
Explore and reclaim the infested castle-city of Kingsvein! Ride into its depths on your trusty wyvern, and lead your customizable party of Knights and Mystics in deep tactical combat.
Modeled estimate, not a reported figure. How we estimate →
Media

About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm going to focus on comparing that one to Horizon Gate. From a pure gameplay perspective, I much prefer HG. Kingsvein has a lot less character building options - less classes, less weapons, less weapon types, less armor tiers, just less everything. While I understand this is in service of a more focused gameplay experience, I have to admit the handful of classes in Kingvein don't quite put me in a build-making frenzy like HG does, and I can't help but be a bit disappointed. But again, this was done for a good reason and I can accept that. What I have more trouble accepting is another change to the gameplay - namely, the change from a time units based combat structure to a I-go-you-go based one. In HG, combat progressed according to a timeline - units got their turn when enough time units had passed for their "wait" bar to fill (and there were a handful of ways to manipulate that), and delayed abilities also worked with those time units, with stronger abilities taking longer to cast, and therefore increasing the odds that enemies would have time to act before the ability went off. Status effects also worked with this system, with a duration in time units. This is all gone in Kingsvein. Instead, in each combat, all the units on your side go first, in any order you wish, then all enemies go. Rinse and repeat. There is no concept of "time units" anymore, only "turns" - with a turn being defined as both sides having acted. To accomodate that, delayed abilities - all of them -now go off after a turn has elapsed. Meaning, regardless of what you do, all enemies will have time to act before your ability goes off. This has two main consequences. The first is that it's now trivially easy to coordinate two or more characters with complementary abilities. Have one character apply a bunch of debuffs, then a second cast shatter - congrats, you've just one shot an enemy, and you can do that every turn without fail. The second is that about a third to a half of all abilities are now more or less worthless, because they're delayed abilities, and delayed abilities [i]will not land[/i] in this game. Oh sure you can do a complicated multi character setup to ensure your target can't escape before the ability goes off, but since there are no hard CC in this game this'll take quite a bit of effort and coordination - with which you could simply use instant cast abilities and kill the target before its turn even comes. Well, that's not entirely true. Delayed abilities aren't entirely useless - because the AI seems [i]terrified[/i] of them. "Getting out of delayed abilities' AoE" (and "not getting in AoE") apparently is a huge priority in the AI logic, even for abilities that aren't all that strong, and as a result you can use them as general area denial instead of their normal effect. I've won a couple of hard fights rather easily by just preparing a Quake (biggest AoE in the game) and hanging back - each time one strong enemy would brave the AoE to hit my caster, while the rest of their team would cower far away, allowing me to divide and conquer and focus on the main threat safely. I'm fine with changes to the overall amount of classes and equipment if it serves the game's context, but this new turn structure is, in my opinion, a strict downgrade from the previous system, and I really hope it doesn't stay around for the next game. Now onto more positive stuff : the story. In this area, Kingsvein is much better than HG. HG had honestly just a vague excuse of a story, a simple justification as to why you've got a boat and are running around. Kingsvein, while not a narrative heavy game by any mean, is much better in that regard. Instead of a big overworld peppered with mini dungeon here and there, here you run around several interconnected areas, which helps a lot with keeping a cohesive story, keeping NPCs relevant, etc. Still, story isn't necessarily one those games' strong points... But worldbuilding is! Like all previous games, you can examine pretty much everything you come accross. And since Kingsvein takes place in a different realm than all other games, there's a lot of new stuff to find out. Having played this, I feel like I'm starting to get how this game world works a bit. That's a good feeling. So overall, yes, it's a great game. Worth playing, well made, and I recommend it heartily. I just don't see myself putting in as much time in it as I did (and will continue to do) in Horizon's Gate.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Yet another game that the devs believe everyone has super eyesight or play on low res or sit within inches of their monitor. No text size slider. Refunded.
Another great game from Rad, though this game is a bit more restrained in scope. There is no open world exploration, but i really love the expansion into the lore of Graven. Rad did a really good job of making this place feel hostile, with very few actual safe locations to rest and sparse resources (at least at the beginning). I enjoyed the story a lot! Characters feel real, their motivations and conflict really drive the story.
