
Depths of Peril is a single player action RPG (role-playing game) with strong strategy elements. You play as a faction leader protecting the barbarian city, Jorvik, by destroying threatening monsters and completing quests. At the same time, you compete with rival factions to see who will rule the city. Barbarians choose their leaders by fighting to the death! As a faction leader, you must deal with rival factions through diplomacy, trade, and in time, war. Between battles and raids against other barbarian factions, you build the most powerful faction possible, to withstand your enemies. Building the power of a faction involves exploring a fantasy world, slaying dangerous monsters, solving quests for the city, avoiding deadly traps, and plundering loot to share within your faction.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Langue | Interface | Audio complet | Sous-titres |
|---|---|---|---|
| Anglais |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
A really cool action RPG, while the graphics suck it maeks up for that with some unique features. Namely quests in this game are dynamic: take to long to rescue someone, and they die. Leave a dungeon boss alone? They'll start an uprising. leave that alone? It'll keep getting wrose untill there's an attack on the town. On top of that, the whole time all of this is happening, you're actively competeing for control of the town with several other clans, that you can trade, form alliances with, or declare war on. I highly reccomended tihs for people who like games like Titans Quest or Torchlight 2, but want something with a few unique tricks up it's sleeve.
So, i have played another game by this same developer called Din's Quest, and the developer's actually care about their games too. I asked a question in the forum, and this game is 5-6 years old in retail and they answered it. After beating it on easy, i decided to write this review, so here is my pro/con breakdown: PROS: ~Great ARPG very similiar to diablo 1 and 2 ~You can choose which class you want ~Lots of quests and dungeons ~Covenants for who is to rule the town ~Treasure like in diablo that is colored for rarity ~Teleports and gates ~You can recruit random heroes on the map walking around and killing monsters CONS: ~One town in the whole game. This game is basically confined to one town, and you go out to do dungeons and such. ~The difficulty is quite high in my opinon, even on easy ~Recruiting is a pain since the quest to recruit someone is usually above your character's leve
This precursor to Din's Curse is by no means a simpler game. A bit more rough around the edges perhaps, but the take on party based ARPG gameplay is completely unique. Your party competes with other groups for control over the town. You have all manner of diplomatic tools and victory conditions support alliance wins. All of this takes place in a sweet, if obviously tile based, procedurally generated world, with Soldak's great dynamic questing system. All the other groups are out in this world too, competing to complete the same quests. Groups you are at war with can be fought in the world as well. Indeed the most common path to victory involves crushing the other groups. In order to do this effectively you'll need to recruit your allies carefully, and then see to their development. You also have a hall of your own, where you can post powerful monsters as guards, enshrine relics to give y
A thinking man's action-RPG... Straight from the mind of some genius game-designer, who created a mad-scientist engine, and a game that defines its own genre. This game has a quest system which uses their own game mechanics; it has store-vendors with their own agendas that play out through in-game artificial intelligence. But all in all, I am not sure it is much fun to play, and it sure is not much to look at. The game has a solid tutorial, that has the player completing quests for town merchants, but I still wish it revealed the game mechanics a bit slower. I still felt overwhelmed with the number of new game elements, even before I had a full set of equipment. Well, this is a Soldak game, and that is a really special kind of game designer. You really owe it to yourself to try one of the game demos, just so you can see what they doing. For the most part, I had little trouble with this
It's an indie Diablo-alike with multiple factions each sending their own heroes out into the wilderness to do the quests. You're not just trying to level your character, you're trying to take over your town from up to seven rivals. It's a little rough around the edges, but it brings some fun, interesting ideas to a very well-known formula.
Depths of Peril is an ARPG filled to the brim with unique ideas. From the premise of the game, where clans fight and adventure simultaneously for control of the region, to the randomly generated and adequately customizable game worlds. However, unique ideas alone cannot make a good game, and it is in the execution where Depths of Peril falls flat on its face. It isn't completely without merit, though, and I encourage anybody interested in making an ARPG of their own to at least take a look at the game, for the same idea in fully funded and capable hands is easily a recipe for success. Unlike most other ARPGs, Depths of Peril doesn't contain a single game world that you advance through linearly; instead a new world can be generated for any of your characters to play in at any time. Each world has a number of 'covenants' (guilds of adventurers) that you can fight or ally with in an attemp
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