
Volkolak: The Will of Gods is an epic 2D soulsvania in a dark Slavic fantasy setting, with hand-drawn animation. Explore an enchanted world full of secrets and enemies. Your choices will lead to several endings: become a bogatyr, a werewolf, or join the darkness.
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Volkolak: The Will of Gods is a 2D Soulslike Metroidvania in a dark Slavic fantasy setting. The action takes place in the Far-away State, a vast, rich world of medieval times for exploration. After the ominous curse of the necromancer Koschei the Immortal, its inhabitants go mad and turn into evil. The protagonist will have to fight his minions using a deep combat system.

Classic Metroidvania with side-scrolling 2D action.
Traditional 2D frame-by-frame animation in dark style.
The game features the mechanics of turning into a werewolf, which is the basis of the gameplay.
Choose your class: the path of a bloodthirsty ghoul (Class: Cursed), or control your instincts with magic (Class: Volkolak), or take the path of a saintly warrior (Class: Bogatyr).
In werewolf form, you can gain additional abilities through the altars of pagan gods, and with some mythical creatures you can strike up a dialog and gain valuable information.
Play through the game in human form, equipping your character with various weapons (sword, axe, armor, torch, cloak, shield and more) and receive blessings at churches.
Unique locations, NPCs and story adventures for each class. Three playthrough options and different game endings.
Explore a large world inspired by Slavic mythology: the dungeons of Tsargrad, the Dark Forest or the Stinking Swamp.
Learn new skills and abilities that will open your way to secret places and unique locations
In this dark fairy tale you will meet mythical creatures: Leshy, Serpent, Baba Yaga, Koschey the Immortal, Firebird and many others.
Over 50 unique enemies and 15 mythical bosses! Epic battles with mythical creatures await you in this adventure. Unlock the power of ancient gods or use your sacred faith, the choice is yours!

"Volkolak: The Will of Gods" is a vast world inspired by Slavic mythology and folk tales. A dark fantasy universe as an interpretation of the greatest fears of ancient man. The gloomy atmosphere immerses the player in the unusual perception of Slavic legends as we are not used to see them.

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Stats
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Languages: English*, Russian**languages with full audio support
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
Кощей, как всегда, начудил, и теперь вы, оборотень‑волколак, разгребаете последствия его творчества. Бодрые бои, густая атмосфера и берёзки, которые точно что‑то замышляют — в общем, отличная метроидвания. Пожелаем успехов разработчикам на пути к версии 1.0)
[h1]Разрабы первый день в игровом интернете?[/h1] Не знаю кто положительных отзывов накрутил, но точно знаю, что это - Актёры. Настолько бездарного введение в игру я никогда, за свои 20 лет игры, не встречал: 1) зачем мне смотреть 3 катсцены: как он МЕЕЕЕЕДЛЕННО подплывает к причалу, как он МЕЕЕЕДЛЕННО сходит и идёт по суши и как он разбивает кемп? Вот просто зачем мне смотреть это? Какую смысловую нагрузку несёт показ данных сцен? Ну разбил он красивый кемп - смысл показывать эту сцену, если по итогу мне надо пройти дальше, чтобы встретить первого НПС - причём встретить тоже бездарно... Ладно, можно сказать - начало показывает лор, погружает игрока в мир игры и БЛА БЛА БЛА...