaining, but it eventually became apparent that they all worked pretty similarly. I would toss on and off hats and rings that gave static stat boosts so I could lockpick easier, buy items for less, and pass Charm checks. And with these stat boosts being so massive, plus the temporary buffs you can get from friendly factions in Hallowshire or Thornwood Manor or your skyship, it began to feel as those the character building choices I made didn't matter. Choosing to invest in Might and Wisdom less than the other attributes didn't impact the game, because I could throw on my hat that gave me 30 Lore and work around it with ease. I was also disappointed to see that all checks in dialogue were Charm. It would have been more engaging if the player could use their high Lore to make an educated argument, or their high Attack to intimidate someone into submission. Instead, I would put on my Charm hat before engaging in any important dialogues, maybe sip some tea in case I ever thought I might fail (I never did), and that was that. Plus, any of the less important dialogues allow the player to back out of the conversation, put on the Charm hat, then go back in to then make the check, so even if I talked to someone without it on, it was trivial and welcomed by the game to fix that. It isn't all bad, though. There are interesting rings and accessories that can impact the game beyond stat increases. Though whether you'll actually find them... there are a lot of little discoveries in this game, and not all of them are winners. (And one last smaller thing: despite the simple graphics, I experienced a lot of pop-in when entering areas. It was especially noticeable when NPCs would appear bald and then suddenly have hair once I got within a few feet of them, or a tree would suddenly spring up in my face. For a game that allows the player to reach really high speeds, I expected it to account for that more. However, that was only ever a minor nuisance.) Wow that was a lot. tldr, I *would* recommend you play Dread Delusion if you vibe with the graphical style and find yourself intrigued by the world and narrative. It certainly has flaws, but I ultimately found the experience enjoyable, enough to likely go back and complete a playthrough on hard mode while choosing all the opposite outcomes.
[keep in mind: haven't beaten yet] Just such an awesome game, so well crafted, incredibly creative. Incredible aesthetic that I easily find myself marveling in. Good sound design. Easy gameplay. Good characters. Amazing worldbuilding, it's so captivating!
long story short, this game is a waste of time. proponents of this game will emphasize vibes, exploration, and narrative. they will not attempt to defend any other elements. uncontroversially, the basic/combat mechanics are filler, even on hard mode. the crafting has nothing in it to care about, except that you can combine two knives to make a shuriken, which is amusing. making a crafting system interesting is a pretty tall order, imo, and normally i wouldn't even mention it, but there's not much else to mention. if you die, you respawn to little apparent effect. why the dark souls diegetic respawn if you don't lose or want to reclaim anything from your death? i do not know. you just have to do more walking. even if the rest of the game really lived up to the hype, you would still be spending most of your time doing those boring things that don't matter. unfortunately the rest of the game is pretty dull as well. the exploration is full of those filler elements, and also lot of empty space. the interesting [i]premise[/i] for environments does not actually translate into environments that are interesting to be in or move through. the interesting [i]elements[/i] for vibes and setting are made dull by being in this game, made dull by the ways you can interact with them. the narrative branches, yes, but not compellingly. the writing is passable. i'm a little tired of the "we killed our gods cuz they sucked, now we're heavy metal and we like blooooood, and we're way worse than they ever were, but maybe we're also a liberal democracy?" thing. i see it a lot of places. it doesn't amount to much. the game makes you walk a lot, pretty slowly, through pretty big, empty areas. i can tolerate that, especially if the rest of a game is worth it. this one isn't. to add insult to injury, the game gives you a sprint function. it uses stamina. when you use stamina, it degrades your maximum stamina until you drink a potion or rest. the game punishes you for using the spring to move through its big, empty levels any faster than a slow amble. irritating. this game should have been either massively condensed, so that the dull, repetitive mechanics don't start to wear on you too much, or greatly elaborated, so the big environments have enough engaging things for you to do that moving through them isn't boring. if you wanted to focus on vibes and narrative, cut the other stuff that's just there to soak up time. the exploration part is just hopeless, give up on that.
I rather enjoyed this game. Feels like playing an FPS RPG. Items are placed almost like health pickups and ammo in an old Boomer Shooter, meanwhile your Skills/Abilities open up newer areas and story/lore tidbits. I found I quite enjoyed this. PROS: - Short, but not too short. The game respects your time. - Fun exploration. The world is small compared to a AAA game, but it doesn't need to be that big. Every location had its purpose, whether small or big. Plus everything you see you can visit at some point. - The game does not punish you for not specializing your build, there's enough "Delusions" (how you level up) that you can spread out your skills decently so, and items help make up for where you're lacking. I maybe missed two items from not specking in the Lore stat, and missed one major "Charm" opportunity from not maxing out the Persona stat. - Unique setting with good art direction. It is not another generic fantasy world with elves, dwarves, and other such things. The only traditional fantasy creature I found was goblins, and unless you knew they were called goblins you wouldn't be able to tell from their looks. CONS: - Game is very easy, only died once and it was an unavoidable death (You'll know what I'm talking about if you play the game). Health potions are VERY common, and I had an effectively bottomless stash of them in my inventory. Characters will tell you how dangerous somebody or someplace is, and I'd get through just fine. - Some story moments are very "why should I care?". [spoiler] When the Grand Confessor tells you to kill her Godlet friend, and her ghost tells you not to. I just shrugged my shoulders and killed it. Perhaps if there was more to the Godlet or the relation between the two than a few dialogue boxes during the quest [/spoiler]. - There needs to be more music. The songs that are there are great, but there is only one song per region, only changing during story beats or special dungeons. Even then they'd use a track you'd heard before. NEUTRAL: - Game is rather simple. I don't mean that as a bad thing, I really liked that the game didn't have ten hundred different builds, meta-maxing items, or skill trees within skill trees. A game like this doesn't need all that stuff so it was fine by me, but I know some people may find it lacking. Good game that Lovely Hellplace should be proud of, and I am excited to see what they'll make in the future.
