Thank you for staying with us for over 12 years. We have finished the work on Age of Defense this year, and during last 3 years, we've been hard at work on our new game — a sequel to our very first title — Guards II.
And today, we're excited to finally release it! If you enjoy turn-based tactics games, you're going to love Guards II. Play it now!
Guards II is a tactical turn-based strategy game with seemingly simple rules but deep and thoughtful mechanics. To attack, you only need to swap two heroes — but don’t be fooled, as the devil is in the details: every decision can determine the outcome of the battle.
You’ve made a deal with a demon and now venture into the very heart of Hell. Traverse five otherworldly realms filled with terrifying creatures. Eight heroes, each with their unique abilities, will help you break through countless hordes and establish order in a world of chaos.
What Awaits You in Guards II: Chaos in Hell?
An original turn-based combat system — think ahead and exploit enemy weaknesses.
Eight unique heroes — upgrade their abilities and create the perfect squad.
A flexible skill system — combine upgrades and adapt to changing conditions.
Five realms of Hell — each with its own horrors and deadly creatures.
80 thrilling levels — from simple skirmishes to true challenges.
Hell Mode — 80 more levels of nightmare with new enemies and increased difficulty.
Simple Rules, Deep Strategy
You control a squad of four heroes, each with their own characteristics:
Attack Type — Physical, Fire, Magic, or Deadly.
Resistance — each hero has a defense against a specific type of damage and a weakness to others.
Attack Methods — normal strikes, powerful super abilities, and two stances.
Each turn requires just one action — swap two heroes. But behind this simple mechanic lies complex tactical depth:
Hero Rearrangement — three heroes on the front line attack while the fourth in the back recovers health.
Ultimate Abilities — when a hero comes from the back line, they unleash a powerful ability to crush the enemy.
Tactical Combinations — select your squad and alternate attacks to exploit enemy weaknesses.
Each hero wields two combat stances, changing their playstyle. For example:
Wizard — in his normal form, uses magic orbs for attacks, and his super ability enhances his power.
Fire Wizard — when switched, can attack any enemy with fire, and his super ability summons three meteors to incinerate foes on every line!
Utilize different stances, combine abilities, and choose the right tactics to achieve victory over the forces of darkness.
Learn More
Guards II is packed with cool ideas and exciting features. Read more on the store page or check out some gameplay videos. And if you enjoyed our previous game, just go ahead and grab it — I’m confident you’ll love this one too!
Blades For Hire — Demo Out Now! Build your guild, take on contracts, and survive
Forget about saving the world — you're not a hero, you're a contractor. Build your guild, take on contracts, and survive
Greetings, mercenaries!
We’re excited to announce that the free demo of our dark tactical RPG Blades for Hire is available now on Steam — a game where loyalty has a price, and that price is gold.
And starting tomorrow, Blades for Hire will join the Steam Next Fest: June 2025 Edition festival — stay tuned for updates, livestreams, and exclusive content on our Steam page!
Blades for Hire is a tactical RPG that doesn’t care about your morals.
In a world no longer worth saving, you command a guild of mercenaries just trying to make a profit from what’s left. And today, you get a first look — the free demo is available to everyone.
You're not the hero. You're the boss.
You don’t play a chosen one. You manage a struggling mercenary guild in a rotting fantasy world. Your crew? A mix of renegades, idealists, thieves, and cynics who follow you not out of loyalty — but because you pay them. On time. Or else.
No grand quest. Just dirty work.
There’s no prophecy or world-saving arc. Instead, you’ll face contracts filled with extortion, blackmail, massacres, and ruthless decisions. Your actions shape your reputation and unlock (or block) new opportunities. The Church may despise you — but the criminal underworld might welcome you with open arms.
What to expect in the demo:
• First missions and early in-game choices
• Tactical combat with indirect control
• Guild economy and basic management
• A glimpse into the world and its brutal rules
What to expect in the full version:
— 150+ contracts and missions: From escorts and ambushes to betrayal, extortion, and moral gray areas.
— Tactical combat with indirect control: Set strategies and priorities — your mercs act on their own (and not always how you’d like).
— Deep mercenary relationship system: Every character is unique, with values, limits, and personalities. Bonds impact efficiency, loyalty, and story outcomes.
— Guild economy system: Salaries, equipment, hiring and firing, bribes, donations — everything has a cost.
— Choices that shape the world and your reputation: Your actions affect which factions you can work with — the Church, criminals, nobles, or outcasts. Your path determines your contracts.
