
SKALD:Against the Black Priory is a retro-style party-based RPG set in a grim-dark fantasy world of tragic heroes, violent deaths and Lovecraftian horror. Take a chance and roll the dice as you embark on a compelling story filled with deadly creatures, branching story and tactical, turn-based combat
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About
You drag yourself from the black tides, across the corpses of drowned men, and onto the unwelcoming, craggy shoreline. Gulls cry overhead and the stink of seaweed fills your nose. By some miracle you have made it to Idra. It will take all your skill to survive and unravel the eldritch mysteries of the Black Priory


SKALD: Against the Black Priory is inspired by roleplaying games of yesteryear, combining modern design and compelling storytelling with authentic 8-bit looks and charms.
Delve into a dark fantasy world, full of deadly creatures, tragic heroes, and lovecraftian horror for an epic retro-style adventure rich in exploration and tactical, turn-based combat.
Do you have what it takes to lead a company of broken heroes from the tainted shores of Idra to the gates of the Black Priory - and beyond?
Lead a band of broken heroes through challenging turn-based combat scenarios as you cleave, blast or stealth your way through deadly enemies of all definitions. Equip your heroes using a modern inventory system, fulfil objectives through quest logs, read journals to discover hidden secrets. And if the action is still a bit too hot to handle, auto-resolve to bypass conflict entirely.
Set yourself up for the journey ahead by crafting and cooking from a slew of distinct recipes Choose your character, select their stats and build out a party from a series of diverse allies, each with their own skill-set, agenda and personality. Decide between a dozen classes and varied backgrounds, levelling up to 20 while customising your spells and equipment to suit your style.
Set in an unforgiving world with lovecraftian horrors and choice-based dialogue, your story will take many unexpected twists and turns. Living life as a mercenary, you’ll need to roll the dice to determine whether you fall prey to certain peril or escape grave danger.
Uncover the grand schemes of the Gallian Empire and explore the vast expanse of Freymark and the Outer Isles. In SKALD: Against the Black Priory, you’ll experience this richly illustrated world of authentic pixel art, built from thousands of hand-drawn tiles and images using a palette inspired by the legendary Commodore 64 computer. Optional CRT filter for true retro aficionados also included.
Looking for more SKALD content to play? Players now have access to the SKALD Data Editing Tool (SKaDE) to create their own adventures and play all new ones at no extra cost. This custom-made modding tool is powered by Mod.io and gives you access to all of the assets in SKALD: Against The Black Priory. Where will your imagination take you?
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 46 reviews with recorded playtime.
Reviews
Themes across 46 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
The core idea here is kind of cute, ultima/goldbox throw back. The Good: Dripping with beautiful old school revival pixel art rife with dithering. If you're not sick of lovecraft (yet) then you'll really appreciate the oppressively dark atmosphere. Some characters aren't entirely cardboard (which is nice) and characterization happens quickly through dialogue (although some choices don't really affect anything other than vibes.) I appreciate the full character customization at the beginning. I chose the normal difficulty and found the intended experience was adequately fun (once I remade my character with an un-gimped build; build choices are permanent and cannot be respec'd.) The game makes an interesting choice by forcing the player to choose who is the current active character in the world - this solves a lot of problems present in bigger games, but also introduces a core problem: You will be compelled to save-scum when a random world skill check arbitrarily lands on a character who is ill-spec'd to deal with it. The Bad: It tries to pull in several Larian touches and translate them to a strictly 2D view. This is a cool idea, but what Larian does with their player UX is very complex and already strained at the limit of current design patterns. I respect the developer's ambition here but I do not like some of the mechanical UX in the game. Clicking to attack (and subsequently kill) an enemy will place you in their space if they die - for some reason. You will constantly be "bumping" into objects that you cannot interact with. You will constantly be checking to see what is interactive and what isn't. You will constantly be fighting to see what spells you have, what they do, and then guessing which mouse-click is required to view spell and status effects - this problem stems from the way they implemented the window-on-window wiki style information diving. The music is just okay.
SKALD gets a positive, just about. SKALD emulates the aesthetic of late 80's, early 90's RPGs and Roguelikes. Think Ultima 6, for those who are old enough. While the intended effect I'm sure is retrospective charm and nostalgia, the reality is that it is ugly by today's standards (and was ugly in the 90s by absolute standards), and it can be quite difficult to interpret what's going on. The combat mechanics are, initially, difficult to the point of being unfair, but ultimately become trivial as your party of characters levels up enough to probably establish their builds. The stand-out is the narrative, lore and world-building, as was often the case for the games SKALD was clearly inspired by. It is perhaps a little surprising then that SKALD ends on a deus ex machina plotpoint, and rather unsatisfyingly at that. This, and a lesser-developed second half of the game suggest the developer running out of steam a little towards the end. But, the price point, and strong delivery otherwise, still make for a compelling tale, and something a bit different from most modern takes on the genre.