Эта игра выглядит как настоящий брэд (delusion)... В хорошем смысле. Мне понравилось. Приятный эмбиент, интересная драматическая история на подумать. Очень классные красные кислотные облака. И очень много грибов, двумерных и трехмерных. С грибников по лайку... В Dread Delusion однозначно стоит играть всем кому важен арт. И old-school RPG механики. Это не просто "Morrowind inspired indie game" - это что-то большее...
Review for the first 15-20 hours: I lose myself in the game. I pour a glass of wine and go wandering for a couple of hours. Look into the distance and wonder whats over there, then go there and find out. The depth of lore, world building, and imagination is really what stands out. Review for 20+ hours: The magic starts to lose itself in a depressing, dystopian world. The green mushrooms start blending into grey metal and I want to get out. On top of that, quests start becoming repetitive and drag on. If only the game quit halfway and didnt stray from the screenshots too much, it wouldve been beautiful Overall, it has so much to offer from a small indie team, and I still highly recommend it to anyone who enjoys PS1-style rpgs.
This is one of those games that really makes you wish for a neutral or a "not for everyone" option. At the time of this review, I have completed a playthrough entirely, finished all side quests except a 10 minute timer fetch quest, and have done pretty much all there is to do. Having said that, the core point of a review is "did I have fun" and "would I recommend this game to other people". The tl;dr is a little bit but maybe ~3 of those 24 hours were enjoyable, and mostly in the early game. And I wouldn't recommend this game to anyone who hasn't already spent the money on it. I really wanted to like this game, the aesthetic is interesting, but the best analogy I can give is its like 15 foot-long hot pocket with no filling. Every facet of the game is painfully shallow to the point that every skill & interaction feels roughly pointless. I bypass failed checks by swapping out hats, I can rob stores in plain view because there's no actual crime or guard AI to speak of, you get weapon and spell slots just to spend 90% of the game with only a sword and a return-to-checkpoint spell. Most quests devolve into "run to this place, run back here". This game is abysmally lacking in actual substance when it comes to the actual gameplay, and one thing it does a LOT is only give you things that would've been useful when the game is functionally already over. Maybe the writing is good enough to salvage this mess? Honestly no, the initial premise is intriguing; a post-apocalyptic world set shortly after a massive war to purge the world of 'gods'. Most conflicts boil down to "side with a god" or "purge the god", and this could've been a unique dynamic if it was written by someone more adept than a 5-year old. Legitimately infuriating how blatantly the game expects you to choose the "correct" choice, and tries so hard to railroad you into bootlicking despicable characters and factions because "Muh fee fees". Case in point: There is a country of undying zombie people, haunted by the memory of killing and consuming their loved ones, they lock themselves away in mausolems and crypts, praying for actual death. Did I mention they waged crusades to hunt the living which the game tells you killed tens of thousands? You have the opportunity to destroy this land, preventing such horrors from ever happening again, and the game throws a tantrum and calls you a monster. Whoever wrote this garbage is a whiny toddler who thinks "wets all be fwens :3" is deep. Every time the game shames me for a choice, it has already shown dozens of times over that playing with powers beyond your control ends HORRIBLY, dooming entire towns to become sacrifices or worse; just to treat you like a monster for not blindly repeating the same thing. All in all, this game is genuinely baffling. Every good thing it does (like the aesthetics) is overshadowed by how shallow it all is. The gameplay barely exists beyond a checklist with zero depth beyond the barest implementation (we have player homes! *theres literally no reason to ever use them*), the writing is so tonally inconsistent and hypocritical, and the game overstays its welcome by so so long. I already spent the money, so I wanted to finish it, but unless you really really like the idea of a preachy shallow art piece, save yourself the money.
Ridiculously fun, with so much to do, and such strange atmosphere. Amazing acid trip of a world. The only downside is maybe that world feels a bit too big and sparse but it makes up for it in vibes.
is gud
I really don't know how I feel about this game two hours in. It was going well, I was enjoying it, but I started writing this review while playing through it. Why? Because I went on a sidequest to stop an illusion being projected by a mage, and midway through, it changed to night time and the remaining hostiles all went to go sleep. Here's the thing, you can't wake them up. You can't wake ANY character up. Attacking them, sprinting full speed, stealing their stuff, jumping on them, you outright cannot do it. You also can't rest, except for in a bed, of which there are none usable here, or with some spell I don't have. So, that writes off combat or potentially charming the big bad mage dude, because the three people in here are just decor. But worry not, the game prides itself on multiple ways to play, yes? Well, my Lore skill is too low to interact with the two items that are there to do *something*. I've already lockpicked the door so they could just be completely useless anyway, but there's nothing else I can interact with in this tower. I tried throwing knives at the illusion, I've tried climbing onto various parts of it and whacking it with my sword, I've tried attacking various things in the tower. But while writing all this, I actually achieved a solution. Did the NPCs wake up? No, it's been half an hour of me bumbling around and trying everything I can and typing this and they're STILL SLEEPING. But after finally checking the journal, after confirming that the illusion is indeed an illusion and leaving the chief goon and two henchmen alive albeit in eternal slumber...I can just leave and go back. Is that a satisfying solution? No. Is that an intuitive solution? No. Is it seemingly the only way I can progress the sidequest? Yes. I might change this review later on, but this has been such a frustrating time that I'm still leaving it here.
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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