
Dread Delusion is an open world RPG brimming with strange places and dark perils. Carve your own path through the flying continents of a shattered land. Discover curious towns, unearth occult secrets, master powerful magic - and change the world through your choices.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About

The world is broken. Its surface seethes with an undead curse, while humanity clings to flying continents in the sky. From mushroom forests to undead mausoleums, strange places and people await you. But will you find a way to heal this world - or seek power and profit for yourself?

Uncover a rich, interactive narrative through the game's quests, or pick a direction and explore by yourself. Carve your own path.
Towns offer a needed respite for a weary traveller to sleep through the night, trade goods, accept quests and speak with the locals.
A keen mind or charming wit can prove just as useful as a sword; and your decisions will shape how the story unfolds.
Welcome… to Dread Delusion.
Embark on a world-spanning quest to decide the fate of the land
Build your character to face challenges the way you want. There’s always an alternative to combat: charm NPCs, pick locks, harness forbidden knowledge and more…
Explore a world full of unique characters, creatures, challenges, and treasure
Use Smithing and Alchemy to upgrade equipment - turn a rusty blade into a Master Crafted Clockwork Sword.
Gameplay inspired by classic RPGs of the 2000s
Wield a variety of powerful spells and potions to bend reality to your will.
Join or Oppose various Factions as they pursue their own goals
A beautiful retro 3D aesthetic
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 5.3Kreviews | 90% | — | $2.6M |
| $19.99 | 227ratings | 93% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 193 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Это самое красивое и атмосферное снотворное в которое я играл. Сделать настолько чудовищно унылый геймплей надо ещё постараться - вроде и первая игра разработчиков, но неужели при плейтестах (если они были вообще) никто не увидел что в это поделие духа машины на юнити просто скучно и невесело играть? При этом сама игра выглядит очень красиво - возможно местами слишком ярко и пёстро, но в остальном вполне съедобно. Но толку мне от этого визуала, если боевка игры просто не работает, половина расходников не имеет смысла, мобы повторяют хитбоксы друг друга, квесты это очередное шнырькурьерство, а главный герой болванка без собственной личности?
Really interesting game but the controller support is ASS and doesn't seem like it will ever be fixed.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $19.99 |
| 88ratings |
| 86% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 194 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dread Delusion is a fantastic little RPG for anyone who misses that old-school feeling of exploring a strange and mysterious world with almost no hand-holding. The world has a very strong "Morrowind-esque" feeling: bizarre locations, cryptic lore, strange characters and the constant feeling that you're discovering something rather than simply following a quest marker. Every location feels weird, hostile and full of secrets, and I constantly found myself wondering what was hiding behind the next corner. The RPG systems are simple but satisfying, with plenty of freedom in how you build your character and approach quests. The retro visuals also give the game a very distinctive identity and fit its surreal atmosphere perfectly. It's rough around the edges and definitely not for players looking for a polished modern RPG experience, but that's also part of its charm. A wonderfully weird, atmospheric RPG that rewards curiosity. Highly recommended if you love old-school RPGs.
Not gonna lie, played a Demo from the Haunted PS1 disc a while back and decided right there to buy this game when it releases, just because of the music and that star in the sky. It didn't disappoint. The Music, Atmosphere and Visuals (if you're into the PS1 style) are 10/10. Exploring this world never felt boring to me. Story is also good. A lot of dialogue is surprisingly deep with some tough choices to make. Basically, you feel like an as$hole either way. Combat is okay, can't review it properly since I didn't use spells, only Greatsword heavy attacks. Why complicate stuff when big sword does big damage. The World is not that big, and it doesn't need to be, I much prefer a medium-sized world full of stuff to see, than a huge one that is half empty or very repetitive. Game is good.
This game is definitely one of my favourites. There's no way to describe the world and story as anything other than enchanting. It is weird, whimsical, horrific, wonderful, and melancholic. The gameplay is definitely subpar though and will bore you to death if you hate walking simulators. The combat is basic and would work in a shorter game but unfortunately I found it repetitive in the ~20 hours it took me to do most of the content. I highly recommend getting the spell that massively boosts your speed so it's a bit less of a slog. You can find it at [spoiler]Hallow Town in a shop called the Emporium[/spoiler]. However mediocre the gameplay is, the fact that I went through 20 hours of it and still find myself wanting more of it is a tribute to the amazing world the devs have built. It's utterly fascinating and I would love to see other places within it explored - whether that's through video games or another medium.