tl;dr: a genuinely compelling dark fantasy CRPG with excellent writing, atmospheric dread, and satisfying tactical combat. Let down by visual clutter, some unfulfilled ambition, and a handful of bugs. Highly recommended to fans of old-school RPGs who can tolerate rough edges and enjoy 8-bit/16-bit style graphics. Skald Beyond the Black Priory is a top-down 2D RPG with sprite animation clearly inspired by the SSI Gold Box games and Ultima V–VI. grid-based, chunky, and deliberately retro in presentation. Set in a bleak medieval Europe shot through with Lovecraftian dread, you play the son of a former master-at-arms to a wealthy and powerful noble family. They've dispatched you to the Outer Isles, a vestigial outpost of the empire, to locate their missing daughter, who left on a quest and never returned. The world you arrive in is oppressive, strange, and deeply hostile. What happens next kept me wanting to find out. Of modern RPGs, the closest comparison I can make is Serpent in the Staglands, it occupies a similar niche of throwback design philosophy with modern sensibilities. I completed the game on a first playthrough on Linux, Normal difficulty. Character creation gives you the expected suite of options: Fighter, Cleric, Rogue, Wizard, and various hybrids inbetween. with attribute and skill point allocation, gender, and portrait selection. The game does not acknowledge your class choice or gender in dialogue or narrative, and there's no respec once you're in. I clocked in under 30 hours, but only about ~20-25 was playing. I chose Bard, which proved an excellent call: a decent blend of combat capability, social skills, and magic. Early on you acquire a rogue companion who becomes my party's skill monkey, freeing me to lean into the areas the Bard excels at. The party fills out over time, and once it does, the game opens up considerably. Expect the 20% mark to be the hardest stretch, game becomes much easier once the party fills outs. Do not roll a dedicated spellcaster on your first run. Magic is extremely weak in the early game and it will leave you struggling. Food and recipes are abundant, resting is actively encouraged, and there's a crafting system for potions and food worth engaging with. Stealing from vendors is possible, but I rarely found it necessary. The game carries a memory leak that makes itself known after long sessions, ~5 hours was around the point I noticed performance degrading. Quitting and reloading cleared it, but it's worth keeping in mind. Loading a late save led to a bugged final battle for me, which I managed to push through, but it was a reminder to save frequently across multiple slots rather than overwriting a single file. Save corruption isn't something I experienced, but I wouldn't take chances. The post-ending screen offered no exit option and required a force quit. Minor, but fraustrating note to end on. The Good: The writing and characters are the game's genuine strength. The mood is dark and oppressive in exactly the way it's aiming for, and the narrative kept pulling me forward. Combat is fluid and satisfying. Accessible enough to pick up quickly but with enough depth to reward thinking about positioning. Backstabbing is particularly good: set your Rogue up correctly and the damage inflicted you see are enormously gratifying. When it clicks, it really clicks. Art and music style is personal, but I personally enjoyed these very much. Music sticks to the midi limitations of the early 90s it was based off. I don't enjoy puzzles in RPGs much, but most of these (except for the final few) were fine. There is no automap, but one isn't required, maps are small enough and give enough details for you to easily navigate them. The Bad: The game is visually busier than the classics it clearly draws from. Where the Gold Box games and late Ultima titles had a clean, readable aesthetic, Skald layers on detail to the point that it can work against you. Traversable and impassable tiles are sometimes distinguished only by a slightly darker shade, which causes real navigation friction. Combat readability suffers for the same reason, clicking the wrong square is a recurring annoyance. You may find yourself defaulting to right-click movement over WASD to compensate. The in-game lore card system is a good idea to burrow from modern RPGs: click a keyword, get a card with relevant information, click further keywords from that card to learn deeper. but the implementation is buggy. Only two levels of information windows can be open simultaneously, and keyword hashtags are applied inconsistently. For anything related to spells, you're better served going directly to the spell menu. There's also a faint sense throughout of ambition that outran scope. Factions operate on a simple binary of neutral or hostile, you can feel a more complex reputation system was once planned. A few characters are introduced with enough weight and specificity that you expect them to matter, only to disappear without resolution once the plot moves on. Some lore threads are opened and never closed. None of this breaks the game, but it leaves you with the impression of a world that was meant to be larger than the one you got. The Ugly: Skill checks are triggered by walking into rooms or interacting with objects, and they will only draw on whichever party member is currently selected. An automatic assignment to the character best suited for the check would have worked better. As the party increases, the maps become more and more claustraphic. Most fights are mob fights in restricted environments, Conclusion: Skald: Beyond the Black Priory is a flawed but thoroughly enjoyable retro revival. Its excellent writing elevates the experience, the cosmic-horror atmosphere is genuinely effective, and the combat remains engaging despite the cramped maps. It is a highly impressive effort for a solo developer. If you have the patience for visual noise and can stomach some clunky UI decisions, you will find a dark, absorbing CRPG that is well worth your time. I might not be a huge rush to play it again, but absolutely would like to return to this world in a new game.