— No good or evil. Just consequences: This is not a game of “right” decisions — it's about what's necessary, what's profitable, or just the least awful option.
— High replayability: Every run is different thanks to branching paths, dynamic events, and your crew’s unpredictable nature.
Wishlist, follow, and remember — there are no heroes here. Just contracts, cold steel, and the price you’re willing to pay.
Join our Discord server to ask the developers directly and share feedback with the community.
🛡️ Age of Defense at Games From Russia 2025!
We’re happy to announce that Age of Defense is taking part in Games From Russia 2025 — the largest online festival of Russian-speaking video games, happening on Steam from May 1 to May 9!
This unique event is the first and biggest online showcase dedicated to games created in Russia, the CIS, and by Russian-speaking developers worldwide. Expect game trailers, gameplay showcases, special offers, and plenty of exciting content from talented studios across the region and beyond.
Age of Defense is a strategy game where the fate of your tribe depends on the strength of your defenses. We’re proud to represent our project at a festival that highlights the best of Russian-speaking gamedev.
We started working on this update back in November, but it's only now that we’re able to deliver it. During this time, we released around 13 new game builds and made over 300 changes to the game code. This update is equivalent to three regular updates combined and serves as the final update for Age of Defense.
First and foremost, we revamped the resource loading system, reducing the game's loading time from nearly 8 minutes to just 8 seconds.
Achivements rework.
We have been reported that sometimes Achievements are not scored even if they were completed in the game. So, we added extra saving scripts. We have tested. it works flawlessly now.
Also, It occured that some achiements work wrong, and some were to yough to get. We revised all of them. And we give 100% guarantee you can achieve all of them now.
Achievement Fixes & Improvements
Mission 14. Required damage reduced from 700,000 to 500,000.
Mission 3. Mode 2. Previously unachievable. Now requires completing the mission without using Spikes or Spear Defender Level #2.
Mission 7. Mode 2. Placing extra defenders no longer prevents the achievement from being awarded.
Mission 8. Mode 2. Achievement previously tracked total Hex count instead of currently hexed monsters. Now works properly.
Mission 9. Mode 2. Achievement tablet displayed an incorrect value (55). It now correctly shows 24.
Mission 10. Mode 2. Achievement did not fail under incorrect conditions. Fixed.
Mission 13. Mode 2. Achievement counter fixed.
Mission 1. Mode 3. Required placing no more than two Stonemen but failed when the second was placed. Bug fixed.
Mission 2. Mode 3. Placing extra defenders no longer prevents the achievement from being awarded.
Mission 4. Mode 3. The game did not indicate which achievement failed when defenders were placed. Now fixed.
Mission 7. Mode 3. Required Blood Golems reduced from 6 to 3.
Mission 8. Mode 3. Previously failed when the player placed Stonemen. Fixed.
Mission 10. Mode 3. Placing extra defenders no longer prevents the achievement from being awarded.
Mission 11. Mode 3. Achievement counter fixed.
Mission 12. Mode 3. Time limit increased from 26 minutes to 35 minutes.
Mission 14. Mode 3. Achievement progress bar previously only counted Plants. Now tracks all three required conditions.
Sounds Changes
We rushed the game's release and didn’t have time to include all the sounds, but now we’ve finally added them! All player spells now have sound effects, and we’ve introduced many system sounds, such as those for learning skills. We also added sounds for all bosses except the final one.
During testing, we discovered several sound-related issues—some were too loud, while others played even when the volume was set to 0%. We’ve fixed all of these problems, ensuring that the game now delivers the immersive sound atmosphere we originally envisioned. Enjoy the game!
Other sound fixes
Bitrate of all sounds has been increased.
Added victory and defeat jingles.
Fixed the loud sound of Blue Balloon enemies (World #2).
Added a relaxing ambient theme to the Pause menu.
Added sound effects for clicking on all buttons in the main menu. Hovering over a button now plays one of three random sounds.
Fear spell sound has been adjusted.
Added background sounds for Mission 12 and 14.
Added portal-related sounds for Mission 12.
Added Ambylocetus (giant shark in ice) related sounds for Mission 14.
Added a cool sound effect for learning a new skill in the skill tree.
Pre-placed objects from spells like spikes, barricades, and totems no longer play sounds at the start of the battle.
Fixed an annoying sound that played once when starting a new mission after finishing Mission 4.
Fixed a bug where almost no sounds played in the game. This was caused by the death sound of the Big Insect monster.
