
A love letter to classic Infinity Engine cRPGs from the creators of ATOM RPG, Swordhaven is a turn-based \ RTwP, party-based, dialogue-heavy 85+ hour long adventure set in a world of Nova Drakonia.
Modeled estimate, not a reported figure. How we estimate →
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.
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

From the developers of ATOM RPG, Swordhaven is a love letter to Infinity Engine classics such as Baldur's Gate 1-2 & Icewind Dale, as well as other old-school cRPGs including Arcanum and Gothic.
The classic isometric look and feel of Swordhaven is combined with modern quality-of-life features such as the ability to smoothly transition between turn-based and RTwP modes and much more. The game focuses strongly on player freedom, complex roleplaying, and a deep, lore-rich story set in an original world reminiscent of 17th-century Earth.

Shipbound and travelling to Nova Drakonia, a mysterious, dinosaur-infested frontier of the Empire, you soon find your journey is anything but ordinary. A chance encounter with a fellow passenger entrusts you with a mysterious, possibly arcane artefact, gradually turning your mundane voyage into an exploration of your world's hidden past and leading you towards decisions that may shape its future.
Swordhaven's setting is crafted with meticulous attention to detail and realism, weaving a rich tapestry of lore and introducing the player to 200+ NPCs with witty, enticing dialogues with real choices, unique character portraits, schedules and behavior patterns, that give the world a truly lived-in feel.
From the sprawling politics of the colonisation-driven Empire to the local rivalries of nobles, clergy, and restless natives; from centuries of forgotten history to intricate religions and cults; from unique cultures to elusive races long thought to be myth; and from otherworldly plots to secrets yet undiscovered... everything awaits you, if you choose to seek it.

What makes Swordhaven unique beyond its world-building, are the systems we've honed over ten years of indie RPG development that started with the original Fallout-inspired ATOM RPG franchise.
The classless roleplaying system gives every stat and skill a meaningful niche, allowing for limitless character builds. Extra treasure and hidden secrets reward the observant; dialogue and lore favour the clever; intimidation and brute force empower warriors; and rogues have countless opportunities to bluff, steal... and more.
The battle system can seamlessly switch between classic turn-based strategy and dynamic real-time with pause, letting you play your way. Over a hundred weapon techniques, both readily available and hidden, as well as hundreds of weapons, armours, and unique artifacts provide for an astonishing number of builds.
The world features hundreds of original NPCs, each with their own portrait and extensive branching conversations written with wit, style, and personality.
The party system lets you recruit colourful companions, each with their own dialogues, skills, and personalities, ensuring they have something to say about most of what you do. Make poor choices, and some may even leave your side!
Craft weapons, potions, armour, and more, or hunt for rare recipes hidden across the world. Hundreds of weapons, pieces of armour, and other items await creation by you or your handy companion.
The UI blends classic design with modern customisation and attention to detail. Every item, from legendary artefacts to mundane gear, features hand-painted icons and lore-rich descriptions.
Explore countless mechanics: dig, mine, brew, craft, learn from books, roleplay through storybook-style text encounters, battle savage monsters, study combat techniques, discover artefacts, sneak, pickpocket, pick locks, and more... enough to keep you on your toes for 85+ hours of gameplay.
The world is vast, varied, and non-linear. Forge your own paths across the continent, explore the frontier city of Swordhaven, lose yourself in the wilds, delve into ancient dungeons, or open gateways to strange dimensions; all without ever feeling constrained by plot rails. There are dozens of distinct locations to discover and explore!
Adventure calleth, and Nova Drakonia awaits!
Venture forth and see it for yourself.
We shall expect you on these yellow sands…
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $17.49−30% | 865reviews | 76% | — | $540.2K |
| $17.49−30% | 35ratings | 80% | — | 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.
