
An immersive medieval dark fantasy survival game with RPG elements for 1-4 players. Set in a hand crafted open world. Explore, survive, build, craft, fight and conquer your way through the dark, brutal and mysterious lands.
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About
ENDALOR is a challenging survival game with RPG elements for 1-4 players, set in an immersive medieval dark fantasy world. Explore, craft, fight, loot and above all - survive!
THE WORLD
Explore, scavenge and conquer a vast hand crafted world, full of secrets and unimaginable dangers. From the mountain peaks to the depths of a mysterious underground, the unfolding adventure is yours to shape.
SURVIVAL
Gather resources to not only make yourself stronger, but to keep yourself alive. With swinging, smashing and slashing the game presents an unforgiving stamina based combat system that tests even the most experienced warriors. Your skills will be tested by ever-greater foes and your power challenged by fearsome bosses.
CONQUERING
Build a camp to regain your strength, craft weapons, armor, workstations and more. Seek out rare and powerful artifacts, magic, and weapons to overcome ever greater threats. Brave the journey alone, or gather a party of four friends to face the adventure together.
Key Features
A vast immersive hand crafted open world, filled with secrets and danger that is seamlessly connected from the huge mountains and towering castles to dark dungeons and even darker caverns, where every corner is filled with unique enemies and rare treasure.
Play alone offline or create a party of 4 adventurers.
Stamina based combat that tests your skills and lets you choose your own way of dealing with danger. Wield a dagger or a mighty war hammer, throw spears or cast magic. Earn experience and increase your strength.
Gather resources provided by the land or take them form the bodies of your enemies, scavenge ancient dungeons and castles for loot and treasure.
Build a camp to regain strength and protect your loot, grow and cook food, prepare for your next adventure.
Prepare and survive mighty boss encounters.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Early Access - May 5th, 2026 (Last updated April 30th, 2026) Time Played: 25 Hours. Completed main story and all but final side quest. Multiplayer: 2 Players. Would disconnect from Host when they switched tabs. No issues with progression, inventory, character. Previously stuck in endless loading screen (was patched April 30th). World: Obvious souls elements. Completely open world. Amazing scale, felt great and rewarding to explore. Easy to get lost, you rely completely on landmarks and a compass with no markers. Player marker would be helpful for multiplayer. No map. Combat: Combat felt clean and had good feedback. Targetting system needs a rework, especially in multiplayer; first target was always the other player. Enemies had good variation and unique attacks. Late game weapons have very cool special attacks that changed the feel of the game for the better. Classes: Ranged and Magic options, but do not compare to melee. I started with the intent to play magic but quickly switched to Dex-Melee as magic was not viable (especially with previously mentioned targetting issues). Bosses: Perfect amount of bosses per area / level. Mostly main bosses, we only encountered one side boss. Bosses felt too easy for the area. We would get that areas best gear and the boss would not even touch us as they would be stun locked, so the upgrades felt a bit pointless. Difficulty: Aside from bosses, rest of game was a good difficultly. Died a few times from both enemies, traps, and jumping puzzles. There is no revive system in multiplayer, so if you die you need to walk back to your party from your bed/spawn. Items equipped and in hotbar are saved, rest can be picked up in a bag. This felt like a good system as you kept your gear and would need to go back for your valuables, prompting you to keep exploring that area. Loot: Good variation and rewarding. Late-game the loot out-performed the crafted weapons. Some loot lost purpose well after its crafting tier, such as leather and various plants. Crafting: Not too grindy but will still require (a good amount of) farming. Most crafting materials are locked in the starting areas, so it was a challenge when we relocated our base to the final area to make potions and such. There were some food-related crafting items like bread and carrots, but no direction on how to use them so we didnt. Survival: Food and water are critical and easy to obtain so long as you stick around the starting area. We kept up on water bottles, lizard meat and berries. Weird puking system that only ever effected one of us. Elemental effects such as posion and fire were non-noticable and the detailed potion system felt waisted. We did not use a single elemental potion, for offense or defense, the entire game and if it was not written, we would not know it existed. Basebuilding: Decent lock-on system that made it easy to place structure items. Furniture would benefit from a similar system. Very basic furniture system and lacking in storage. Making torches/lights require fuel just resulted in us not using them, kind of a bummer. Crafting up to this point had no tiers past wood. Performance: No lag or visual issues in early game. Cutting trees and mining would always feel a bit laggy the way the entities dropped. Late-game had much more lag in areas such as caves and cliffs. Obviously the more elemental attacks/weapons would cause lag on occassion. Multiplayer crash issue mentioned earlier but would be critical to fix before a full release. Loading screen issue fixed at time of review. Game Comparisons: - Is it like Outward? Movement and combat, yes. Difficulty and survival aspects? Not even close. Outward is a much more difficult and punishing survivial game with similar movement and combat mechanics. Endalor would benefit from a similar magic system. - Is it like Dark Souls? It tries to be, perhaps too hard. I think this game has a lot of character on its own but struggles to break away from the inspiration. It is much easier than Dark souls but not in a bad way, It scratches the same itch. - I would best compare it to on early version of Enshrouded. Some elements were better in Endalor, such as world design, scale, enemy variation, less grindy. But some elements were falling behind Enshrouded, such as basebuilding, farming, class variations, crafting.
