
Become the Final Boss! Play any way you want, combine followers from different factions, and win spectacular turn-based battles. Expand your Empire of Darkness and seek a powerful artifact that can change the fate of the world.
Modeled estimate, not a reported figure. How we estimate →
About
Lords of Ravage is a dark fantasy tactical RPG with roguelike elements.
Lead an army of followers as one of the Lords of Ravage. Play any way you like by combining minions from different factions and raze every kingdom in your path. Destroy the heroes that dare stand in your way in spectacular turn-based combat and conquer lands in search of an artifact that can change the fate of the world. Make your enemies tremble: be the final boss they must face!

Choose your tactics to enslave the land and crush your enemies. Strengthen your influence throughout the kingdoms by undermining their political and economic power. Bribe the nobility and fight mighty heroes with your endless hordes of minions. Do everything in your power to weaken your opponent before they have to face their final boss: you.

Decide what kind of minions you wish to summon: loyal warriors of the Dark Alliance, or mercenaries from the farthest reaches of the kingdom. Your influence and reputation will be reason enough to join for some, others will be tempted by the glimmer of gold. Combine warriors from different factions to consolidate their strengths and weaknesses. But your power doesn’t end there: you will have Orders and artifacts at your disposal. Use them wisely, and they will turn the tide in your favor.

Choose any of the three Lords and dive into their unique campaign with standout features, mechanics, and factions. The merciless Lord Berold, prodigy of forbidden magic Zavris, or Abyss demoness Azneya. Discover the darkness that dwells in their souls and what set them on the path to becoming the Lords of Ravage. Their success, and the price the world will pay for it, is up to you!

Fight a variety of enemies with unique mechanics. A classic adventuring party, a lone summoner, a warrior brotherhood, a military expedition... each with their strengths and exploitable weaknesses that dictate their behavior in combat.

To build up your power, you must replenish your treasury and acquire new magic powers. Raze and pillage enemy lands, and take their gold for yourself. Use that wealth to upgrade your warriors’ stats, or hire more of them. Gather your might by absorbing power from sources of magic, and discover the secret knowledge of Orders to aid your warriors in battle or stagger your enemies with curses.
Other Features:
Thought-out and engaging gameplay. Complete story campaigns for each of the Lords of Ravage and participate in tense turn-based clashes that will keep you on the edge of your seat until the very last move. Take charge of a minion army, combine warriors from different factions, and use powerful Orders to sway the battle in your favor.
Replayability. Over the course of your playthrough you will unlock new upgrades and minions. Each will open up a world of tactical possibilities on the battlefield. Try and study them all closely to discover powerful and creative approaches to crush your enemies!
Non-Linear Storytelling. The story can unfold in a number of ways, all shaped by your choices. Destroy kingdoms entirely, or manipulate relationships to sow chaos within the alliance of heroes.
Amazing Visuals. A visual style combining traditional pixel art with modern technology. Enjoy high-quality artwork, lighting, and VFX. A true feast for the eyes!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Korean, Polish, Russian, Turkish, Japanese, Traditional Chinese
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
Untalented designer that skipped all the math class at school. Let me give you an example: 1. Threat level: In this game, the threat level gives enemy a corresponding percentage buff in HP and STR. In demo, this design is quite okey: you get a threat level that increases for every enemy you kill, so essentially, you get XP and the game becomes a bit harder. That's a very normal dynamic difficulty system. However, in release version, the smartass designer came up with a stupid idea: for every step you move on map, you get threat level, and it's a very big number (+3). The game HIDES main story point in map, so you will HAVE TO explore blindly until you reach the objective. So basically, the game punishes you for not knowing where it HIDES the story point. Read the sentence again, and tell me if a humanly creature can come up with this ♥♥♥♥. AND, there's one map node that will reduce your threat lvl by 3, so ideally this is to clear your threat. HOWEVER, in order to move to that node, you take one step which is +3 threat. Then you take another step to get back, and gain threat lvl AGAIN! So net-net you are getting more threat lvl !! What kind of stupidity would come up with such numeric design? Just tell me, had the designer went past elementary school? 2. Retro pixel but non-retro design The game has a lot of old-timey mechanics that should be quite cool by design, but then the designer is so untalented and mediocre, it came up with a main-streamed numeric design that ruined it all. Let me give you an example: Sacrificing mechanic, you kill one of your creatures, to get some benefit. Normally, in other games, you can safely pop this to a dying cannon folder and get huge benefit of it, it feels cool. HOWEVER, the designer decided to make it in such a way, you kill the creature yes, but the effect scales with the remaining HP of the creature. So you always get a fixed HP -> Effect ratio, instead of having a power spike.... C'mon, had you played M&M Heroes? The whole fun of sacrificing is to dispatch useless asset for power spikes, and you made it ... so mediocre. 3. Difficulty balancing I'm not gonna say too much on this, the game is just so poorly balanced you can see others play it. I mean i'm fine with a difficulty game, but i'm NOT a big fun of doing a repititive routine every turn falling asleep because enemy HP bar is so freaking thick. Honestly, i do not have a conclusion but i have a question to ask : Where on earth did you recycle all these ♥♥♥♥♥♥ designers who's untalented, uneducated, unfit for the job, and CANNOT even spell the word 'fun'?? Like seriously, WHERE? HOW? WHY? I've been working my ass off in the industry and never seen such misshapen abonimation. Seriously bro, get a REAL designer plz, you are ruining your creation.