Some sounds were too loud and played even at 0% volume: Blood Golem (Voodoo Defender) spawn sound, Caviar explosion (Fish Defender), and Bird Boss Blaster hit. These have been fixed.
Removed a repetitive, annoying sound from Boss #4’s movement.
Ape projectiles now play only a single hit sound instead of multiple overlapping sounds.
Berserker’s Breach ability played a sound effect with every strike. Now it only plays when the effect's power changes.
The volume of the "jumping out of water" sound has been significantly reduced.
The regeneration sound in Mission 5 has been completely disabled.
Fixed a bug where clicking on an unavailable skill played the learning skill sound.
Lowered the damage sound of the Berserker.
Lowered the poison sound effect for the Snake.
The Sniper ability's targeting sound was played twice. Fixed.
Slightly increased the damage sound of the Voodoo Defender.
The scratching sound no longer plays when hovering over unavailable mission icons.
Fixed a bug where the scratching sound played endlessly after selecting another option in the help menu.
Removed excessive sound from the Colossus’ Gold ability, which added extra splash damage.
Music now resumes normally after a Boss Battle music track finishes.
The volume of the water splash sound (when enemies emerge from water) has been dramatically reduced.
Pre-placed Rage Totems in Mission 6 and Mode 3 no longer make sounds.
Removed an annoying sound that played when Boss #3 appeared on the field.
Added missing sounds for Boss #1.
Reduced the volume of the "stepping into oil" sound (Fish Keeper ability).
Fixed a bug in Mission 5 where an error message about the "Oh God of Water" music track could appear.
Fixed a bug where entering the Pause menu before a battle start could cause the pause ambient sound to persist into the battle.
Getting hit by a Spike Trap now plays a sound.
Game Balance Changes
During the final tests, we decided to replay the entire game from the beginning. Two of our game designers played through all three modes, allowing us to make small adjustments across nearly all 45 missions. As a result, the game now has a more balanced difficulty curve.
Other Gameplay Changes
The final skill upgrade for the Totem now works properly and correctly hexes monsters.
Mission 14 performance has been dramatically improved.
A 1-second delay has been added before monsters start damaging the big barricade.
The skill button now shakes slightly when there are available points.
A new visual effect has been added for the Dino Defender's Damage Aura bonus.
A special background effect has been added to the menu.
A command for resetting progress has been added.
New graphics have been added for the Bird Keeper’s Fly Egg ability.
Poison Explosion no longer affects air units.
A special command for unlocking the Skill Tree has been added.
A special command for recovering basic skills in the Skill Tree has been added.
Mission 11 has been made easier.
Mission 5 Mode 2 has been made easier.
Bug Fixes
Originally, we just wanted to polish the game a bit. However, after changing the preloader, a lot of hidden bugs appeared, leading us to put in a huge effort to fix them. Just take a look below at how much we’ve improved!
This is the final update for the game, but we will continue fixing important issues throughout the next month. So if you encounter a bug, please let us know!
All Spearmen now throw their spears at a more pleasant curve, making it look better.
Fixed a critical bug where pressing ESC in the pause menu could break the game.
Fixed a critical bug where enemies could become permanently stuck when Tall Bird or Tall Mutant monsters were present on the map.
Plants from air units could appear in unavailable zones and prevent the placement of defenders later.
Chevrons now work for defenders at Level 1 as well.
Fixed a bug where a Jerboa under the Fear effect could go underground and make an area unpassable.
Curse of Voodoo didn’t increase the damage bonus from Spike Traps and Boulder Launch.
Fixed a visual glitch where hit effects could remain on the screen.
Fixed a bug with an error window when the Beast created Poison plants.
Fixed a bug with an error window when Voodoo created Meat Golem.
Fixed a bug where an error window appeared in Mission 13 when using bonfires.
Added the missing blood map for Mission 4. Blood from enemies now leaves stains.
Fixed a bug in Mission 13 where Jerboa mobs could make the ground unpassable.
Moved the torchlights in Mission 10 at the central path from the left to the right (where enemies go).
Fixed a funny bug where Angry Totem increased the food count by 1 after upgrading the Keeper defender.
Fixed a bug where defenders did nothing for a short duration after using an ability/spell.
Fixed a bug with the Stone Barricade ability. It didn’t work if the last skill in the Stone Branch of the Skill Tree was learned.
Colossus’ ultimate ability no longer stuns air units.
Colossus’ ultimate ability no longer affects Bosses.
Fixed the bug where a player could unlock the Dino Keeper’s ultimate ability even if it wasn’t unlocked in the skill tree.
