
Delve into a role-playing game of horror, loss and madness set in the strange worlds of HP Lovecraft. Stygian: Reign of the Old Ones offers a mix of rich role-playing and turn-based tactical combat, represented in an illustrative visual style. Can you find salvation in a dead world?
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About
A different kind of RPG
Stygian: Reign of the Old Ones is a narrative-driven horror CRPG inspired by the pen-and-paper classic Call of Cthulhu and the works of H.P. Lovecraft.
After the Black Day, the city of Arkham was torn from the Earth and cast into an alien realm under unfamiliar stars. What remains is a city cut off from reality, where cults have risen openly, crime has filled the vacuum of power, and much of the population has already lost their minds.
You are one of the few who survived — following the trail of a mysterious figure known as the Dismal Man, searching for answers in a place that no longer obeys any familiar rules.
A Lovecraftian story that goes beyond
Stygian draws heavily from the works of H.P. Lovecraft, but it doesn’t stop at references. It builds on them. Familiar ideas are expanded, unanswered questions are explored, and new stories emerge from the same foundation.
Define who you are — and stay true to it
Stygian puts role-playing at the center of the experience. Your belief system, whether humanistic, nihilistic, rational, religious, or esoteric, influences how you see the world and how the world responds to you. Staying true to it can even help you recover sanity, while going against it may come at a cost.
You begin with one of eight character archetypes, each defining your origin, starting skills, and approach to the world, from Academics and Aristocrats to Criminals, Occultists, and Soldiers. These choices shape your strengths, open unique dialogue options, and determine how your journey unfolds.
Unusual companions
You won’t be alone in what remains of Arkham. A host of strange companions can join your ill-starred journey — from isolated, otherworldly beings to figures shaped by the horrors of the past. Each brings their own perspective on your actions and the world around you.
Tactical combat with consequences
Combat in Stygian is turn-based and deliberate. Positioning and movement matter, and careless placement can quickly leave your characters exposed. Encounters are dangerous, and preparation is limited. Consumables are powerful but scarce, often carrying long-term drawbacks such as addiction. Magic offers another option, but using it comes at the cost of your sanity.
Fights can be won through planning and control, but not every encounter is worth taking. Combat is just one part of the experience, and sometimes the better choice is to avoid it altogether.
Choice-driven role-playing
Dialogue, skills, and decisions shape how events unfold. Many situations have multiple solutions, and choices can permanently close off paths.
Sanity as a core gameplay system
Your mental state affects perception, dialogue, and available actions. Losing sanity doesn’t just punish you, it can unlock new options and change how the game unfolds.
Belief system with real impact
Your worldview influences interactions, dialogue, and how you recover sanity, adding depth to character development.
Multiple approaches to encounters
Combat is not the only solution. Dialogue, skills, and avoidance are often viable, and sometimes safer alternatives.
Turn-based tactical combat
Engage in position-based combat where planning and resource management matter, but every fight carries risk.
Power comes at a cost
Magic drains sanity, while substances and alcohol provide temporary benefits at the risk of addiction and long-term consequences.
Companions with permanent consequences
Recruit unusual allies who assist in combat and exploration, but they can be lost, killed, or become unavailable based on your decisions.
Lovecraftian themes expanded into new stories
Inspired by the works of H.P. Lovecraft, the game builds on familiar ideas to create its own interpretations and narratives.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
It's good, they should have finished it! But I understand, sometimes things don't get finished...