Turn based RPG game in a dark medieval setting. As you win battles, you gain experience for your army and get other rewards. As you move around map more, your menace increases which makes battles harder. [h1] Pros: [/h1] - Pixel art is great and each character has abilities that can be updated. - Multiple difficulties from very easy to hard. - Need to make choices between getting edicts, improving army, or upgrading your base. [h2]Cons: [/h2] - Cutscenes did not matter and I ended up skipping them. Some scenes felt empty or lacked the impact I was expecting. I play a tactics game for the combat not the story. - Fights take way too long and become repetitive. Choose attack move (usually sword or melee attack) and kill each enemy. Rinse and repeat. - Too few abilities for each character. Most have 1 attack and 1 defense/support move. You can upgrade them via the skill tree, but using the same moves in battles became stale after a few fights. - Encountered a bug that jammed the game two times. The only way to fix is to exit and restart. - Music was too repetitive and there are 1-2 tracks in full game. I would rather play YouTube music instead of listening to their battle music. [h3]Suggestions: [/h3] - Green and red fonts do not meld well with brown/darker backgrounds. Allow player to adjust color on the attacks. - Add better sound effects during battle. Each attack makes a metal sound or a magic spell sound. - Many players dropped the game after winning with Berold (first character). 31.6% compared to 14.5% in completion. Add new modes to add more variety. - When hiring units, offer 2 or 3 choices. If you want to try new units, it is completely random and you are forced to buy the unit that appears. - Add encounters that change based on your choices. You can choose between 2-3 choices usually and story does not affect your choices. [b] Conclusion: [/b] An average turn based game with boring fights and unappealing music. The team had some good ideas, but the final product is lacking and I would rather play other tactical games. [quote=author][url=https://store.steampowered.com/curator/32732116-IndieGems/] Follow IndieGems for more reviews like this one.
[code]Вступай в [url=https://steamcommunity.com/groups/DreamsofGenesis]группу[/url] и [url=https://store.steampowered.com/curator/11769719/]кураторку[/url], если понравилось читать отзыв. А ещё можете чекнуть [url=https://youtu.be/UafHRe5hHBk]видео[/url] версию, которая имеет минимальные отличия. Но все-ж имеет. [/code] С одной стороны - игра мне очень понравилась. Ведь тут есть годные моменты. Стилизация. Она капец какая приятная. Хотя и к ней можно придраться слегка. Ведь модельки окружения - 2д с пиксельатром. Модельки неписей - тоже 2д с пиксельартом. А вот землица - шакальная трехмерная поверхность. Но учитывая жанр игры, к этому быстро привыкаешь и перестаешь обращать внимание. Но еще пара слов о визуале, перед тем как поговорим о жанре. Анимации у персов - красивенькие. Не какой-то отвал, но и не позорище ♥♥♥♥♥♥. Прям золотая серединка. Хотя магию можно было анимаровать поразнообразнее. Разнообразность игры. От стратегии у нас то, как идет бой. Вы расставляете своих бойцов и сначала вы лупите врага, потом она вас. Да и выбор войск тут неплохой, хоть и небольшой. По сути у нас есть войны 3х фракций, и у каждой бойцов по 5-10 примерно. И у каждого есть свои сильные и слабые стороны. Кто-то может вносить тонны урона и давать разные полезные бусты команде - но будет дохнуть от любого чиха и пука. Другие-же наоборот - до ужаса слабы в атаке, но зато жирные...почти как я. Так-же помимо войск, у нас есть магия которую мы находим вне боя. И она, может так себе анимирована, но геймплейно крайне полезная. А еще, если вам надоело возится с войсками - можно вызвать на поле брани босса. И это зачастую прям сильные машины уничтожения...зачастую...Причем на выбор у нас 3 босса: 1 Типичный вар. Дамажит врага, и чем дольше учасвует в бою - тем больше вносит урона. 2 Колвдунья - кидает дебафы и порчи. А так-же может одним заклятием мгновенно нанести весь урон, коорый без него был-бы растянут на несколько раундов. 3 Демоница - ну....она немного дамажит, и единственная призывает бойцов к себе на подмогу. А так-же их бафает....