Compara los precios de DeathKeep en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Lion Entertainment. Publicado por SNEG. Lanzado el 27/3/2023. Disponible en PC. Géneros: Action, Adventure, RPG.

SSI's final D&D release gets a SNEG re-release, and history's verdict hasn't softened: a curiosity for AD&D completionists, not a lost gem waiting to be rediscovered.

I went in hoping to find a scrappy 1990s dungeon crawler that history had unfairly maligned. I did not find that. DeathKeep is a first-person AD&D dungeon crawler originally built for the 3DO console in 1995, ported to PC in 1996, and now re-released by SNEG for a new generation to experience - for better or worse. It holds the melancholy distinction of being SSI's last ever Dungeons and Dragons title, and if you know anything about the Gold Box era, that context lands with a quiet sadness. The premise is straightforward to the point of feeling like a rough draft: an evil Necromancer has broken free from his frozen prison and you, one of three class archetypes, are going in to stop him. You pick from a Dwarven Fighter (axes, heavy melee, almost no magic), a Half-Elven Ranger (bow-focused, moderate melee, a light spell selection), or an Elven Mage (pure spellcasting, glass-cannon offense and defense). On paper, three distinct playstyles across 25 dungeons - each with eight floors - sounds like a reasonable replay hook. In practice, the class differences mostly shift which button you mash most often. The Mage is the clear standout if you want variety: classic AD&D spells including magic missile, fireball, and lightning bolt all appear in first-person form, which is the one genuinely charming idea the game has. The other two classes are largely the same corridor-walking experience wearing different outfits. The dungeon structure itself is where the game gets genuinely, almost impressively hostile. Enemy immunities are rarely telegraphed, so you will frequently discover mid-fight that your weapon or spell simply does nothing to a particular creature type. Death can arrive in seconds if you guess wrong, and the only way to learn the rules is to die to them first. The overhead map uses color-coding to show altitude shifts across the dungeon levels, which is one of the smarter UI touches, and the dynamic soundtrack - which shifts when you find a safe resting spot - shows real craft from composer Billy Wolfe. But these bright spots are surrounded by chunky pixelated enemies, floating dungeon lanterns, and movement controls that the Steam community has already flagged as broken at high framerates (the game tries to run at your monitor's refresh rate, which turns already stiff locomotion into something close to unplayable without a config fix). For RPG purists who lived through the original SSI Gold Box campaigns and want to close the chapter on that era, DeathKeep has some modest archaeological value. It shows how SSI tried to pivot from the party-based Gold Box formula toward action-adjacent single-character crawling, and it mostly shows why that pivot failed. There is no character creation, no branching narrative, no choices that matter beyond which class you picked at the opening screen. The writing rewards no re-reads because there is essentially no writing. If you are looking for a retro D&D fix with actual mechanical depth, the Ravenloft or Krynn series from the same era will treat you far better. Monika, Scout Team

DeathKeep

DeathKeep

27 mar 2023Lion EntertainmentSNEG
GamerScout opina

SSI's final D&D release gets a SNEG re-release, and history's verdict hasn't softened: a curiosity for AD&D completionists, not a lost gem waiting to be rediscovered.

PC
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I went in hoping to find a scrappy 1990s dungeon crawler that history had unfairly maligned. I did not find that. DeathKeep is a first-person AD&D dungeon crawler originally built for the 3DO console in 1995, ported to PC in 1996, and now re-released by SNEG for a new generation to experience - for better or worse. It holds the melancholy distinction of being SSI's last ever Dungeons and Dragons title, and if you know anything about the Gold Box era, that context lands with a quiet sadness. The premise is straightforward to the point of feeling like a rough draft: an evil Necromancer has broken free from his frozen prison and you, one of three class archetypes, are going in to stop him. You pick from a Dwarven Fighter (axes, heavy melee, almost no magic), a Half-Elven Ranger (bow-focused, moderate melee, a light spell selection), or an Elven Mage (pure spellcasting, glass-cannon offense and defense). On paper, three distinct playstyles across 25 dungeons - each with eight floors - sounds like a reasonable replay hook. In practice, the class differences mostly shift which button you mash most often. The Mage is the clear standout if you want variety: classic AD&D spells including magic missile, fireball, and lightning bolt all appear in first-person form, which is the one genuinely charming idea the game has. The other two classes are largely the same corridor-walking experience wearing different outfits. The dungeon structure itself is where the game gets genuinely, almost impressively hostile. Enemy immunities are rarely telegraphed, so you will frequently discover mid-fight that your weapon or spell simply does nothing to a particular creature type. Death can arrive in seconds if you guess wrong, and the only way to learn the rules is to die to them first. The overhead map uses color-coding to show altitude shifts across the dungeon levels, which is one of the smarter UI touches, and the dynamic soundtrack - which shifts when you find a safe resting spot - shows real craft from composer Billy Wolfe. But these bright spots are surrounded by chunky pixelated enemies, floating dungeon lanterns, and movement controls that the Steam community has already flagged as broken at high framerates (the game tries to run at your monitor's refresh rate, which turns already stiff locomotion into something close to unplayable without a config fix). For RPG purists who lived through the original SSI Gold Box campaigns and want to close the chapter on that era, DeathKeep has some modest archaeological value. It shows how SSI tried to pivot from the party-based Gold Box formula toward action-adjacent single-character crawling, and it mostly shows why that pivot failed. There is no character creation, no branching narrative, no choices that matter beyond which class you picked at the opening screen. The writing rewards no re-reads because there is essentially no writing. If you are looking for a retro D&D fix with actual mechanical depth, the Ravenloft or Krynn series from the same era will treat you far better.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayercloud-savestier:sub-5AD&D RulesetReal-Time CombatNecromancer VillainMonster Immunity System3DO PortSpellcasting First-PersonNo Character CreationSSI Legacy

Requisitos del sistema

Mínimos

OS
Windows 7 or later
Memory
512 MB RAM
DirectX
Version 7.0
Storage
2 GB available space
Graphics
3D graphics card compatible with DirectX 7
Processor
1.8 GHz

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OS
Windows 10 / 11
Memory
512 MB RAM
DirectX
Version 9.0
Storage
2 GB available space
Graphics
3D graphics card compatible with DirectX 9
Processor
1.8 GHz

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Información del juego

Desarrolladora
Lion Entertainment
Distribuidora
SNEG
Fecha de lanzamiento
27 mar 2023

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¿En qué plataformas está disponible DeathKeep?

DeathKeep está disponible en PC.

¿Cuándo se lanzó DeathKeep?

DeathKeep se lanzó el 27 de marzo de 2023.

¿Quién desarrolló DeathKeep?

DeathKeep fue desarrollado por Lion Entertainment y publicado por SNEG.