окей, а ведьма его с самого рождения там стоит и ждёт? То есть сделать так, чтобы она в том же лагере резко появилась (как она и исчезает), не? 2) вот камень, дотронься - он ресает. вот хилка - она хилит. [b]Вы реально рофляна накидываете в 26?[/b] [i]чуваки, пишу вам вступление лучше вашего - значится, дрейфует ваш муромец на палке и причаливает к берегу, весь побитый, еле живой. пытается встать, а не может. падает, экран тускнеет как будто веки смыкаются и еле еле видны ноги, которые подходят к нему. БАЦ! флешбеки все дела, вскакивает резко и видит ведьму вашу, а она возле костра сидит (вот вы и деньги на прорисовку кемпа ОТБИЛИ) и говорит ему - да ты успокойся я тебе говорю, полечила тебя зельями своими, пару тебе оставлю, понадобятся. силы тебе восстановить надо. он такой - ДА ТЫ ЗНАЕШЬ КТО Я!? ДА Я МУРОМЕЦ ЕПТ! а она ему - не верю, докажи. иди кабана замуд*хай. он лес тормошит и мне мешает, а потом и поговорим.[/i] [u]я за 10 минут, бесплатно придумал вам начало лучше, чем тип в вашей компании, который этим занимается за деньги. вы реально духана накидываете. гоните этого безд*ря из конторы.[/u] - У вас буквально ноль динамики, ноль жизни. Всё статичное/мёртвое, никаких звуков травы, шелеста листьев, деревьев, ветра - НИЧЕГО. Простыми словами - НОЛЬ АТМОСФЕРЫ. При этом вы запарились над разными эффектами..... [b]Слыхали балладу о конфете? - значит 99% времени и сил тратим на обертку и лишь 1% на саму конфету.[/b] Думал дам я шанс игре...но пещера, с прыжками вниз и просмотром камеры - буквально переубедила меня прекратить эти потуги. Больше времени я потратил на то, чтобы камерой стараться увидеть, что находится внизу. Куда мне предстоит упасть - на платформу или на шипы? Конечно же я душусь и просто ныряю внизу и знаете на что я приземляюсь? НА ШИПЫ! и знаете где я появляюсь? правильно, чуть ли не в начале игры, где мне и показали камень возрождения. аплодирую стоя! Итоги: [quote]россия как не умела делать игры, так никогда и не научится. ваша каша, без соли, сахара, масла и молока - стоит ниже castlevania, которая на ps1. для начала в игры поиграйте, а потом лезьте их делать, а лучше вообще не лезьте. [/quote] Подпись: Александр - игровой стаж 20 лет. "Вернул бы деньги, да увы уже не могу, прошло 2 недели с момента покупки. Да и вообще, помимо возврата средств потребовал бы с вас компенсацию как за потраченное время, так и за консультацию по НОРМАЛЬНОМУ введению в игру."
Это очень плохо. Дешево, но плохо настолько, что играть вообще не хочется. Деревянное управление, невнятная боевая система, повторяющиеся и внезапно прерывающиеся реплики персонажа, ужасная анимация и черт возьми! Практически любой 8-битный платформер играется лучше! Делать такое сегодня, это просто позор какой-то! Попытался вернуть деньги, но не получилось. Прошло больше двух недель с момента покупки. Если все же решите попробовать, то не повторяйте эту ошибку.
Мой голос всё равно на рейтинг не повлияет. Хотя идея для игры интересная. Но, блин, как бы я ни любил игры по типу Метроидвании. Но как же тут чертовки скучно, блекло и душно. Управление в игре ещё очень раздражает. Обзор через Ctrl, а выход из карты, инвентаря по кнопке Esc — это просто неудобно. Паттерны атак и анимаций у противников слабо читаемы, хотя было написано, что улучшили этот аспект. Я боюсь представить, что было раньше. И ещё один слабый нюанс проекта — это читаемость переднего фона и задников. Я в начале игры постоянно напарывался на шипы и колья, так как ни черта было не понятно, что это опасная зона.
