Compara los precios de Demon's Rise - War for the Deep en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Wave Light Games Inc.. Publicado por Wave Light Games Inc.. Lanzado el 29/4/2018. Disponible en PC. Géneros: Violent, Gore, Action, Indie, RPG, Strategy.

Thirty character classes, hex-grid tactics, and a morale system that punishes overconfidence - solid fundamentals buried under thin writing and zero narrative glue to hold 50 hours together.

I track tactical RPGs on a spreadsheet, so a hex-based warband builder with 30 playable classes absolutely lands on my radar. Demon's Rise - War for the Deep is the kind of game a small studio puts out when the lead developer genuinely loves grid combat and cared far less about everything surrounding it. That is both its strength and its ceiling. The core loop is assembling a party of six from a roster that runs from standard wizard and fighter archetypes all the way out to minotaurs, treemen, ogres, and - yes - a sentient walking cannon. Each class carries six distinct abilities, its own movement budget, and unique combat stats, so the permutations are real. The hex-grid battlefield rewards positional thinking: cover blocks projectiles, facing direction affects damage, and the morale system is the genuinely clever wrinkle here. Units can break and panic when allies drop, or snap into a berserk fury that makes them dangerous but unpredictable. Holding a tight battle line so stronger heroes shore up the courage of weaker ones is the kind of layered decision-making I normally pay full XCOM prices to find. Action points accumulate over turns, letting you build toward class-specific skill activations rather than just trading basic attacks every round - there is a rhythm to the fighting that takes a few missions to internalize but clicks once it does. Outside of combat, expect almost nothing. The hub is a set of flat menus for buying equipment, visiting the tavern, and accessing the main campaign or patrol missions. Eighty-five levels total, split between a 35-mission linked campaign and 50 patrol sorties. The story amounts to a couple of paragraphs per chapter, functional enough to explain why your warband is fighting ratmen and undead in the ruins of the underground city of Angor, but nowhere near strong enough to carry the repetition. By the midgame, maps start blurring together and the lack of any narrative momentum becomes a genuine drag. Experience trickles in slowly, loot drops after each mission, and the between-battle economy of buying gear for characters who start with none is serviceable but thin. The Steam version sits at roughly 80 percent positive from a modest review count, which is the right ballpark - this is a functional, occasionally satisfying tactical game that never embarrasses itself mechanically. The presentation is budget-tier and there is no point pretending otherwise. Character models are basic, combat animations land softly, and the voice quips that fire repeatedly mid-battle will make you reach for the options menu fast. The tutorial is present but only moderately helpful - veterans of the genre will find it redundant and newcomers may still feel under-explained. That said, four preset warbands offer a reasonable on-ramp if building a party from scratch feels daunting. For anyone who has bounced off deeper strategy titles because of intimidating setup costs, this is actually a low-risk place to learn warband composition and AP-based action economy before moving to heavier games. The combat fundamentals are sound enough to teach the genre's basics without overwhelming. The honest audience here is someone who wants pure tactical combat, has no interest in story scaffolding, and enjoys tinkering with party compositions the way I enjoy tweaking build orders. Replay value comes almost entirely from swapping classes and testing new team synergies across the same maps. If you need a narrative or visual hook to stay engaged through 50-plus hours, this will not hold you. If the puzzle of class interaction is the point, there is a genuine game here at an entry-level price point. Diego, Scout Team

Demon's Rise - War for the Deep

Demon's Rise - War for the Deep

29 abr 2018Wave Light Games Inc.
GamerScout opina

Thirty character classes, hex-grid tactics, and a morale system that punishes overconfidence - solid fundamentals buried under thin writing and zero narrative glue to hold 50 hours together.