Engagement
Reviews
Themes across 76 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Swordhaven: Iron Conspiracy is certainly not the best indie CRPG, but it is still a pretty good one overall, and it still appealed to me as a fan of AtomTeam. This game’s strength lies in its world-building. (And just from having played ATOM, I could really see the devs have taken in lessons and improved in so many ways, applying said lessons to this game.) Stepping into the barely explored frontier continent of Nova Draconia, you will easily get stuck in the conversations of the people who live on said continent, and all the fun quests and outcomes that come along with exploring the foreign land and its people. Now, I will be honest and say this game’s biggest weakness is the combat. Which was a huge negative for me. I just did not enjoy it that much. So, if combat is more important to you than story and world-building, then I would say hold off buying this game until a good sale. BUT, to the ones like me who enjoy the fun voyage of an alternate-history medieval world (with a crazy twist at the end!), and the trial and error that comes with your choice of skills and your character’s background (and the many fun options that are hidden throughout the world), then I would say Swordhaven is well worth the asking price of €24.50! So, I was more than happy to trade in the radiation of the post-war Soviet Union of ATOM RPG for the sword-and-shield adventures of Nova Draconia! (I do hope that, if they ever make a Swordhaven 2, they lean more into magic and let us build a mage class.) For this game really shines in how interesting the world is. So, I would say this game is a solid 7.8/10!
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese*, Traditional Chinese, Spanish - Spain, French, Italian, German, Polish, Portuguese - Brazil, Ukrainian, Korean +2 more
Hours played at review time, across 76 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
非常棒的网状叙事crpg,对话文本简洁有趣,读起来丝毫不费力。世界观非常独特,游戏大部分时间都在西幻世界中进行,许多剧情都有克系元素,[spoiler]结果进入矿洞时出现的现代矿工帽和探照灯,直接把游戏带到了现代科技背景,很难想象如果不被剧透,这一幕会对玩家造成多大的震撼[。 战斗部分的话,如果对战棋游戏不感冒,直接切换成及时战斗,设置队友AI的用药方式、战斗风格,然后让队友一拥而上开砍就好,而你要做的就是想办法更新队友装备、储备药剂,至少在普通难度下,这种玩法是不会卡关的。值得注意的是,如果你要用及时战斗玩游戏,那最好不要培养远程角色,否则补给弹药太麻烦了。 接下来给新手玩家一个开局建议,游戏一开始,带着固定的一个队友去把大路上的和地图西部山洞里的蜥蜴杀掉,然后向北进入第二个地图,这时队友会暂时离队,自己先沿路往北走,把坏掉的驴车任务做了,然后直接进村,去找村长接蛮族任务,这时再去酒馆找队友,二次入队,然后队友就不会再离队了;接下来什么任务都不要做,出了村口沿大路往北走,走出地图,在大地图上走两步,就会遇到奴隶贩子,不要反抗,让自己被抓进去,就会遇到第二个队友,主攻方向为制作的商人;从奴隶营地逃出来后,去丰登村,去找治安队长,队长家院子里的两个笼子里,关着我们的其中一个队友,这里可以通过调查线索、走访,让两人都存活,然后选其中一个人入队,我选的是野蛮人,主攻医疗。第三个队友入队后,一行四人前往剑湾,进入城郊地图,和守城人对话,开启进城任务,任务结束后第四个队友-小丑女入队,主攻开锁,至此,全队五人集合完毕,可以回蛤蜊村慢慢做任务了。 这游戏品格属性非常重要,品格决定NPC会不会理你,会和你说多少话,我都是满品格开游戏的;三个口才技能,主角最好挑游说和诈唬其中一个点高,过剧情判定用,而威胁技能没什么用。幸运属性要么点到10,要么干脆不要点,10幸运可以跳过大部分剧情战斗。智力属性最好点满,会有额外对话和额外技能点,注意力可以点到6,后面到剑湾会有一个任务一次性给5注意力属性,注意力也可以用来开启额外剧情。体力、力量。敏捷属于是战斗技能了,需要这些属性的判定都不重要,我都是1开局,后面有属性药水我才把体力点起来的,敏捷在后面微光之门,有个彩蛋是必须要5才能开启,想做的可以用洗点药水洗成5敏。
This wants to be a nice CRPG and isn't. I've played many of them and really like a good CRPG. Loved BG3, loved Divinity Original Sin, and others. I tried it out, played for 47 minutes, and am requesting a refund. Sorry, developers, you have to engage me quickly. It shouldn't be so hard to figure basic stuff out. Character creation is tedious with no help as to what things one might pick for a decent build. There are no decent web pages, or anything to give help. Combat is silly, it's hard to figure out basic stuff like whatever you do to heal. The companions are blah, and stroppy, and just abandon me. UI controls are mediocre. I really, really don't like the way that movement and camera positioning slides and coasts. If I rotate my camera and let up on Q it should stop rotating, not coast a little more. Gives me vertigo. It's like driving in the snow. Maybe it just needs more work. Feels like a pre-beta thrown over the wall. There's promise and potential, I think, but I'm ready to get my refund before I've played so much they won't give it to me. Developers, you need to engage me quickly. I shouldn't spend an hour and conclude that it's more likely it sucks than is good.