Volkolak: The Will of Gods is an ambitious dark fantasy action RPG that blends metroidvania-style exploration with methodical, punishing combat inspired by soulslike design philosophy. Developed and published by Volkolak Team, the game immediately distinguishes itself through its heavy reliance on Slavic mythology and folklore, grounding its bleak world in cultural themes that feel ancient, harsh, and spiritually charged. Rather than presenting a generic fantasy backdrop, the game frames its story as a clash between divine will, human choice, and the curse of the beast within, creating a tone that is brooding, mythic, and deliberately oppressive. The setting unfolds in a fractured land shaped by gods, spirits, and forgotten legends, where the player’s role is not clearly heroic from the outset. You are thrust into a world that reacts to your decisions, both narratively and mechanically, and the game leans into ambiguity rather than exposition. Lore is scattered through environments, NPC encounters, and symbolic imagery, encouraging players to piece together the world’s history through observation rather than dialogue-heavy storytelling. This approach reinforces the sense that you are navigating a place ruled by fate and ancient forces, where every step deeper into the world carries weight and consequence. Gameplay is built around precise, stamina-conscious combat that rewards patience and learning rather than aggression. Enemies are dangerous, often capable of killing careless players quickly, and encounters are designed to test positioning, timing, and awareness. Dodging, parrying, and committing to attacks all come with risk, and success depends on understanding enemy patterns and choosing the right moment to strike. Boss fights in particular emphasize this philosophy, acting as skill checks that demand mastery of the game’s mechanics rather than raw statistics. While challenging, combat rarely feels unfair, as failure is typically the result of misjudgment rather than randomness. A defining feature of Volkolak is the transformation system tied to the protagonist’s cursed nature. Embracing the Volkolak form fundamentally alters how the game is played, unlocking new abilities, combat options, and traversal mechanics. This transformation is not merely cosmetic; it represents a meaningful gameplay and narrative choice that influences progression and playstyle. Players can lean into the power of the beast for aggressive builds or resist it in favor of a more grounded, disciplined approach, and these choices ripple outward into both combat strategy and story outcomes. Exploration follows classic metroidvania principles, with interconnected regions that gradually open as new abilities are acquired. The world is dense with hidden paths, optional challenges, and environmental storytelling, rewarding thorough exploration and curiosity. Areas are designed to loop back on themselves in satisfying ways, creating a sense of place rather than a sequence of disconnected levels. Verticality, environmental hazards, and traversal puzzles are woven naturally into the map design, ensuring that movement and exploration feel as intentional as combat. Visually, the game adopts a hand-drawn 2D art style that emphasizes texture, shadow, and motion. Character animations are weighty and deliberate, giving attacks and enemy movements a sense of physical presence. Environments are rich with detail, often bleak and decaying, reinforcing the game’s grim atmosphere. While still evolving through development updates, the visual direction already feels cohesive and purposeful, prioritizing mood and readability over flashy effects. Sound design complements this approach with restrained but effective audio cues, helping players read combat situations while maintaining tension during exploration. Narrative ambition further elevates the experience. Volkolak does not offer a single linear outcome, instead allowing player choices to influence the path taken and the ending reached. Moral ambiguity plays a key role, with decisions framed less as good versus evil and more as submission versus defiance, control versus surrender. This thematic focus aligns well with the game’s mythological roots, reinforcing the idea that gods, monsters, and humans are all bound by forces they only partially understand. As an experience, Volkolak: The Will of Gods is clearly aimed at players who appreciate demanding combat, atmospheric world-building, and slow-burning storytelling. It is not a casual or immediately accessible title, and its difficulty and deliberate pacing may alienate those looking for fast gratification. However, for players willing to engage deeply with its systems and themes, it offers a compelling journey shaped by skill, choice, and mythic tragedy. Even as development continues to refine and expand its content, the foundation already reflects a strong creative vision, positioning Volkolak as a distinctive and promising entry in the dark action RPG and metroidvania space. Rating: 9/10
Атмосферная мрачная древне-славянско-языческая сказка! Очень годно!
