
Erannorth Renaissance is a text driven gamebook with sandbox elements. Create your hero, build their party, and shape your journey. Set in an open world, it mixes text based narrative, turn based combat, deep character customization, and sandbox freedom.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 31 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Erannorth Renaissance is a text driven gamebook with sandbox elements. Create your hero, build their party, and shape your journey. Set in an open world, it mixes text based narrative, turn based combat, deep character customization, and sandbox freedom.
Make Your Hero
Jump right into the action with a pre-built character or create your own. Your origin story is only the beginning. Every choice you make shapes your unique journey.
Choices That Matter
Face ancient vampires or become one. Feed on the innocent or become their champion. Pick pockets, blackmail rivals, attack adventurers, or make the world a safer place by ridding it of supernatural threats and bandits.
Highly replayable.
Unlock 16 different endings, each progressively revealing more of the story, your reality, and the motivations of the various characters.
Foremost, a Vampire Story
While you can play and complete some routes as a mortal, the largest part of the game and the longest routes tell a vampire story. Your story.
Explore a Dynamic World
Step into a living world that evolves with or without you. After the story, play freely in sandbox mode, or jump straight into Sandbox.
Social Interactions
Meet and interact with hundreds of NPCs, each with their own personality and story. Form friendships, rivalries, or even romance partners through an optional dating system. Your romance settings let you tailor the experience to your preferences. You can disable romance entirely, keep things light with casual flirting, or allow more explicit interactions.
Exciting Tactical Combat
Engage in strategic battles on a hex-based grid. Combat is approachable for newcomers yet deep enough to challenge seasoned players. You can change the difficulty at any time to make future encounters easier or harder.
Blade and Spell at Your Fingertips
Master powerful weapons and magical abilities to dominate your battles. As you progress, unlock new skills and perks to shape your hero into a legend of your own making.
Customize Your Way
Enjoy easy-to-use yet deep customization. Choose your party's gear, skills, and tactics exactly the way you like, making each adventure truly your own.
Radiant Side Contracts
Take on endless dynamic quests that react to your actions. These side contracts provide ever-changing opportunities for fame, experience, and loot.
Creative Crafting System
Create tools and items using an expansive crafting system. Experiment with ingredients, rare resources, and special tools to discover recipes or learn them from tomes.
Unlimited Modding Possibilities
Customize and expand the game with full modding support. Whether you are changing character graphics, adding new adventures, or designing entirely new species and combat actions, the built-in tools make modding accessible even if you have never tried it before.
In Erannorth Renaissance, your choices are your legacy. Will you become a beacon of hope in a fracturing world, or will darker ambitions guide your way?
Answer the call and shape your destiny.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hello, I truly loved the previous games from Spyridon Thalassinos. Previous games based in Erannorth were great because of the wide and imaginative builds that you could make. You could use cards from several backgrounds, build a character in one or several of many paths and races, which gave the games huge replayability and was a character builder's dream. There was original art (or so it seemed) and a simple yet complex map which was easy to explore but necessitated some thought to explore. Stories were to the point. Sadly, the development team decided to stray away from their strengths in this new installment. There is less freedom, at least it is less reachable from the start, with less races and backgrounds. However, exploring new territories for a game dev company is fine. What really impacted my view of the game was the heavy and noticeable use of AI to generate the art and the story. AI art has its niche, however all the portraits of males and females, as beautiful as they were, felt like they were all out of the same mold. They felt impersonal, with varying degrees of detail and style. All the females looked voluptuous and perfect, all the men chiseled and scultpural. The storyline and the neverending texts felt very standard, without originality, and the characters had marked differences in personalities. The text stories were looong, without lyrical beauty or interesting concepts to hook the reader. I felt like I had to slog through lots of information to end with a lackadaisical storyline. Finally, the romance scenes also felt quite out of reality from the approach (forgetting the video game aspect) For example (SPOILER AHEAD) [spoiler] romancing a woman whose mother was killed in the very same house the night before, then having our way with her in that same house was quite unrealistic and slightly sociopathic even for a fantasy setting. [/spoiler] The game has potential, if it is added to with content, character choices, equipment, paths to take, it can become quite good. Right now it feels a bit empty. Mods might bring a great relief. In the end, even if the game has potential, it felt rushed and given to an AI to be developped. I would rather see a card based game like the previous installments were the strengths of Spyridon Thalassinos truly shine. EDIT: Dev has answered. I think the dev is missing (or deflecting) the core of the criticism. Pointing out that “it was my choice” doesn’t really address the issue, because every “choice” in a game is, by definition, authored and permitted by the designer. Players don’t invent possibilities, they explore the boundaries that are coded. If a scenario allows - and narratively frames - an interaction like that immediately after a traumatic event, then that’s not a reflection of player morality, it’s a reflection of narrative design. Especially when the emotional tone and consequences feel disconnected or underdeveloped, which was my actual point. *In other words: I didn’t create the situation, I encountered what was written.