Fixed a bug with the Totem spell, where it played the animation for only 1 cycle.
Fixed a critical bug where the game could break if the player changed the music volume during the boss phase in the pause menu.
Fixed the bug where Poison Explosion from Ape Level 4 cost more than from Ape Level 3.
Fixed the bug with Battle Trance (Berserker Ability), where it didn’t work if another ability was learned.
Blood Golem sometimes didn’t attack nearby enemies and appeared visually off-center. This has been fixed.
Fixed the bug where the Rock Boulder (spell) skill upgrade, which places a stone barricade, gave 1 meat after expiration.
Fixed an important bug in Mission 14 Mode 3, where lives were lost when enemies reached the end of Path #1.
Fixed a bug with slow performance when the player changed sound/music volumes in the pause menu.
Fixed a bug where the new track didn’t start if the pause menu was opened during the pause.
Fixed the bug with the Ultrasound Bird Keeper’s ability.
Fixed a bug where Rex in Armor (miniboss of World #3) didn’t appear in the encyclopedia after the player encountered it in the game.
Made improvements to the animations of Boss #3.
Fixed a bug with Keeper Defenders where their animation worked incorrectly near other Defenders.
Removed the wrong frame from the appearing animation of Pink Creatures mob (Boss 1 Spawns).
Oil of Fish Defender looks more accurate now.
Fixed a bug with the Horse Rider mob, which didn’t release riders if it died from a spike trap.
Fixed a bug with Dino Keeper where the Dino looked in the wrong direction when it devoured an enemy.
Some fixes to skill descriptions in the Russian localization.
Fixed an error window when starting Mission 15 of Mode 3.
Fixed the bug where resetting the progress didn’t reset the encyclopedia.
Fixed visuals for the Target buff.
Removed a place in Mission 14 where the player could place a defender above obstacles.
Set the proper icon for Hexed mobs.
Set the proper icon for Boss #3 Altar.
Set the proper icon for the snowdrift in Mission 15.
Fixed the iced zone in Mission 11, which didn’t slow units.
Fixed the bug where Mutant Mammoth couldn’t be unlocked in the Encyclopedia.
Fixed the bug where the restart confirmation window could remain on the screen if the player pressed ESC.
Pre-placed Rage Totems in Mission 6 and Mode 3 no longer bug nearby defenders.
Fixed the bug where pressing ESC during a movie sequence brought the game to windowed mode.
Fixed the bug where, when losing/winning a mission while placing a Spike Trap, the effect could remain on the screen even after the battle.
Fixed a slight visual glitch where the button for placing defenders became transparent at the start of the mission.
Fixed a bug where the Curse effect could remain on the field if the unit was in the process of dying.
Fixed a bug where the Fear effect from Dino Keeper’s Ultimate ability affected bosses.
Fixed a bug with Big Mutant enemies that could cause an error window and break the game.
Fish Keepers now play animations.
Fixed a bug where Dino Keepers stopped playing animations after eating an enemy.
Fixed a bug where Yeti paratroopers recovered all health after landing.
Fixed a visual glitch where the UI monster boosted ally health by the health bar but didn’t react.
Thanks for playing our games
The development of Age of Defense was a REAL challenge for us. We’re incredibly happy that we were able to bring it to the finish line in such great condition. Now, we can focus on our future projects.
Embark on a Surreal Adventure with DREAMOUT – Coming Soon!
Hey there, gamers! 🦙🍹
We’re thrilled to announce the latest addition to our lineup:
DREAMOUT – a wacky, hilarious, and totally unexpected adventure starring an alpaca with a taste for a good drink and even better chaos!
In DREAMOUT, you’ll step into the hooves of our quirky, cocktail-loving alpaca protagonist. From stumbling into wild escapades to solving bizarre problems, this game is packed with laugh-out-loud moments and crazy surprises.
Whether it’s outrunning trouble, making questionable decisions, or just vibing with the world’s weirdest situations, DREAMOUT promises an unforgettable, booze-fueled journey.
So grab your drink (responsibly, of course 😉), gear up for the adventure of a lifetime, and let’s get this alpaca party started! Coming Soon!
Age of Defense nomination in the "Outstanding Visual Style" category
Hello, dear players!
Age of Defense has its first chance to participate in the Steam Awards and your support will be everything here!
We, the development team of Age of Defense, poured immense effort and inspiration into creating a visual style that captures the essence of a prehistoric world. Our goal was simple: not just to depict the Stone Age but to bring it to life through a unique artistic approach.