PC
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I track tactical RPGs on a spreadsheet, so a hex-based warband builder with 30 playable classes absolutely lands on my radar. Demon's Rise - War for the Deep is the kind of game a small studio puts out when the lead developer genuinely loves grid combat and cared far less about everything surrounding it. That is both its strength and its ceiling. The core loop is assembling a party of six from a roster that runs from standard wizard and fighter archetypes all the way out to minotaurs, treemen, ogres, and - yes - a sentient walking cannon. Each class carries six distinct abilities, its own movement budget, and unique combat stats, so the permutations are real. The hex-grid battlefield rewards positional thinking: cover blocks projectiles, facing direction affects damage, and the morale system is the genuinely clever wrinkle here. Units can break and panic when allies drop, or snap into a berserk fury that makes them dangerous but unpredictable. Holding a tight battle line so stronger heroes shore up the courage of weaker ones is the kind of layered decision-making I normally pay full XCOM prices to find. Action points accumulate over turns, letting you build toward class-specific skill activations rather than just trading basic attacks every round - there is a rhythm to the fighting that takes a few missions to internalize but clicks once it does. Outside of combat, expect almost nothing. The hub is a set of flat menus for buying equipment, visiting the tavern, and accessing the main campaign or patrol missions. Eighty-five levels total, split between a 35-mission linked campaign and 50 patrol sorties. The story amounts to a couple of paragraphs per chapter, functional enough to explain why your warband is fighting ratmen and undead in the ruins of the underground city of Angor, but nowhere near strong enough to carry the repetition. By the midgame, maps start blurring together and the lack of any narrative momentum becomes a genuine drag. Experience trickles in slowly, loot drops after each mission, and the between-battle economy of buying gear for characters who start with none is serviceable but thin. The Steam version sits at roughly 80 percent positive from a modest review count, which is the right ballpark - this is a functional, occasionally satisfying tactical game that never embarrasses itself mechanically. The presentation is budget-tier and there is no point pretending otherwise. Character models are basic, combat animations land softly, and the voice quips that fire repeatedly mid-battle will make you reach for the options menu fast. The tutorial is present but only moderately helpful - veterans of the genre will find it redundant and newcomers may still feel under-explained. That said, four preset warbands offer a reasonable on-ramp if building a party from scratch feels daunting. For anyone who has bounced off deeper strategy titles because of intimidating setup costs, this is actually a low-risk place to learn warband composition and AP-based action economy before moving to heavier games. The combat fundamentals are sound enough to teach the genre's basics without overwhelming. The honest audience here is someone who wants pure tactical combat, has no interest in story scaffolding, and enjoys tinkering with party compositions the way I enjoy tweaking build orders. Replay value comes almost entirely from swapping classes and testing new team synergies across the same maps. If you need a narrative or visual hook to stay engaged through 50-plus hours, this will not hold you. If the puzzle of class interaction is the point, there is a genuine game here at an entry-level price point.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Hex-Grid CombatWarband BuilderMorale SystemAction Point EconomyCover SystemDark FantasyNo MicrotransactionsPatrol MissionsClass Synergy

Requisitos del sistema

Mínimos

OS
Windows® 7 & Later, 64-bit
Memory
2 GB RAM
DirectX
Version 10
Storage
2 GB available space
Graphics
512MB Video Memory
Processor
Intel Core i3-3217U or AMD A4-5000 APU
Sound Card
DirectX compatible sound card

Recomendados

OS
Windows® 7 & Later, 64-bit
Memory
4 GB RAM
DirectX
Version 10
Storage
2 GB available space
Graphics
2GB ATI Radeon HD 7970, 2GB NVIDIA GeForce GTX 770 or better
Processor
3GHz Quad Core
Sound Card
DirectX compatible sound card

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Información del juego

Desarrolladora
Wave Light Games Inc.
Distribuidora
Wave Light Games Inc.
Fecha de lanzamiento
29 abr 2018

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Demon's Rise - War for the Deep está disponible en PC.

¿Cuándo se lanzó Demon's Rise - War for the Deep?

Demon's Rise - War for the Deep se lanzó el 29 de abril de 2018.

¿Quién desarrolló Demon's Rise - War for the Deep?

Demon's Rise - War for the Deep fue desarrollado por Wave Light Games Inc..