
From the award winning studio that brought you Ravensword: The Fallen King and Aralon: Sword and Shadow, comes Ravensword: Shadowlands. After the fall of Ravengard, the world descended into chaos. The Kingdom of Tyreas stood alone against a sea of dark elven invaders. The Ravensword was lost, and the dark times began.
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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 41 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Extremely Mid. Bland RPG with generic story, setting, and characters. If you wanna release a good game please give us a PC port for aralon sword and shadow. GameClub doesn't answer emails and respect my previous purchase of the game so I'm not able to play anymore. I'd pay like $15 each to get a PC port of the Aralon games.
This is an okay game. Neither a pile of discard, nor a statue of gold. It functions, but is slapped together in some places. I fell out of the world a few times. Too much like real life.
物是人非.我已经记不清以前的大多日子了.
I loved this game when I first played it on mobile. And I still love it. This was my go to when I wasn't playing Elder Scrolls: Oblivion back in the day. Definitely recommend Ravensword to anyone. Fun and enjoyable in my opinion and worth the few bucks. If you want to wait for discount price even better. I have found my own game config settings which I use on most games now since I started using them for skyrim to tweak graphic settings. Some tweaks to shadows, lighting and etc goes a long way. Adds depth and detail to in-game environment, including character in my opinion. Definitely recommend googling game configuration tweaks to use if game graphics aren't enough for you. Just look up settings used for games such as Skyrim, Copy what tweaks you like and add into Ravenswords game config settings. (There are plenty of game configuration tweaks which can be found). Hope that helps. Enjoy!!!
Ravensword Shadowlands is an ok game, for me it was not easy to decide whether I recommend it or not. But in the end I chose against it. Positives: - The world map is just the right size, and I like how easy it is to fast travel to places - Short loading times and few loading screens - I like how everything you loot has a set price and all merchants pay you the same for the good. In some games it varies based on each shop, which is realistic but I do like a set price, it simplifies it - The inventory, quest log and skill trees are all well done, I especially like how each skill point you get on a level up is actually worth something Mixed: - The soundtrack has some bangers, but the fact there's only something like 4-6 tracks makes it a bit repetitive - The graphics are not the best for a 2013 game, but it is made for mobile and a pc port, so it gets forgiven Negatives: - The combat is horrendous, clunky and often is difficult to attack fluidly. The fact that the game auto locks onto enemies is ridiculous too - The mini map and map doesn't show all of the locations within an area, making navigation confusing - The story is nonsensical and very boring - The characters are all cardboard cutouts, and extremely dull and voice acting is limited to a line or two per character - The quests are very dull, mostly fetch quests or kill x monster. The rewards are usually basically nothing too, with few quests even giving xp. For example, one quest makes me collect 8 bear pelts, but the gold reward is less than you'd actually get if you'd just sold the pelts instead! - Movement speed is too slow, even when you max out the run speed. There is no sprint button, and the fastest way to travel is to, and I kid you not, roll sideways repeatedly Overall 5/10: It has some nice ideas, with a great inventory and skill system, as well as a clear to follow quest log. But the plot, characters, dialogue and gameplay are all quite bad to average.
It was actually a nice little distraction. Played it on Steam Deck, can recommend.
I played this game as a kid with my buddy named Nick, who introduced me to it. I've said it before and I'll say it again, Ravensword is better than Elderscrolls.
从现在的眼光来看,这款游戏的制作水平全方面落后于现代,证明了当初的惊艳一时只是赶上了时代,而非其有着多么棒的游戏质量和设计思路。 勉强及格的画质,没有美感的运镜,白开水的剧情,薄弱的氛围塑造,使得玩家刚过完新手教程就失去了探索大世界的欲望。 开锁、盗窃、潜行一应俱全,但系统却并没有深入探索这些技能,即使点出天赋也毫无用武之地。 游戏玩法没有深度并不可怕,麻烦的是游戏操作也没有手感,比如翻滚只能左右翻滚,比如骑乘系统的下马操作没有制作教程,这些小细节才是游戏体验的重中之重,却被制作组做得马马虎虎。 地图设计和关卡设计毫无巧思只有堆怪,在玩家视角都能轻易看出设计师贫瘠的思路,也只能无奈地接受朴实无华的堆怪设计。 至于世界观塑造,掉落物没有作用只能卖钱,建筑内部只有任务道具和关键NPC,城镇虽大但没有交互方式,无孔不入的平庸设计时刻提醒着你,这个世界不是鲜活的,只是一个地图做大了的线性流程游戏。 更不用提那些弱智的冒险情节。护送NPC任务?玩家稍微走快点NPC就消失,不禁让人回想起来自“福尔摩斯:复仇女神”的华生。最终BOSS?UI Thok的实机表现简单到让人怀疑其最终BOSS身份的合理性。洞窟体验?南边远古丛林的哥布林洞穴带给玩家的绝望感使其更像是游戏的最终场景。其他种族?暗影精灵王子具有剥夺玩家武器强制公平一对一的机制,因为这是该作精灵族的文化传统,这方面的设定表现还算是有些意思但也已经是我好不容易挑出来的优点。 当我通关游戏后,看着已经坍塌的法师塔,我突然想起宛如在自家客厅散步般悠闲的UI Thok,不禁感慨那个费心费力寻找掠夺之刃的自己简直像个白痴。 不开玩笑的说,这款游戏的其它缺点我还能说上一个小时。 但即便我讨厌它的诸多设计,我还是把它通关了。 因为我知道有个小孩一直为没能通关这个游戏而感到遗憾,所以这次,我替他给这个故事画上圆满的句号。
居然有pc版,小时候在手机上玩的了,当初因为地图傻大空就不玩了,反而玩了另一个开局能选种族的RPG游戏,我当初还是蛮喜欢剑与魔法这个主题的,现在反而没多少兴趣了