This is the definition of a niche game. Imitating graphics from the 80s and gameplay from early 90s, with modern quality-of-life improvements! I really enjoyed this one. It gave me 100% the feeling of playing a pen and paper rpg with a great GM, an interesting world to explore and simple mechanics that do not get in the way. I will set aside the graphics and soundtrack first, which I personally enjoyed. But they are definitely not for everyone. They might even be the first thing to drive potential players away. A more modern pixel-based aesthetic would be a better choice to attract a larger player-base, but it is clear that this was not the intention. The game leans towards a very specific demographic and nails it for those players. If you can tolerate the old-school look, you are in for an awesome party-based role playing adventure. You start off by creating your character from a very typical list of classes and its related stats. During your exploration you will meet or hire more members to your party, to a maximum of 6, which you can switch while resting. Since the resting mechanic was mentioned, I should highlight that the game follows a classic feed-your-party-to-fully-rest variant. I generally find this type of mechanics cumbersome and not interesting, but the abundance of food scattered around the world along with the plentiful recipes you can find, steal or buy, never actually constituted a problem. I generally was able to rest whenever I wanted, given that the location permitted it. I should note that almost all mechanics and dice rolls of the game can be tweaked using the difficulty archetypes or even completely be customised to your specific preferences, like food-free resting, always or slightly more successful dice checks or even the option to become invincible. This is amazing a very user friendly, and something that is almost never available. I really appreciated that, even though I did not really use it, except for removing the encumberment mechanic since that would lead me towards fighting my hoarding problem! As quickly mentioned earlier, the biggest plus of the game is the world building. It is very clear it has been created by a seasoned GM. From the descriptions of places and characters, to the dialogues and the map layout. I constantly could not wait to find out what the GM has hidden for me to uncover! The mix of Lovecraftian horror with medieval archetypes and locations was very interesting and really well done. Closing off with some minor drawbacks, I encountered some bugs that were not game-breaking but could be avoided with some more care since the game is so simple mechanically. A more serious issue, were the performance problems which I constantly had to put up with. More specifically, the framerate always dipped when I clicked to location for which path-planning had to run for more that some milliseconds. Also, crowded areas combined with environmental effects, cut the framerate almost in half. Nothing too serious, of course, since the game does not include any action that requires constant framerate. It is just bizarre that such simple concept could be programmatically solved. Finally, a small setback was a bit of the game at about 3/4 of my playthrough, which the game felt like it was dragging on, with boring dungeon crawling and cumbersome fights. So, after about 20-25 hours, I finished this awesome little gem. I can safely say that if the graphics do not immediately repel you, if you are into CRPGs, you will 110% enjoy this. If you are on the fence, give it a try. Even its full price is very fair, and a discount is just a steal. Great, great game, can't wait to play more from the team! An easy 8/10.
Excellent game through and through. Oldschool rpg with good story, interesting world to interact with, fun mechanics and level of freedom. A lot of love went into this game. Thoroughly enjoyed the experience. Easily worth $15
Combat was a bit tricky in the beginning but after a few levels you got in the flow of it and I never found it becoming too easy or repetitive in my playthrough. The story also had me hooked from start to finish.
自分のために日本語化MOD作るくらい良作RPGでした!!!
I enjoyed this game over all, but it's a mixed experience. The atmosphere, world building, and music are all top notch. Combat is mixed. It honestly almost feels too simple and down the line makes combat feel pretty repetitive. It's also pretty easy, at least on normal mode. Spells are really stingy with mana management early on, and you need food for full rest recovery when camping... but by mid game, if even that, you're swimming in so many resources it practically doesn't matter anymore. I'm a huge fan of 'actual' eldritch horror, you know, physical entities and knowledge being actually unknowable and dangerous to the human mind and soul, unfathomable things from beyond time and space... rather than the usual modern "Lovecraft is when you add tentacles" or when games let you somehow kill eldritch gods that should warp or unmake you just from you being near the tip of their imagination. This game nails the concept perfectly rather than trying to force a setting premise that doesn't fit into a power fantasy story. You can tell the dev rushed parts of development though, or perhaps ran out of steam. There are a number of strangely unfinished or half implemented mechanics, like how the prologue had a bunch of rp flavor choices that don't seem to do anything and pretty much only exist in the early game and first island(to an extent). Everything after this is 'very' linier with role play choices in dialogue flat out vanishing for the rest of the game. There is also a 'faction' system that only seem to place factions at hostile or neutral, but does not 'actually' seem to do anything. After the first island, there are still a few nice optional quest. I liked the one about the festival, without getting into spoilers... but the rest of the game is very lacking in terms of locations and content to a pretty noticeable degree. That all being said, I still liked the game, and would love to see another in the setting from this dev in the future. I have no clue if they have any plans to make more games though.
it's short, it's bleak, it moves fast. fun unique little tactical combat system, fun progression, really distinctive and striking art style, and impeccable vibes. the story has momentum and hits hard. i wish there was more! very excited to see what else the dev does.
Pretty incredible, would highly recommend to fans of Tactical RPGs and D&D
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