ну или типа того. Это было от стратегий, а еще есть части от кард батлера. Ведь солдаты по сути как карты у нас. В начале битвы нам дают 3 раза на выбор 3 бойцов - и ими мы начинаем схватку. Но на протяжении боя сможем расширить свою сторону до 6 бойцов. Ну и заменять павших соответственно. Да и магия доступна не вся сразу - а по несколько карт на выбор каждый ход, за ману которая накапливается за каждый ход. А еще, отдельная крутая фича - то мы тут играем в любом случае за злыдня. Да, двое из трех это типичные - "вот мы могли-бы быть хорошими, но что-то случилось что нас сломало"...Но это слихвой окупается злыднем из разряда - уе*ан, потому что ему так хочется. Но и минус у игры есть. Да, возможно только для меня это минус - но что есть, то есть. Помимо того что это стратегия, помимо того что это кард батлер. Это еще и рогалик. А я ненавижу рогалики! Ведь каждый раз нам дают немного измененные карты и бойцов, золотишко на их покупку и разные бонусы тоже будут меняться. И в один раз нам будет благоволить фортуна - и мы соберем крайне мощную армию и крутую магию. Да сдобрим это разными крутыми бонусами. А в другой будут подряд - ни*уя плюс ни*уя, и еще немного ни*уя. К тому-же, за ходьбу по карте и ее изучение вы будете накапливать особую шкалу, из-за которой враги будут становится сильнее. И сдобрим это тем что - вам порой придется бегать кабанчиком туды-сюды, чтоб открыть все плшюки на карте. Часто враги буду превращаться в пипец каких жирных и овер дамажных тварей. И любимое из рогаликов - каждый раз помирая вы будете начинать все с САМОГО, БЛ*ТЬ НАЧАЛА! Но! Благо для аких рукожопов как я, в игре есть легкий режим. И там накопление этой шкалы не такое злое, что даст возможность изучить всю локацию, не превратив врага в неубиваемую штуку. В общем - игра прикольная, хоть и на один разик.
The game is just too random. You have to hope for a map layout that doesn't put all the resources at the opposite corner of them map from the storyline events, because moving around too much gives the enemy massive buffs. You own units have very little synergy, unless you randomly acquire the ones that do.
Too buggy. Too many crashes. Crashed on start up. Had to select the provided "Vulkan" mode, but had to google what it was first because there was no documentation. Played the tutorial, then it crashed when I tried to play a real campaign. Uninstalled and refunded.
I enjoyed my time, but it's just incomplete and also abandoned at this point.
[h2]プレイ時間:10時間(クリア済)[/h2] [h2]■ 長所[/h2] ・ターン制ローグライトで、指揮官の能力やユニット、魔法の組み合わせを考える楽しさがある。 ・美麗なピクセルアートが目を引き、ダークファンタジーの世界観をしっかり楽しめる。 [h2]■ 短所[/h2] ・ストーリーは短めで、スキルツリーも簡素。1周あたり1~2時間ほど。 ・ローカライズ品質が低く、翻訳に不自然な箇所が多く、スキル名や説明文が分かりづらい部分がある。 [h2]▶ 推奨プレイヤー[/h2] ・取捨選択やシナジーを考えるのが好きな人。 ・ビジュアルに惹かれる人。 [h2]▶ 非推奨プレイヤー[/h2] ・ボリュームを期待する人。 ・翻訳や文章表現にこだわる人。 [h2]【総評】[/h2] 美麗なビジュアルと戦略性が楽しめる手軽なターン制ローグライトです。悪役として領土を拡大し、ユニットや魔法を駆使するゲーム性は個性的で面白く、サクッと遊べる一方で物足りなさを感じる部分もあります。短めのボリュームや翻訳の粗さは気になりますが、価格を考えれば十分に楽しめる作品で、ダークファンタジーや戦術系ターン制ゲームが好きな方におすすめできます。
Вроде и не настолько всё плохо, но в текущем состоянии игру не могу рекомендовать. С предрелизных трейлеров ожидал что-то похожее на Iratus, но увы, получилось слабовато. Прошёл её полностью за каждого из игровых персонажей (их 3). Уже при игре за 1го персонажа (Берольд) начал замечать мелкие недоработки. К третьему ГГ (Азнейя) пришёл к выводу, что у разработчиков закончилось финансирование и им просто сказали "доделывайте финал и выпускаем". Видно что не всё протестировали, не всё отполировали перед релизом. В одном бое даже словил баг: у юнита способность не уходила на перезарядку (не требующая очков действия). В итоге всех врагов одним юнитом перебил за один ход :/
“Lords of Ravage” is a turn-based tactical RPG with a striking twist: instead of rising as a noble hero, you descend into the role of a dark overlord. Developed by Synthetic Domain and published by 101XP, the game invites you to embrace the villain’s mantle with full force, commanding monstrous armies, enforcing your will across a fractured kingdom, and pursuing an ancient artifact capable of reshaping the world. The fantasy setting is grim, brooding, and steeped in the kind of menace traditionally reserved for a final boss — and that is precisely the fantasy the game wants to deliver. Rather than fighting against evil, you cultivate and weaponize it, becoming the looming threat that heroes must challenge. The moment-to-moment structure blends tactical combat, resource management, and roguelite decision-making. Each campaign revolves around leading one of three Lords — Berold, a brutal conqueror who favors steel and discipline; Zavris, a warlock steeped in forbidden sorcery; and Azneya, a whisperer of abyssal powers who commands demonic hordes. Each villain features unique mechanics, minion pools, and strategic identities, encouraging