I really wanted to like this game, and I realize it is in early access. It's described as the type of game that I would love to play (souls like, open world survival crafter). However, don't expect Valheim, Enshrouded, Dragon Wilds, Bellwright, Windrose, etc. type of an experience in terms of level of finish for game mechanics and polish at their early access launch. This game is much much further behind than all of those, and it reminds me more of an alpha build or a technical concept of a game, rather than early access. I honestly don't know how the devs think they can get all these issues resolved in the next 12-18 months. I wish them luck but they may have bit off more than they can chew. My advice would be to focus on how the game plays and and the technicals and fundamentals first, rather than try to add more regions like they describe in the road map. There needs to be extensive work on performance optimization (and more/better graphic settings in general), combat optimization (unresponsiveness, polish, movement, clunkiness, etc.), item optimization, UI optimization, building optimization, enemy npc optimization (pathing, movement, AI), terrain optimization (for example, stairs don't always work, so you have to jump up stairs, or randomly getting stuck or falling through the world, or not being able to step over small rocks, etc.), world optimization (most notably: things like trees and removed rocks/debris respawning inside your buildings after every save/reload), overworld node optimization (cutting down a tree, then having the wood fly half way across the world, or somehow fall through the world), basic QoL additions (there's not even a sort items, or a store like items, etc. for being a heavy item/resource management type of game). These are the types of fundamentals you have to get right before you add another zone. If those don't work right, there's no point to adding yet another area that doesn't work well. And that's all before they can realistically get into things like character builds and abilities, interactive maps, building variety (at least stone should be added, but other types of wood or stones would be coo), combat balancing, cosmetics/decorations, dungeon area respawn hubs/beds/bonfires or similar, QoL improvements in general (teleporters, inventory functionality/management, level up notifications/indicators, building repair without needing to demolish, more options for getting fabric/cloth, coal, etc. etc.). And only after that can you address optional content based on player feedback in this EA. All in all, there's way too much for them to fix to ever get this game released to be even a 7/10 game. I really hope I'm wrong, because this game would be amazing if they fixed all the issues.
Infinite loading screen error seems fixed but game is constantly crashing for me and my friends when playing
This game made me rethink my lifestyle patterns and it made me question my life decisions. It gave me post traumatic stress disorder, officially diagnosed by my primary care physician. Sometimes you hope for the best in games like these, but it rips out your sense of faith and eventually you have to tell yourself.. "yo this game is broken as ♥♥♥♥."
The game as it is, I wouldn't recommend it. It is janky and clunky. Not in a good way. Don't get me wrong, I appreciate the effort and I can see the vision. Genuinely, the vision is already there and I can see it. Moving forward, I would recommend the team to invest efforts on one thing at the time. Choose one aspect of the game and polish as much as you can. Combat, camp building, surviving, etc. Choose one and make the best thing you can possibly can. Honestly, I wasn't expecting a AAA survivor gameplay experience, but small quality of life things such as - easy access to inventory while crafting - or - easy picking relevant materials from the floor while walking on it - are small things that stand out the most as on their TODO list. On the other way, I was hoping for a good combat system, but the first hour isn't encouraging. Too much tutorial, too much commands to recall that aren't that intuitive on a keyboard. No controller support, that it is quite simple to implement nowadays on any programming language. Anyway, I will check out on every update. I can see their dream and I want it.
- Go through tutorial - See Darksouls@Home Note - Reward for walking unbeaten path - Cool! There is some easy to jump up ledges right next to it! - Jump up Ledges - Find hole I need to crouch in - Crouch in - Am out of map - Game auto saves - No way to kill self as out of bounds lacks a kill box - Stuck and have to start all over Neat but this alone tells me ALL I need to know.
5 min into the game i was able to duplicate items fought the first boss died to it when he had no more hp my friend killed it didnt complete the quest for me and my friend 10 out of 10
This game ever get updated? Im impatient this game is exactly what I want but ts gets updated once a decade.
After a about 20 hours on this game, I feel comfortable to leave a review, This game is in Early Access, it has Early Access moments, the combat can be jank at times, the parkour involved in some areas can be risky, the fall damage along with the hunger and thirst bar could use some rework. However, the best part came from the co-op, where another one of my friends joined as we leveled our characters up and got excited after finding better gear. This is where the game shines, the exploration is fun, challenging, and rewarding. Along the way we would see more things that reminded us we were playing an indie game, however, we would still be pleased with the way the game ran, looked, and even sounded. The weapons sound clean, the enemies have a strong presence and the minimal use of music works. Story wise, this is where it left me disappointed. Right at the start when you see the big castle in the mountain, that's where you want to go. However, spoiler alert, its not a finished campaign, so after all the hacking and slashing, you are left feeling a little underwhelmed. I am glad to see the dev team is working on expanding this story line, however, even with the lack of voice acting and background, its still an interesting questline. Everything has no explanation to what it is or why its there, which gives it a mystery feel, leaving the player to interpret what has happened. In my opinion, despite the quirks, I still believe this game is a solid 8/10. My hope is that it doesn't turn into another game with in game microtransactions, a battle pass, and overcomplicated mumbo jumbo. The simplicity of this game is truly special and makes me reminisce on a time where you get into a game, you play the game, and that's it. No overcomplicated UI, no AD's or pop ups being shoved into your face to buy the new skin or DLC. You load in, and you get to work.
didnt play much, looks great but I need controller support, I refunded the game since there's no controller support, ill definitely buy again if they add support later on.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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