„I saw the best minds of my generation destroyed by madness, starving hysterical naked“ - Allen Ginsbergs „Howl“
Lovecraftowski klimat, gdzie każdy ma zły dzień… a ty masz najgorszy możliwy 😄 Próbujesz ogarnąć świat, ale im więcej rozumiesz, tym bardziej tracisz sanity — czyli dokładnie odwrotnie niż w życiu (albo i nie 💀). Rozmowy dziwniejsze niż twoje sny, decyzje bez dobrych zakończeń i poczucie, że cokolwiek zrobisz… i tak kosmiczne coś już ma na ciebie wywalone 😅
So I just finished my first playthrough with the Esoteric Background. I can definitely say it was an interesting experience. The developers have so much potential with their storytelling, and for what seems to be their first foray into this type of game, with such a small team at that, it has done wonders. However, I feel there are some things that aren't fully explored. Now, I could just not be looking well enough while playing, but it never seemed that many of the divergent storylines really came together, rather all just seemed to end rather abruptly. Mind you, that is somewhat poetic in the case of ever present monstrosities and esoteric nightmares the likes of which no sane person could ever withstand, but it more caught me off guard. I wanted to hear more about what or whom the Outsider was, or help Sonia do more to find her lost lover, though knowing Randolph as he is, his truest fate was far more grim than what she could have found. Either way, decent game, not bad for it's price, but you should get it on sale if possible.
🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩 If this game were a person they would be a Dungeon-Master with a doctorate in the same from Harvard or better yet Oxford or a Wordsmith at the Royal Academy of Arts & Sciences with another doctorate in Female Pleasure studies from Cambridge or Harvard. A must buy if not for you then for the pizza you never bought your dog or cat or for the seed you never fed those always starving wild birds. Wordlow Oliver 🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩🟩
Un GDR investigativo con elementi di combattimento tattico a turni e survival, è molto difficile rendere l'atmosfera di lovecraft ma questo gioco ci riesce bene. Il fatto che non sia localizzato in italiano è una pecca, anche se basta un inglese base per riuscire a goderselo, mi spiace solo che i compaesani appassionati di lovecraft che non conoscono l'inglese possano trovarlo poco accessibile. Se devo trovargli dei difetti, le animazioni non mi piacciono (non amo l'effetto dei pezzi "incollati" come le marionette) e in genere il bilanciamento sarebbe un po' da rivedere, perché passi dal molto difficile al molto facile se fai qualche scelta più ponderata. Nel complesso, lo consiglio anche agli amanti di lovecraft che desiderano anche solo un'avventura narrativa, i combattimenti sono più come dei puzzle mentre il lato survival con qualche furberia si risolve facilmente. Tralasciando le animazioni, i disegni sono davvero molto belli ed adatti al contesto e l'atmosfera.
noioso
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tl;dr: Best Lovecraftian game, which I would totally recommend although it's story is sadly unfinished. This game evoked very intensive but also ambivalent feelings in me. It is by most the best Lovecraftian game adaptation I have played until today: It has a really tense and desperate atmosphere, a beautiful and horroesque scenery, detail-oriented word building and literature references and weird, eccentric companions, who can truly grow dear to your heart. The early game is just great. You get a natural feeling for how things work (at least most of the time) and the story developement feels very naturally and smooth. All these different quest, encounters and small pieces of the picture, which seem to stand alone and for themself in the beginning, come together as the game progresses. Surviving felt hard, but not impossible. You have to make sacrifices and compromisses but you can live to see another day, beat another fight etc. The story makes you want to know and experience more of it and this diretly connects to the sad and tragic downsides. Because of different reasons it couldn't get the ending, it deserved and while it is a understandable decision to cut some point of the story and preserve it for a possible Sequel, it left the game feeling really unfinished and a bit dissatisfying. Not because it ends on a cliffhanger, but because you feel, that this was not intended originally. The last part of the game breaks the previous natural flow of events and the quest are not as good designed as before. The main questline remains open and the character progression (stats, perks etc.) at this point feels a little useless. But the most and utter disappointment is the fact, that it seems as there is very little hope for a sequel from the same studio and for the finishing of the story the game deserves. (If somebody has specific information on this, please let me know but after all these years, it would be a miracle to get a second part.) Stygian made me feel like falling in love with something, you know isn't going to last. A feeling which fits really well in it's dark and hopeless world of eldritch horrors.
Nice Drawing/Story its for a real lovercraftian .
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Languages: English, French, German, Spanish - Spain, Russian, Simplified Chinese, Turkish
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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