I'm half an hour in, way past the "sell me on your game"-threshold, and I need to take a break. The game sounds great, it looks great, but it doesn't feel great to play... and thats the cardinal sin of gamedev. I know it's early access but if you don't get this stuff right first, some of it will be [u]really[/u] hard to fix later. Had I not bought this several weeks ago and then forgotten about it I'd try for a refund at this point, but now I'm stuck with it so I might as well play it. I've found enough issues to leave a review though, I will revise it if my opinion changes. I really want make it clear to anyone reading this: I want to like this game. [b]Pros:[/b] - Looks great - Great atmosphere - Slavic folklore is not explored much in modern media so nice to have new setting. [b]Cons:[/b] [u]Movement and combat[/u] Most are actions are floaty, animations do have decent wind-up and wind-downs, but they don't jell well with the physics, which breaks the illusion that this is anything but a video game. It's not that I expect it to be a snappy precision platformer, actions just don't have any weight to them. It doesn't feel great to move around. Some examples: - Ledge pulls in human form take too long, waaay too long. They interrupt the flow of the platforming massively. If this is the intended pace then the rest of the move set need to be pulled back, else it's jarring. - Landing animation has a too long blocking wind-down, the hero looks like he's landed with both feet and standing ready but some minor effects still playin which blocks some further actions. If the human form is intended to feel clunky compared to other forms then other parts of his moveset just aren't consistent with this. - Enemies sometimes miss their target one second but don't the next. Alone that is fine but if it is inteded that they miss there should be some effect to reinforce that it was indeed a miss. A swish or woosh sound, something. - Timing of sound, animation and damage applying effects are all over the place, this just needs to be tightened up, otherwise it just doesn't make sense or is confusing. When and if a sound or visual cue is played needs to be consistent. Difficulty should not come from being obtuse, but rather from high requirements on the player's knowledge and dexterity. [u]The story[/u] It sounds interesting in theory when I read the lines presented to me. Some other reviews mentioned that the story doesn't make sense but I think that's mostly cause it's just not told in an engaging way. The game consistently gives too much information, much of it which isn't relevant and narrative concepts like "Show, don't tell!" needs to be applied to all dialog through out the first 30 minutes. Some examples: - The game starts with a cutscene of hero going werewolf, but you don't start with werewolf-form, this is not explained. - All dialog up until you get your werewolf form is essentially redundant, it tells me alot of who I am playing... though not really why I'm here. The more important question, what drives the hero, is left unanswered, so why should I care about him? I can already tell I'm playing a badass warrior just from the way he looks, moves and fights. Allow the audience to draw their own conclusions. If they draw the wrong conclusions you can surprise them later. - The witch is not selling her mysterious nature by talking too much. She also has no clear motive other than "I'm a witch, ♥♥♥♥♥" and the hero doesn't properly question why. - The voice acting is ok, but could be more emotive in certain parts. - When you discover the first brambles that block your path the hero says "I can get a torch from the forge". My reaction was "What forge!?" (I looked, there is none up to that point, so how would the hero know this?). - When approaching a hidden door from the wrong side the hero says some along the lines of "this door opens by a lever on the other side". You use [u]hidden[/u] doors to block access and [u]knowledge[/u]. Also, let the player figure out how to open a door. - The map... don't show the WHOLE map at start, let the player discover it piecemeal, dammit. [u]Level design[/u] There are few occasions where leading the player's eye would make for a better initial experience and getting the player quicker into the action. Some examples: - The first drop into the caves could be slightly lit from below to reinforce that is the main path. - The switch-back into the longer tunnel right before fighting the bear is concealed in darkness and behind a foreground pillar, it is teased when you pass below it but when you move into the section where you enter the path the light is on the optional pathway. You want your players to find their way to the cool stuff!
На самом деле, очень хорошая игра, ждём и верим что дойдёт до достойного релиза!!
Игра не плохая, но еще сыровата. Поиграл 4 часа, прошел первый акт, игра вылетала 2 раза, и оба раза когда в облике волка, зацепился за лиану, получал урон от шипов, и меня откидывала за текстуры, а после вылетала игра. Очень долгая анимация подтягивания, висишь около секунды на выступе, а потом только залазишь, прыгнуть нельзя, ускорить как либо это тоже нельзя, уже через час бесило, когда ты в основном за что то цепляешься.
Surprisingly atmospheric game with a cool Slavic vibe. A bit rough, but it has charm. Worth a try if you like this type of game.
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