Ravensword: Shadowlands aims to deliver the kind of sweeping open-world fantasy experience often associated with much larger RPGs, and while its indie roots are always visible, it offers a surprisingly expansive and atmospheric adventure. The game opens with a dramatic battle that leaves you as the lone survivor, setting you on a path to uncover your past and reclaim the powerful Ravensword. This setup is simple but effective, giving you a clear motivation while letting the world itself take center stage. Tyreas, the realm you explore, is filled with forests, plains, ruins, mountains, and dungeons, all stitched together into an open-world structure that encourages exploration and curiosity. Even with its modest budget, the sense of scale is one of the game's strongest impressions — it invites the player to roam, to wander off paths, and to follow the quiet promises tucked into its landscapes. As you push deeper into the world, the game allows for multiple approaches to combat and character progression. Ravensword does not lock you into a specific class; instead, its design gives you the freedom to develop your playstyle organically. You can swing heavy weapons as a frontline fighter, pick off enemies from afar using a bow or crossbow, or experiment with magical runes that offer ranged spells and support abilities. Later in the game, you even gain access to mounts — both standard horses and flying creatures — which add another layer of mobility and variety to exploration. Loot and equipment play a major role as well, with new gear scattered across dungeons, dropped from enemies, or purchased from merchants. The progression system is straightforward yet satisfying, and finding new weapons or armor often pushes you to take on harder quests or venture into more dangerous regions. The game’s atmosphere benefits tremendously from its visual design. While not cutting-edge, its environments have a painterly quality that makes the world feel larger and more mysterious than it truly is. Rolling hills stretch into distant horizons, ancient ruins hide secrets, and caves offer claustrophobic tension that contrasts with the openness of the overworld. This environmental variety keeps the adventure engaging, particularly for players who enjoy moving through natural spaces rather than tightly scripted corridors. The soundtrack also contributes to the game’s sense of place, with ambient music that underscores exploration, danger, and discovery without overwhelming the experience. However, Ravensword: Shadowlands often reveals the limitations of its scope. The world, though large, can feel underpopulated. NPCs are sparse, and many areas lack the density of encounters or quests that would make them feel fully alive. The narrative is serviceable but not particularly deep, relying on familiar fantasy tropes rather than surprising twists or memorable characters. Side quests exist, but they tend to be simple errands or combat challenges rather than multi-layered storylines. Players who expect the narrative ambition of a major RPG may find the storytelling thin compared to the scale of the world. Combat is another area where ambition and execution sometimes clash. While the game offers several ways to fight, the mechanics can feel inconsistent, with hit detection, enemy AI, and animation timing occasionally creating awkward encounters. Some enemies fall quickly while others feel disproportionately difficult, giving the combat a hit-or-miss rhythm that may frustrate players looking for polish. Inventory management and the interface also show their mobile origins, occasionally feeling clunky when juggling items, potions, and quest materials on PC. Technical roughness appears throughout the experience — terrain pop-in, small glitches, and occasional performance dips are not uncommon. None of these issues are severe enough to render the game unplayable, but they do remind you that this is a project built with limited resources. Players who prioritize technical polish may find the cracks distracting, while those who value atmosphere and exploration may be more forgiving. Despite its flaws, Ravensword: Shadowlands succeeds in delivering an indie interpretation of the open-world fantasy formula. Its strongest appeal lies in the freedom it gives you to explore, to experiment with builds, and to lose yourself in a world that stretches far beyond the boundaries of many mobile-origin RPGs. When its systems work in harmony — when you crest a hill to see a distant ruin, when you charge into battle with a new weapon, or when you discover a hidden cave tucked beneath a waterfall — it evokes a sense of adventure that feels genuine. It may not reach the refinement or narrative sophistication of its big-budget inspirations, but for players who enjoy exploration-driven fantasy worlds and can accept technical roughness along the way, Ravensword: Shadowlands offers an enjoyable, surprisingly immersive journey through a land shaped by ambition and imagination. Rating: 5/10
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