* More broadly, my critique wasn’t about the existence of choice, but about coherence, tone, and depth. When writing (AI-assisted or not) produces large volumes of text without strong emotional grounding or distinct character voice, the result can feel hollow — regardless of how many branching paths exist. Most of the storyline is AI slop for days, fluff without direction, meaning and unecessary. Just to waste extra time for teh player. As for the portraits: quantity isn’t the same as identity. Having hundreds of images matters less if they converge toward the same aesthetic “ideal” and lack memorable individuality. I understand the constraints of solo development, and I respect the ambition. But invoking player responsibility to deflect structural critique feels a bit like blaming the reader for the book. That said, I do see the potential — which is why I wrote the review in the first place
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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
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wish it had been made more clear early on that this game was so AI dependent. All of the art is clearly AI and some even have the basic builds on disorienting or disjointed armor sets and clothing. Like for some, bandoliers disappear into jackets in odd ways, armor straps randomly appear and disappear, and all characters you meet look like one of three models with minor variations to clothing. As for as the clearly oft generative story goes, it suffers from repetition, strange descriptors and just straight up off moments. It's full of classic AI interface issues, like descriptions in groups of three, and pointless prose "There was an echo here of times long past, reaching from the past to exist today" type stuff. It's not just that I am anti-AI (I am), but there was no quality check of any type, really, that happened here. It feels like once the wheels were rolling, they just let the game go. Those impressed with this game, I feel like, don't realize that you could log into ChatGPT or Claude or the like and get the same banal experience. If you're going to spend money, spend it on a game with storytelling that has actual heart. This game could've been something really special, but developers clearly cut corners. Even if you like AI gameplay experiences, there is so much work that needed to be done for quality control that the game just lacks.
I generally support small developers to use AI, it is impossible for small developer to commission hundreds of artwork. The problem is not Ai but how you use it, the first 4 female characters i met in this game are basically identically quadruplets, with different hair color. Also the disturbing choice of clothes for adventure, showing off cleavage. EVERY ONE of them are showing off cleavage, regardless of their career. For waitress, sure cleavage is reasonable, but "female assassin with mask and hoodie" showing off her cleavage?? Developer really need to get their aptitude under control, or else the game is becoming a Japanese hentai game. Many texts are also generated by AI, the problem is, the AI are giving way too many information, in the end, it is impossible to tell if its AI rambling or clue for the quest. The game does have a interesting turn of a event, but it is burried by mountains of AI rambling. And now i finished the game. ugh AI is heavily used in BOTH artwork and writing, i thought the developer used AI to put the game in a better place but. No, how do i put this, the journal has a "side quest" entry, but there is exactly ONE side quest in my human play though. Considering the developer already used AI to cheat most descriptions and dialogue, this is just wayyyy below average. The game is pretty much empty with one main story, and the rest is filled by AI rambling that have next to no meaning. As for the main story, it is interesting, but way to short, My human path, is roughly 2 hours with 30k words and 95% of them are AI shxxx. Also ONE side quest. And, i have generally no control over the story, it end abruptly where i expect it to expand. I read the spoil guide on the vampire path to spare me the pain to read AI shxxx again, might be bit longer. But i cant summon any more willpower to read more senseless Ai description. How npc, whispers for no good reason, a mixture of angry and sadness and joy and desperation, inviting uninviting light/room/stair/trees, oh fear the shadow, watch the shadow. AI senseless shxxx. I am not against using AI, but this is bad, 95% of them have no real meaning, serve no real purpose but to fill the empty world with something. And all those AI portraits, its quite interesting, the male portraits has some degree of variety, But the female portraits are ALL THE SAME, same white girl face in her 20s with different hair/eye color. Cleanly a strictly tailored fantasy by the developer's other end of his head. Not saying the only female model in this game doesnt look good, but hundreds of them with same faces? Thats not disturbing?? Oh yes, it seems the player (both genders) must romance a female character to play the vampire path. and in vampire path the player can only save female companion(who tried to kill the player) but not male companions. Well, who would guess that? No real writing, no quality check on AI writing. Repetitive AI art works guided by pants. One way story with 2 paths, one of them is short enough to be a demo, the other path is probably also guided by pants. Below average among heavy AI games.