Every element of the game, from handcrafted settlements to untamed landscapes, was created with love and attention to detail. We aimed to strike a balance between realism and stylization, ensuring the game remains both engaging and visually captivating.
We paid special attention to animations, color palettes, and textures to make players feel like they're truly part of the prehistoric era. We’re proud that our visual style not only delights the eye but also enhances immersion in the world of Age of Defense.
If our work has captured your heart, we’d be thrilled to see your support in the "Outstanding Visual Style" nomination!
If you haven't had a chance to try out the full game yet, this is a great opportunity to purchase Age of Defense at a 55% discount.
After a short break following the game’s release, we're excited to bring you the next update. We've received a lot of feedback, and we appreciate every bit of it—thank you!
One of the biggest additions in this update is the encyclopedia. It contains detailed information on all the enemies in the game. As you encounter new enemies, their icons will unlock in the encyclopedia, allowing you to access their stats and details. Take a look at the screenshot to see just how much content the game offers!
We've also added two new buttons for Game Difficulty and Game Mode. These let you view how enemies' stats change depending on the selected mode.
Enjoy the update, and keep the feedback coming!
We've also introduced a new button in the game, which works like a pause button, but instead of fully stopping the action, it slows the game speed to 0.1x. This gives you time to examine the stats of new monsters and plan your strategy. While in this slow-motion mode, building and casting are disabled to maintain balance.
We hope this feature enhances your gameplay experience!
Additionally, our artist has completed work on the remaining sounds. In the next update, we'll be adding these final sounds, including boss sounds, magic effects, and menu audio.
Enjoy, and stay tuned for more!
Bug Fixes
The issue with music cutting out endlessly should be resolved—at least we hope! If you encounter this bug again, please let us know.
Improved game performance on screens with resolutions other than 1920x1080.
For first-time players with non-HD screen resolutions, the game will now start in windowed mode by default.
The bug with the Giant's ability (Stone Barricade) not functioning properly should now be fixed.
The key combination for resetting progress should work correctly now.
Play with us,
Caribbean Legend Patch 1.3 and Black Mark DLC!
Ahoy!
The perfect moment to start playing Caribbean Legend!
One of the goals of Patch 1.3 was not only to rework the remaining player-favorite early-game ships but also to lay the groundwork for the planned boarding scenes. The ships turned out great.
New ships:
The Valkyrie
The Meifeng
Fluyt
War Schooner
The Principio (DLC)
Improved sail and rigging quality for all ships in the game.
In total, ~30% of the entire game fleet has been revamped by 1.3 - just as planned.
Quests
Extinguished Star We’ve never created a quest this complex, non-linear, and intricate before. It has everything: new content with Mary and Helen, direct impact on the main storyline, cutscenes, crazy flashbacks, and valuable loot. The quest starts at the end of "The Dutch Gambit" and continues through to "Turtle Soup." No spoilers—see it for yourself.
Black Mark A non-linear quest, designed for the early stages of the game, offering valuable rewards and nods to veterans of the "Sea Dogs" series. Available in both Story and Sandbox modes. Part of the "Black Mark" DLC.
Rewards include: a duelling double-barreled pistol, an Italian rapier, an Army broadsword, a Black Spot ward, armor, as well as a new officer—Tommy Irons, and the legendary Pink of Nicholas Sharp, the Principio. The Pink is stunning, but the true star of the DLC is Irons. He's got killer jokes.
Locations
No new locations in this patch, aside from a few scenes for the Longway quest. The boarding decks took up almost all of our time and will continue to do so. All four decks will be included in either Patch 1.3.1 or 1.5.
However, we did update several old locations, especially those that significantly lagged behind the newer ones in quality.
Locations update:
Locations and scenes for the "Extinguished Star" quest
The Old Lighthouse
Port Royal Lighthouse
Several beaches
Indian village
Improved ground textures in towns.
Animations
We continue the challenging journey of bringing quests, battles, and cities life to life. The minimum program has already been fulfilled, and with Patch 1.5, we aim for something even more ambitious. Next-gen is just around the corner.
New animations:
Unique animations for the "Extinguished Star" quest
7 new contextual death battle animations
2 prayer animations in churches
2 animations for drunks in towns
Tavern musicians no longer drown out the game’s music
Fishermen, blacksmiths, and musicians now work according to the time of day
New Hero
Due to popular demand, Helen McArthur is now a fully-fledged character in Sandbox mode. She is compatible with the "Vile Little God" and "Black Mark" DLCs. She has unique dialogues in her hometown Blueweld, unique achievements, loot, and starts her pirate career on a war schooner.