players to rethink the flow of battle depending on which dark path they choose. Combat is turn-based, emphasizing synergy between units, clever sequencing of abilities, and careful evaluation of enemy formations. Part of the game’s appeal lies in how minions from different factions can be combined to create unconventional compositions: necrotic casters alongside armored brutes, demonic beasts paired with human mercenaries, or spectral archers supporting frontline horrors. This mixture offers a satisfying sandbox of team-building possibilities. Outside of combat, the game layers in a conquest loop where your actions escalate a global “menace” or threat level. As your campaign progresses, your growing infamy attracts stronger heroes, resistance cells, and rival factions determined to stop your rise. This system is meant to create a push-and-pull between aggression and sustainability: expanding too quickly increases the risk of facing elite foes before you are ready, while playing too cautiously may slow your progress toward unlocking powerful artifacts, minions, and upgrades. Although the idea is compelling, the execution can feel uneven. The menace system sometimes lacks the teeth to meaningfully alter the game’s strategic landscape, turning what should be a dramatic escalation of danger into a mild numerical adjustment. Still, the overall rhythm of conquering territories, recruiting minions, enriching your arsenal, and confronting powerful adversaries remains engaging. The game excels in atmosphere. Its stylized dark fantasy visuals evoke a world defined by corruption and ruin, with rich use of shadow, ominous color palettes, and animated 2.5D art that reinforces the sense of commanding eldritch forces. The soundtrack, likewise, contributes heavily to immersion, offering brooding orchestral pieces and ritualistic tones that match the weight of your villainous role. This aesthetic consistency goes a long way toward selling the fantasy of being an ancient terror rising once again. Even small interface touches — the way units appear in roster screens, the presentation of artifact lore, the dramatic framing of boss encounters — help shape a feeling of dark empowerment. However, “Lords of Ravage” is not free from shortcomings. The game occasionally struggles with balance, especially in how enemy difficulty scales or how certain minion combinations outperform others. Some battles may feel underwhelming while others spike unexpectedly in challenge, not always in ways that feel intentional. The user interface and translation quality also show rough edges at times, with unclear tooltips or minor usability issues interrupting the otherwise smooth flow of strategic planning. Additionally, despite offering three different Lords and multiple army configurations, the campaign structure can grow repetitive across repeated playthroughs. Maps, objectives, and enemy compositions begin to echo one another, revealing the limits of the game’s content breadth. Narratively, the game provides a framework rather than a deep story. While each Lord has a distinct identity and motives, character development is light, and the overarching plot serves more as a backdrop for tactical encounters than as a fully realized narrative. Players seeking emotional complexity, intricate dialogues, or morally layered story arcs may find the storytelling thin. The experience instead prioritizes mechanical depth, replayability, and the fantasy of commanding a malevolent force. Despite these limitations, “Lords of Ravage” succeeds at delivering a distinctive tactical RPG centered on villainy, strategic flexibility, and atmosphere. It offers a compelling toolkit for players who enjoy experimenting with builds, exploiting synergies, and navigating the challenges of a dark, hostile world. The combination of turn-based battles, faction-mixing, roguelite progression, and thematic cohesion creates a foundation that is both satisfying and refreshing compared to more traditional hero-centric RPGs. For fans of dark fantasy strategy games and those who relish the chance to play the antagonist rather than the savior, “Lords of Ravage” stands out as a rewarding — if sometimes rough-edged — experience that embraces its identity with confidence and flair. Rating: 7/10
Este si es un juego tactico por turnos y nos los triple A que solo van pensando en los beneficios de las ventas......... No es compatible con mando pero tampoco lo necesita.
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