
An isometric MMORPG you buy once. No subscription, one live server for everyone. Five classes, ten specialisations, keyed dungeons for one to five, world bosses, a ranked team arena, and the Bloodgrounds, the one zone where dying costs you everything you carried.
Modeled estimate, not a reported figure. How we estimate →
About


Valdrys runs on a live server. The people you pass on the road are playing at the same moment you are, the market is stocked by them, and the guild that holds an outpost holds it against everyone else.


Every class carries two specialisations that pull it in genuinely different directions — not a damage number swapped for another.
Mage — Pyromancer burns a stacked pack down; Frostweaver controls it.
Archer — Warden works the whole field; Sniper answers one target at a time.
Paladin — Crusader grinds forward behind a shield; Sentinel holds the line for other people.
Nature Healer — Grovekeeper tends the party; Thornlord withers what it touches.
Holy Healer — Lightbringer is the dedicated healer; Inquisitor trades that for damage.



A drop is a starting point. The Aether Forge drives a piece from +1 to +12, gems go into sockets you drill yourself, and rolled affixes mean two of the same sword are never the same sword. Refinement costs stones you gather and craft — never coin — so a finished piece is a project, not a purchase.


The Ossuary — the solo dungeon. Four set-piece bosses and a warded prize chest.
Fort Amir — two players, built around interrupts you have to alternate.
The Stormrock Ruins — five players, and the deepest content in the game.
World bosses — some rise on a published schedule at a named place, announced to the whole realm. Others roam, and finding them is the hunt.


Open PvP, full loot. What you carry in is what you can lose, and what somebody else carries in is what you can take. It is the one zone in the game that plays by those rules, and it is entirely optional.


Team brackets, 2v2 and 3v3, with a season ladder. There is no solo queue on purpose — a tank and a healer have no answer to each other alone, and every ladder that ignored that learned the same lesson.


The Warden's Road runs eighteen steps through the whole starter world. Somebody is pulling the grave-iron out of the ward-line in the order it was laid, and writing down where. The Warden knows more than he is telling you.


Guilds with crests, charters, a shared vault and outposts to hold, A player-run market, direct trade, and a personal vault, Gathering and crafting across ore, timber and herbs, Slayer hunts and a town commission board
Waypoint travel you attune by walking there first

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Languages: English
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | Free | |
| $2.3K | 3 | 33% | $29.99 | |
| $1.5K | 10 | 70% | $5.94 | |
| $0 | 0 | — | Free | |
| $0 | 339 | 68% | Free | |
| — | 0 | — | — |