While initially interesting, the game lost my interest rather quickly due to a lot of obtuse mechanics, clunky UI, and general "obsolete" feel of the game.
I don't write reviews, but I think that Swordhaven definitely deserves one, because it has soul. First and foremost, it is not for everyone, but this game just reminds me of at least 4 different RPG/adventures from the 90s. There are great dialogs and an interesting environment, which has really got my full attention. The UI and combat can be clunky, but overall I think it has a nice feeling. I still can't decide whether the creators have done this game as a tribute to different RPGs or whether their main motivation has been to create an original and sometimes cynical approach to them. There are some twists which are very well telegraphed early, but their execution is well done and entertaining - so you are not surprised by the expected twist but its execution. Tipping point for me has been the ending credits. Maybe I have made *special* decisions, but it has been the most jaw-dropping ending slides I have ever seen. For me, it has been cynical and a big middle finger to all other computer games endings slides. As I have stated at the beginning, it is not for everyone. I've unistalled and rage quited BG3 after 6 hours because it was an extremely soulles and boring product of $s and marketing. On the other hand, I've really enjoyed Poe 1+2, Tyranny, PT:Km+Wotr, Rogue trader, Age of Decadence, Colony Ship, Arcanum, bg1+2+tob, PT, PT:ton, Might and Magic 6+7+8, Albion, Fallout 1+2 ... and ofc both Atom RPG + Trudograd, so if you have same taste as me, you would definitely enjoy this game. Swordhaven: Iron Conspiracy is a well crafted game and definitely deserves more attention.
Downvote for the simple fact that I can put points into lockpicking, but because I am not on the bandit character archetype, I am not allowed to purchase lockpicks in the first areas from the NPCs. Its 85 hours advertised because you need to reply the the game multiple times to actually do all the basic content.
Too much running around, too little meaningful fights. Companions comes with one pre-selected weapon skills that cannot be easily respec. Crafting feels a little too complex with many sub-ingredients.
If you like classic RPGs like first Baldur's Gate, Icewind Dale, Planescape: Torment or Arcanum, you will really enjoy Swordhaven too. It is very fun to play. Some may argue why I bring PST to this list, but Swordhaven along with Torment is one of a few games which reward you for talking with every NPC on the map (rewards depend on your stats, of course).