For now, she doesn’t carry a musket or visible armor, and there may be some "gender errors" :rofl_pirate: in the dialogues. Her development will continue in Patch 1.5, along with other Sandbox characters.
Notification System
Traditionally, games in this series have never been known for being player-friendly or transparent, often requiring guides. What happened to my character? Why did I fail a dialogue check? What reward did I just receive? Any game needs to communicate with the player—and now Caribbean Legend does. I consider this the key feature of Patch 1.3.
New notifications:
Over 100 new format notifications on sea, land, and in dialogues
Combat statuses—from poisonings to critical damage
Loot markers—so far, only for plants in the jungle, but this is just the start
Quest navigation—so far, only for the beginning of the game
More quest markers over characters and on the global map
New tutorial videos for core game mechanics
Interface
Let’s be honest, we have the best interface. But somehow, the list of fixes for it has already stretched to three pages. :rofl_pirate: The first half of the first page finally made it into Patch 1.3.
UI update:
Unlimited key remapping—adjust the controls to your liking
Control hints in loot, trade, and exchange windows
Highlighting new entries in the ship’s log and documents
Highlighting available skill points for characters
Keeping the selected character when switching tabs between inventory and skills
Displaying character roles in officer assignment windows
Improved interaction with items in the inventory
Added a DLC button in the menu—if all are purchased, it will be inactive
Miscellaneous
13 achievements
New ward
New sword
Automatic crash reports sending - let's see how bad it really is out there
Longway can now carry muskets
New dialogue camera
Missing textures restored for some objects in the "Flying the Jolly Roger" quests
Claude Durand now reliably triggers his loyalty event after a set time
Obtaining a patent removes pirates from the crew
Reputation no longer drops if the player exits "Flying the Jolly Roger" questline before Cartagena
Fewer soldiers in towns, and they stop the player less often
Chance to deceive the guards can no longer exceed 90%
Governors no longer ask you to infiltrate friendly towns
Passengers no longer ask to be taken to hostile towns
"Iron Will" perk no longer allows intimidating officers
Missing item descriptions—skill bonuses, etc.—have been added
Additional optimization of the tutorial on Martinique
Spelling and grammar corrections - thanks to all reports you have been sharing on Discord
Numerous bug fixes
Improved overall game stability
1.5
That’s all for now! Over the past six months, we’ve done an incredible amount of work together. We’ve done everything possible and even more. Except for the Story mode epilogue, of course.
We could have done it already, but it would have been too... simple? I want to create something special and worthy of Charles de Maure's story—call it a "director’s cut" of his storyline, if you will. Plus, the game has long needed list of truly new mechanics, fixes for old ones, a complete rebalance, a new loot category, and a proper uplift of Sandbox mode. Not to mention improved controls, gamepad support, Steam Deck experience.
Patch 1.5 will take at least six months, and it will definitely require starting the new game. So for now, we’ll take a short break, rest, and then get back to work.
Leave reviews ːsteamthumbsupː as blue as the Caribbean Sea, download the patch, buy the DLC—and if you’ve been putting off playing the game for any reason, now’s the perfect moment to start!
Coming soon...
:jollyr:
New Update. Version 1.15 is available now.
Hello there,
This was a rough week. We have got a lot of reports about windowed mode. So, our programmer was worked on this task all week. There is it now. We made a resin window, you can choose any size you want. We hope it will provide better experience for players with screens with high resolution.
Let us know, if you meet any more issues.
Also, we added localisation system to the game and added 7 more languages. We were in hurry, so there could be mistakes. Let us know if you will find any incorrect translations.
Have a good game!
Play with us,
Skelethrone: The Chronicles of Ericona is Out Now! ⚔️
Greetings friends!!!
We have some great news to share with you today.
Skelethrone: The Chronicles of Ericona is now available on Steam! We are offering a special 15% discount during the launch period The game is also available on PlayStation, Xbox, Nintendo Switch.
At its core this is a Souls-like game that features Metroidvania elements, filled with exploration and secrets to be found.
You're in for a great adventure inspired by games like Castlevania and Dark Souls. Bloodthirsty monsters, divine creatures and epic boss battles. The game’s story is shaped by choices that will define your journey.
Let's celebrate the game's launch!
In honor of the release, please watch the trailer and immerse yourself in the world of Makh-Abyss before fully exploring the story and finding out what actually happened after the death of Lord Derek Ericona.