The vibe this game exudes is unlike any other I've played. I finished it months ago now, but part of me won't let go of the atmosphere this game creates. Haunting, yet comfortable. Desolate, yet hopeful. Alien, yet familiar. It's elevated by a subdued soundscape which places its evocative soundtrack in the spotlight. It is a shame that the combat is not particularly engaging, but every other aspect (and I MEAN every) are nothing less than inspired. The dialogue, the worldbuilding, the game mechanics, the decisions you make, the RPG mechanics, the level design, all fantastic. Much of this game evokes aspects of the PS1 era, but it's not just a nostalgic imitation of those games; it's like the developers knew that the feeling they wished to impart could never be captured by mere graphics and that my imagination is the only thing that could come close. Maybe I should say that the rough, wobbly-ness of the graphics almost feel like an impressionist's painting, just there to clue your brain in on what it's supposed to be seeing. I could say more, but more than anything I can't forget how this game made me feel.
Great little game. After a long time, I got that feeling of wanting to explore so much that I'd lose track of time. Combat takes a backseat (at least on normal difficulty) in favor of narrative and exploration. A real gem. And the artstyle is pretty crazy. I expected a love letter to Morrowind, but got so much more.
is gud
This is a low-budget game that punches way above its weight. Given the games industry's current crisis, I imagine we're going to see more titles like this one in the future, which is a good thing, because playing it was a breath of fresh air in an otherwise fairly stale genre. The art style here doesn't even try to even approach realism, and instead goes into full weirdness mode with a dash of cosmic horror. What you get as a result is a dark fantasy setting where half of the stuff looks or sounds like you wouldn't want to touch it with a stick, but in return you don't get any elves, dwarves, orcs, ogres etc. and the zombies that you do get don't eat humans (anymore). Mechanics are super, super simple, especially compared to other open-world games, to the point where I would call this game less of an RPG and more of an immersive sim. But that's a good thing, as simplicity grants focus. For instance, this game doesn't do inventory junk. You find a sword once and you keep it for the rest of the game (though you can upgrade it, and there are actually three variants of your melee weapon, three ranged weapons, two offensive spells etc. etc. etc. it all does add up). The world is indeed open, but also about as small as you could expect from a small team like this one, so for once it leans heavily toward making every nook and cranny count. I don't think I've seen such a dense open world since the original Gothic. You basically don't get any fillers here, because the game tries hard not to repeat itself. Anywhere you go, you see something you can remember and later recall, because there's exactly one of it in the entire game. It takes a while before you even get the map, and by then you've already learned to orient yourself by landmarks. This feels very liberating! In this respect "Dread Delusion" actually surpasses Elder Scrolls, Fallout, Horizon and other modern traveller's games in my opinion. One minor caveat is this would work better if production values were a bit higher, because there's only so much visual uniqueness you can squeeze out of the same few dozen 3D models per biome. Story-wise, the game also aims for simplicity, but this is the part where the experience is a bit uneven. The narrative does a very good job at introducing the player into the setting that is, let's face it, a bit of a hellscape, so it takes effort to not make it feel off-putting. But then, once you enter the first proper biome, the story sort of dilutes itself into a series of generic quests that don't really bring much to the table. For a long time I thought I was going to complain about the story, because in some cases it dives into conveniently engineered trolley problems. It seemed like the game was going to try and make everything feel miserable for the sake of The Vibes, which is something I personally consider a cheap trick. It is only in the later stage of the game when you reach one of the four biomes that very clearly stands out from the rest, in that the story gets more detailed, more sophisticated, and better thought-out. This is also where the game's main theme becomes clear: yes, the world is messed up and full of people who have messed up, but that doesn't mean they're always going to mess up or that you're doomed to mess up. You can choose dread, or you can choose hope. (weirdly enough, the one biome I'm alluding to is very obviously inspired by Soviet Russia, and in more than one way at that, whereas the generic ones don't seem to draw any obvious parallels to our reality; it does feel like this part was either written at a different time, or by a different person) The authors have written themselves into a corner a little bit, because the ending more or less rules out a sequel. But I think that's a blessing in disguise, because this game was essentially a test run. The next one will be the one where the team establishes its voice. This shouldn't discourage you from diving into this one, though, since it's a solid, compact experience that revives a somewhat fossilised convention and makes some very smart choices.
Really neat world. Looks great. Plays terrible. Boring all the way through. Game takes too long to give you the fun stuff. Weapon other than the starting sword? Finish the first third of the game first. Magic variety? Got the stealth spell in the last forty minutes of the game. Enemies just aren't a threat. "Hard" mode would, assumedly, just be average difficulty, since I never died during my normal playthrough, even neglecting the strength stats and not bothering to change into armor for combat. Everything, essentially, can be defeated by walking to its left relatively quickly while swinging at it. The economy is a bit munted. I noticed at one point I was able to sell potions for two coins each and buy them for one coin each. Not that it mattered with how many throwing knives the game gives you to sell for mounds of cash. Reputation system similarly half-baked and doesn't really matter. Moral Dilemmas are often just Mr. Meanie vs. Cpt. Castration. Crime system? None. Everything feels terribly shallow. Ultimately not worth the time. Certainly not worth $20.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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