My opinion about the Erannorth Renaissance is that it is a good proof of concept, but not a good game. The character building is great, and the combat make it shine even more. The relationships system feels like a missed opportunity, as a lot of other concepts in the game it feels good in theory, but not really fulfilling in practice. The world is not very original but it is not necessarily a fault, the fantasy classics help to feel at home fast while there is enough to discover and explore. But the real issue comes from the npcs and stories, they feel shallow, as other have mentioned the writing is sloppy (too much reliance on AI? translation?) which is, for a game that put so much emphasis on narration, really bad. I can not rate a game for what it could be, only what it is, it doesn't matter if this game has potential if it's not used. The previous Erannorth tried to put some weight on modding, and I believe maybe a grand total of 3 people actually created anything, and it had an absurd amount of actual content before; so I'm not expecting mods to fill the world with interesting living characters. Most people want to have fun right of the bat, not get a new job of creating a game by themselves. And modders need a good lore basis (and players) to build upon, that's what makes the difference between skyrim and starfield despite the fact that they pretty much share the exact same systems.
The game offers an intricate character advancement with lots of synergies and I guess a lot of freedom? That's all the good I can say about it, though. On the negative, the intricate system is awfully dense, almost oblique and wants to be studied in depth before you even start playing. Every other level you get a skill point to put into one of 20 skills. Those only help with the occasional skill check. Mostly they unlock access to perks. The perks will give passive bonuses and add new abilities in combat but many are locked in tiered perk chains or require two skills and you only get a perk every other other level and you also need to spend them on weapon skills to be able to wield higher level weapons. So, to sum up: the character system makes you want a lot, but makes it a chore to figure out how to get it and a slog to actually get there. Then there's the godawful use of AI. There's so many character portraits that all look pretty much the same, as if they just jumped out of a fantasy romance novel's cover. The writing, likewise, is uninspired and uninteresting. But the lack of good portraits is actually bad for gameplay, as combat uses hexagon portraits and if there's some generic dude on it, you won't know, if that is a ranger, a mage, a thief, a warrior or whatever until you right click each and every one to check them out. The combat feedback is also horribly bad makes it an utterly joyless affair, made only worse by horrible randomness. Early game enemies (starting from the second fight) will have abilities with high crit chance that can kill a party member in one hit and that has happened to me several times. It wants to be strategic but never feels that way, as movement is highly limited and range as well (ranged combat is exactly range 2 or range 2-3 for most attacks) and the AP system feels underused since most abilities won't fit, as you almost spent 2 out of 4 every turn to move up to 2 hexes to be in range and after that abilities with 3 or 4 AP are unusable and abilities with 1 AP not worth losing the standard 2 AP attack. And general usability is meh at best. Unlocking perks with new abilities means you have to go to your inventory and equip the new button which is easy to forget. All loot is put into party stash which nobody tells you, and the button to open it is in a row with the many filter buttons in your inventory and easy to overlook. Also, it is super unclear when you are allowed to access it. Not after the battle is won and you are still on the battlefield. Also usually not in story beats after the battle. Very annoying. This was very disappointing after playing the much better predecessor Erannorth Chronicles.
i was having a really good time with the game, i got really into the story and then BAM! it just ends and sure it says you can continue, but if you do that there is nothing to do, the story is over, like wtf? i wish i knew that before i bought the game, you get super into the story and then it just ends that path and you gotta start over, im not sure if more is gonna be added to the story? idk man, i wouldnt have bought if i knew it was just abunch of paths that just end once you get into it.
This game is underrated - recent reviews on this are 'mixed' which I think is bonkers and I believe some of that is because certain types of people are butthurt about the use of AI. Don't buy into that. This is a good game. It's not the most intuitive game at first, it doesn't play like most other rpgs. As far as I know you're using the same map every time. Reputation with towns and regions is just cosmetic atm. It doesn't matter how many bandits you kill or how friendly you are to non-companions -you're still going to get overcharged like hell by a towns merchants. The story - it was alright but nothing that sticks out. However, in terms of how I feel an adventurer life should be, where you're just one person and you kind of meet other random people and convince them to accompany you, and you can build relationships with them of varying types, and they can get killed... THAT experience... this is the best game I've ever played for that. That aspect could be deeper but this is being developed by one dude. And even then I can only think of one or two other games that are trying to do what this game is trying to do and neither of them do it as well as this does. Full price? Yeah, I wouldn't have felt cheated paying $20 for this. It's not EA but I hope the dev keeps working on this and building on this concept he has.
