Game Studio
Dark fantasy isometric RPG. Online, party-based, and built from scratch. Free to play during early access.
Early Access · April 24th
Ashvale is surrounded. Creatures are crawling out of the wilds, the dead won't stay down, and a plague called the withering is spreading through everything.
You show up with a weapon and not much else. Fight things, do quests, find loot, run dungeons with other players, sell gear on the auction house. The usual, but it actually works and it's actually free.
Four classes, randomized loot, instanced dungeons with real boss mechanics, and a player economy. All running on a custom engine and server.

Melee
Builds rage with every hit and spends it on powerful abilities. Tough enough to stand in the middle of a fight and keep swinging.
Caster
High damage, low survivability. Manage your mana and you'll clear rooms. Mismanage it and you'll be walking back from spawn.
Ranged
Fast attacks, high crit chance, built around kiting. If something can't reach you, it can't hurt you.
Support
Heals, buffs, and keeps the party on their feet. Dungeons are a lot harder without one.
Gear drops with random prefixes and suffixes. Your longsword won't have the same stats as the next one. Compare, trade, or keep grinding.
Scaled difficulty. Bosses with telegraphed mechanics that need real positioning and coordination. Bring friends.
Player-to-player trading. Sell what you don't need, buy what you do. No fake currency.
Free to play during early access. No paid advantages. Just play the game.
Proprietary engine and server, built from scratch. No Unity, no Unreal, no middleware. The whole thing is custom.
Small team means no filter between what players say and what gets built. Bug reports and feedback go straight into the next update.
A small, independent studio building DREADHOLM from the ground up. Custom engine, custom server, custom tools. All of it built in-house.
Our internal team of developers, artists, and writers all work together to make DREADHOLM the best experience it can be. Every piece of the game, from gameplay systems to quest content to world-building, is a team effort.
Player feedback goes straight into development. There's no corporate filter. Just a Discord and a to-do list.