DREADHOLM

Game Studio

Dark fantasy isometric RPG. Online, party-based, and built from scratch by one person. Free to play. No cash shop.

The Game

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.

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Screenshots Coming Soon

Classes

Warrior

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.

Mage

Caster

High damage, low survivability. Manage your mana and you'll clear rooms. Mismanage it and you'll be walking back from spawn.

Ranger

Ranged

Fast attacks, high crit chance, built around kiting. If something can't reach you, it can't hurt you.

Priest

Support

Heals, buffs, and keeps the party on their feet. Dungeons are a lot harder without one.

Features

Randomized Loot

Gear drops with random prefixes and suffixes. Your longsword won't have the same stats as the next one. Compare, trade, or keep grinding.

Instanced Dungeons

Scaled difficulty. Bosses with telegraphed mechanics that need real positioning and coordination. Bring friends.

Auction House

Player-to-player trading. Sell what you don't need, buy what you do. No fake currency.

No Cash Shop

Free to play. No microtransactions. No paid advantages. Nothing to buy. Just play the game.

Custom Engine

Proprietary engine and server, built from scratch. No Unity, no Unreal, no middleware. The whole thing is custom.

Player Feedback

One developer means no filter between what players say and what gets built. Bug reports and feedback go straight into the next update.

The Studio

One developer. I write the engine, the server, the gameplay, the netcode, the tools, the website. All of it. That's the studio.

I work with artists and writers who handle quest content, icons, and world-building. But the code and the direction are mine. If something breaks, I fix it. If something's missing, I build it.

Player feedback goes straight into development. There's no committee, no roadmap meetings, no corporate filter. Just a Discord and a to-do list.