This game is just fun to play. I don't remember the last game that I felt that about. Why? 1 - '90s RPG feel to it - I'm old. So what? Fun is fun. 2 - Choices really do 100% matter. Even if you choose to not care about your choices at all, or even reload & cancel those choices you had made but didn't like the result of. Each one of those choices still actually somewhat matter to your party run. 3 - Party building is fun. Complicated. So many possible combinations of skillsets and weaponsets that you can try to leverage together. I'm still finding new combos that I didn't know about before. 4 - It gives me the "What if?" syndrome - What if I had done this, that, the other thing, then, back there, that other time? That equals replayability. 5 - Good music. Honestly, really good. The less-than-good? 1. Some of the text doesn't fit the story. I suppose that happens when text is created without context. (I've never been in a cabin with a plush carpet - but apparently I've been sadly missing out on that experience.) Most complaints about AI text are pointless - It's not text message garble, it's at least spelled correctly, sorry if that doesn't seem "real" to you. Might not always fit as I said, but I can mostly overlook that. 2. I feel that the 'normal' recruits could use some shaking up. I know they all have their uses, but I'd prefer if the tavern NPCs could rotate randomly, to see what possible recruit might show up each time. 3. Possibly the freedom of combinations is too much for me. I haven't yet learned how to put together a really effective party for the long term. About level 8-11 I find I can't decide what skills to invest in. I have the skill reset mod (haven't used it), but I still hoard my points because I find I'm not sure what to invest them in for each character each run.
I have to give the game a thumbs up, because I certainly got my money's worth of entertainment. However, this game is not... great. It's good and can be better. I support the devs' vision and applaud their efforts to continue adding content. Yet I would honestly prefer a sequel at this point in the game's life cycle. There is potential in this game/format, but this game had its 1.0 in October of 2025, and despite its updates, the most common criticisms in negative reviews remain and will likely persist. The best part of this game is certainly its combat. With a large pool of items, actions, and enemies, there is plenty of build variety to go around. I never once felt like I jumped into a new game with the same character as the last. Recent updates focused on bulking out the combat encounters with an expansion of the "contract" system and roaming enemy bands, so if grid-based turn-based RPGs are your thing, then there is plenty of content here. For modders out there, the game has a built-in engine for creating new content, but you can also dive into the files if need be. Either way, it's easy to learn, and you can tweak just about everything that exists in-game. The worst part of the game? The story mode, I am not going to sugarcoat it, but it's servicable to learn the game... maybe, but I wouldn't recommend it unless you are hunting for achievements. It's one of the most common criticisms I see about this game, and it seems that AI was used in the writing, and how and to what extent is discussed in other reviews, so I won't retread the same ground there. I will say that there is potential in the plot, it just needs reworking. I like a lot of the ideas for the characters and the plot direction, but the writing falls short. EX: [spoiler] There is an assassin character who is recruited as part of the MSQ, but their reason for joining the party is too convenient. They tried to kill you once, by just charging you, in your room, in a populated tavern, in a main city. Because they failed their one attempt, their assassin order is now after them too. Good idea, but it happens so quickly that the pacing seems awkward. Add another attempt at your life, and it would go a long way to believability. [/spoiler] Most companions are similar in that regard. Companions are introduced, given story beats that seem to lead somewhere, and are then never resolved. On a similar note, for an RPG, there are next to no side quests. Outside of the couple of short "quests" for either Augustus or Jocelyn in the starting city, there are no more "written" side quests. The game relies entirely on the "contracts" and the player's self-appointed goals. Just to clarify, "Contracts" in this game are Battle Brother style, go here, kill this, escort "x", style of objectives. Fun for a time, but not really what I expected for a game with this much potential in its choose-your-own-adventure style game system. Personally, the rest of the game kind of works for me, with mixed results. I think procedural NPCs are a cool idea, but they all have very similar dialogue and interactions. You click on one, get a very generic event like the NPC has lost their way or had their money stolen by a thief, and as the player, you can intervene to possibly boost your relationship with them or mess up, and their opinion of you takes a hit. It's a cool idea, but it's very shallow. It could do with some more interesting encounters, something involving higher stakes. It would be great to have dynamic rivals and friend NPCs that can make a memorable impression on a playthrough. For examples of this system done well, I would recommend examining Crusader Kings 3. Lastly, I am divided on the art. The game uses AI art for everything, from the splash screen to the character portraits, and while it's not great. The UI is also clunky at times. It doesn't affect the experience as much for a game with a focus on text. It's not game-breaking, and portraits can be changed easily with modding tools. For more examples of story points that can be improved (imo): [spoiler] The game starts with the player and their party coming across a magical doohickey simply referred to as the "orb." The significance of the "Orb" is explained later in the MSQ, but for the most part, the "Orb" is simply a foreboding "Orb". Without context, the "Orb" being this menacing object is kind of more amusing than anything else. Sheela somehow coming across that one random guy who knows the prophecy about us, the player stumbling across the orb, after like a day of searching, is too convenient a deus ex machina. [/spoiler] I am not a writer, I do dnd, and my favorite fantasy book author is Brandon Sanderson, so I am sure there are people out there better qualified to critique the writing, but if this game interests you even a little bit. Check it out, share your opinions, and support the dev.
2 hours of story and nothing new since I got it a year ago
Players by region
Where this game's players are, estimated from review languages.
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