朋友因为知道我玩过两部核爆rpg所以送了我剑湾奇旅,通关之后他开始计算平均每小时花了多少钱让我自己折磨自己。 当然要说完全是折磨那肯定是言过了,但游戏体验相比atom肯定是差很多的。 感觉剑湾下水道就是这个游戏目前的缩影,充满了不明意义的堆怪(想在蛤蜊村和丰登村俩村子活下来真不容易啊)以至于我不得不几乎全程关闭回合制战斗,让节奏不那么拖沓(哦还有神秘bug会时不时重新打开回合制战斗)、所有的箱子都是锁着的(我不敢说100%,但98%绝对是有的)无论你是在别人家里开箱子,还是野外挖出来的奖励箱子无一例外需要你找/偷到钥匙或者撬锁、以及堵路的野生陷阱(柯琳女士最后一个任务的地下城不知道荒废了多久,但是捕熊陷阱的寒光依然在黑暗中闪耀),佐以让你有些惊喜的小彩蛋、在下水道里,是有四只乌龟的道场,在整个游戏中是我舔图时候发现的各种信件,巴尔塔矿场门口约定逃跑的信;废弃船只周围给家人的诀别信,希望女儿卖掉他发现的宝石,而他身边仅有一串弹珠而已;通向核爆废土的传送门又或者是把戒指丢进火山口、点开税法书的介绍等等等等,我是这些内容的忠实爱好者。 中文本地化做得不好,进了矿洞之后所有人都变成古风小生了,主人公面对抓过自己的奴隶主和他的同伴直言:“您与您的随从必将败退!”即使在这之前,基本的人名也是乱套的,疯子坎加尔又名张加尔康加尔昌加尔,某人的的姓名、她的自我介绍和选项中我对她的称呼是三个名字(圣者让娜是个典型,此外类似的错误在游戏里司空见惯),gyvate the poison seller,被翻译成“我是卖毒药的吉维特”顶在npc头上,就连结局几位同伴的未来也没翻译。 我本身对战斗不是很感冒,就不评价战斗系统了,即时战斗队友不知道为什么会自己换武器我没搞明白,当然轻松模式下最终战一群无人机对着精英护卫一轮齐射打出0点伤害我是很难轻松绷住的) 家园我还是很喜欢,不过游商似乎不像核爆rpg一样会随着主人公等级而改变自己的商品,最后家门口的商人还在卖沼铁……锻造系统我也很喜欢,但是制作技能点满之后造个斧子可以把握柄或者斧身省下来,疑似也对消耗品的耐久生效,比如一把用完的锤子疑似也会触发这个变成全新耐久的(笑)希望未来管家那里可以付钱托他购买一些锻造材料省得我到处跑。 任务的数量我觉得还可以但也可以继续填充的,我并不觉得有太多通马桶的支线任务,但主线感觉真的挺平庸的。提到任务,我对于丰登村谋杀案的凶手目前还没被添加进游戏里挺不满的,我在讨论区看到半年前大家就在讨论这件事。 由于主线敌人的设计,也许我们可以在游戏前中期添加更多暗示?西部贸易公司的不锈钢小刀和“酸中带甜的气泡饮”我都觉得挺好。随机事件似乎也可以继续填充。 总之我目前绝对是不推荐的,但是不是说游戏不会变好。希望剑湾奇旅能越来越好,很期待核爆rpg2。
NUR TEIL-EMPFEHLUNG Wer Spiele wie Baldurs Gate 1 /2 und Pillers of Eternity mochte sowie eine gewisse Frust-Toleranz mitbringt, kann hier gerne zugreifen. Ich kann es leider nur mit 2 zugedrückten Augen empfehlen, da das Spiel oft unnötig frustrierend ist. -.- Kommen wir zum UNNÖTIGEN FRUST: Ich finde einen Hügel (aufmerksamkeits-Check) Ich habe eine Schaufel dabei. Diese Schaufel kostet Geld und geht nach ca. 2-3x Buddeln kaputt. Ich buddel die Truhe aus --> Schaufel vermutlich kaputt. Truhe verschlossen - Stufe Experte --> Truhe nicht zu öffnen bis Late Game. *yey* Truhen sind in diesem Spiel in 95% der Fälle verschlossen. Ich übersetzte: Wenn man in diesem Spiel keinen Dieb spielt, hat man keinen Spaß. Vor allem, weil die Entwickler offensichtlich Wert darauf gelegt haben, dass man auf keinen Fall schnell zu Geld kommt. Fernkampf ist extrem teuer. Jeder einzelne Pfeil kostet ordentlich Geld. Das frustet im Kampf EXTREM, weil man die ganze Zeit überlegen muss, wann es sich lohnt die Pfeile rauszuschießen. Die Entwickler begründen ihre Entscheidung damit, dass man ja Feilschen kann oder Pfeile selber herstellen kann. Blödes Argument, da ich einen Schützen Spielen möchte und vielleicht keine Silberzunge mit Schmiedeskills. Und Hand aufs Herz: Feile haben in so einem Spiel kein Vermögen zu kosten. (Vor allem, da sich Schmieden auch nicht wirklich lohnt/zu aufwendig) Letzter (von mir aufgeführter) Frustpunkt: BLUTMOOS? Für einen verbesserten Heiltrank benötigt man zwei Blutmoos. Ihr seht, wie viele Stunden ich schon im Spiel bin, richtig? Ich habe bisher 1 Blutmoos gefunden. Da möchte man den Entwicklern am liebsten gegen die Stirn schnipsen. WARUM kann man so eine Standard-Zutat nicht kaufen? Oder wenigstens ab und zu finden??? ACH JA RICHTIG! Das Blutmoos muss in den Experten-Truhen liegen fürs Late-Game! FAZIT: Siehe Satz 1 und spielt einen Nahkampf-Schurken. Dann werdet ihr Spaß haben. ;) Und jedes Mal einen Kurzen trinken, wenn ihr Blutmoos findet!
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Where this game's players are, estimated from review languages.
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