If you're like me and every other TRPG cannot stand up to Final Fantasy Tactic's combat and class systems, Rad Codex's tactics games are for you. They all have a hybrid class system just like FFT, with some changes that I like and there aren't any useless meta classes like the mediator or thief (instead you just get loot off of enemies when combat is over). Each game has a different type of campaign, but they all share the same class and combat. Also, you gain XP at end of combat instead of per action so you are not incentivized to drag out fights to maximize XP gain. as for Kingsvein in particular, This one has the most story out of all Rad Codex games. 2 of the characters are set in their personality and looks (you can build them however you like in combat minus 1 special passive for each) and then you have 2 generic mute party members you build, and your main character who has a special ability of your choice. This is the first Rad Codex game that I tried and it was my most played game in 2024 on all of steam. The first few games art was a little rough so I wasn't sure about the quality of them, but this game's art style sold me and I'm glad to say I was wrong and am going through all his older games now. the exploration is fun and has some zelda/metroid like qualities in that you might get an item to help you progress in a different area, but it has this cool system where you can use most class abilities outside of combat and can often skip ahead of those items by unlocking a certain ability and finding an alternate route to a new area. also there's an area to the south that has endless grinding which I didn't discover until like halfway through the game lol. The wording makes it sound like its a difficult high level area but they have fights of all difficulties. Also this one has the best graphics and music IMO. The older 3 reused a lot of the same art and music assets. This one has an improved art style that feels less generic and has more of its own style. The music has less of a generic modern music feel and feels like it was made on the SNES. The soundtrack reminds me of FFT meets Chrono Trigger, if FFT was also made on the SNES.
amazing game, enjoyed it a lot, combat is very fun and spent a lot of time customizing the party with all the different classes, best game I played this year
downgrade in customization and gameplay from horizon gate, worse in every way
For anyone looking for a good tactical RPG, this game is fantastic. The gameplay is great with lots of potential builds, itemization, and the balance in terms of having challenge but not needing to grind has been fantastic. Add to that great music, pixel art and a serviceable story and you have a really amazing indie TRPG. For those who have played other Rad Codex games: My only other Rad Codex game for reference is Horizon's Gate and I don't agree with those who find that game better. Kingsvein feels like Horizon's Gate stripped of all the fat and half-baked systems. If you enjoyed the trading, sailing, and port investment of Horizon's Gate that isn't in Kingsvein; which I think is a good thing. Kingsvein offers a purer, more distilled and better for it gameplay experience IMO.
Very time-consuming game that just wastes your time. I just never had fun while playing this game.
This is a killer game. Among the Rad Codex tactical RPGs I'm torn between this and Horizon's Gate as the best, but I think as a 'curated' game experience this one takes the cake! It'll play a bit like a cross between a 'western' dungeon crawl and a tactical JRPG, with a soundtrack that really says "JRPG" in all the best ways. Now the "Metroidvania" tag you might see on this one isn't really accurate. But the game is still very heavy on exploration and does a lot of the "how do I get over there" environmental puzzles, just in a way that fits its own dungeon-crawl genre. And like previous titles in the Rad Codex series you often have some flexibility in how you choose to get "over there." The whole experience--tightly balanced combat, great battle setpieces, and rewarding exploration--comes to a head at what is probably one of my favorite final bosses in a game ever, and easily the best final boss encounter in any Rad Codex tactics game to date.
One of the best strategy games I have ever played. The Developer really knows how to make a game fun. Although the begging is a little stiff, once you find your way around using different spells and combos it becomes a lot more engaging. Protip: Let the knight hit you with the delayed attack
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| SeaCret 1 | $155.1K | 102 | 63% | $39.99 |
| Voxel Turf | $155.1K | 576 | 88% | $7.99 |
| Haunted House Renovator | $155K | 217 | 47% | $19.99 |
| Craftlings | $155K | 323 | 87% | $15.99 |
| FatalZone | $155K | 2.3K | 67% | $3.49 |
| CUFFBUST | $154.9K | 558 | 53% | $9.99 |