Compara los precios de Exiled Kingdoms en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 4 Dimension Games. Publicado por 4 Dimension Games. Lanzado el 23/2/2018. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie, RPG.

One developer built a sprawling isometric RPG with four classes, faction politics, and 50-plus hours of content - and almost nobody on PC noticed. That oversight is worth correcting.

My first hour with Exiled Kingdoms felt like finding a dog-eared paperback in a charity shop - unassuming cover, slightly rough around the edges, but the kind of thing you end up reading until 2am. This is a solo-developer RPG, built almost entirely by one person, that somehow contains a map large enough to get genuinely lost in, a faction system that remembers your grudges, recruitable companions with their own class identities, and quest writing that occasionally earns a surprised laugh. The fact that it exists at all, at this scale, is quietly remarkable. The mechanical bones are traditional in a way that will either comfort or bore you, depending on your appetite. You pick one of four classes - Warrior, Rogue, Cleric, or Mage - then distribute points across six attributes: Strength, Agility, Endurance, Intellect, Awareness, and Personality. That last one is easy to overlook, but putting points into it opens new conversation options with NPCs, which is a nice wrinkle. Warriors lean on heavy armor and two-handed weapons or sword-and-board setups; Mages wear the lightest armor and work through a suite of elemental spells; Rogues sit somewhere in between, with daggers, bows, stealth, and a Stab skill that functions as a proper kill button when it recharges. The Cleric sits in an interesting middle lane, healing and buffing while being perfectly capable of cracking skulls. Each class has distinct guild-unlocked advanced skills that reward side quest investment rather than just grinding levels. Combat is isometric, real-time, and honest about its limitations. Enemies respawn quickly - sometimes while you are still in the same room - and the difficulty on Normal is not gentle. The game never holds your hand, and soft-locking yourself with a single save in a dangerous area is entirely possible. Companions help enormously: Grissenda the Warrior is recruitable near the starting area and immediately changes the calculus of early survival. The PC port carries some friction from its mobile origins - default mouse-click movement benefits from remapping to WASD - and a handful of critics have noted that enemy targeting can feel imprecise. These are real friction points, not imagined ones, and players who need fluid action controls will chafe here. Where the game earns its quiet cult status is in its breadth and its attitude toward player curiosity. There are over 40 map areas spanning frozen tundra, goblin forests, snake-filled deserts, and ghost-haunted ruins. Quests branch and carry consequence. Faction reputation shifts based on choices. The main story - which starts as a simple inheritance letter and slowly implicates your entire bloodline - develops plot twists that several long-term players describe as genuinely unexpected. One Steam reviewer logged 490 hours and felt the asking price was still undervalued. The game offers four difficulty settings, with the highest applying ironman rules that make your first death permanent, which is exactly the kind of commitment a game this size deserves for those who want to feel it. The visuals are functional rather than artful - flat tiles, stiff animations, environments that communicate what they need to without flourishing. The soundtrack sits in the same workmanlike register: present, appropriate, unlikely to haunt you. For players who grew up with early Diablo or the isometric RPGs of the late nineties, both will feel familiar in a way that softens their plainness. For players who arrived at the genre through more recent releases, the aesthetic gap is real and worth acknowledging before purchase. What Exiled Kingdoms trades in polish it reinvests entirely in content density and genuine old-school respect for player agency. If you can meet it on those terms, it will give back far more than it takes. Kai, Scout Team

Exiled Kingdoms

Exiled Kingdoms

23 feb 20184 Dimension Games
GamerScout opina

One developer built a sprawling isometric RPG with four classes, faction politics, and 50-plus hours of content - and almost nobody on PC noticed. That oversight is worth correcting.

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My first hour with Exiled Kingdoms felt like finding a dog-eared paperback in a charity shop - unassuming cover, slightly rough around the edges, but the kind of thing you end up reading until 2am. This is a solo-developer RPG, built almost entirely by one person, that somehow contains a map large enough to get genuinely lost in, a faction system that remembers your grudges, recruitable companions with their own class identities, and quest writing that occasionally earns a surprised laugh. The fact that it exists at all, at this scale, is quietly remarkable. The mechanical bones are traditional in a way that will either comfort or bore you, depending on your appetite. You pick one of four classes - Warrior, Rogue, Cleric, or Mage - then distribute points across six attributes: Strength, Agility, Endurance, Intellect, Awareness, and Personality. That last one is easy to overlook, but putting points into it opens new conversation options with NPCs, which is a nice wrinkle. Warriors lean on heavy armor and two-handed weapons or sword-and-board setups; Mages wear the lightest armor and work through a suite of elemental spells; Rogues sit somewhere in between, with daggers, bows, stealth, and a Stab skill that functions as a proper kill button when it recharges. The Cleric sits in an interesting middle lane, healing and buffing while being perfectly capable of cracking skulls. Each class has distinct guild-unlocked advanced skills that reward side quest investment rather than just grinding levels. Combat is isometric, real-time, and honest about its limitations. Enemies respawn quickly - sometimes while you are still in the same room - and the difficulty on Normal is not gentle. The game never holds your hand, and soft-locking yourself with a single save in a dangerous area is entirely possible. Companions help enormously: Grissenda the Warrior is recruitable near the starting area and immediately changes the calculus of early survival. The PC port carries some friction from its mobile origins - default mouse-click movement benefits from remapping to WASD - and a handful of critics have noted that enemy targeting can feel imprecise. These are real friction points, not imagined ones, and players who need fluid action controls will chafe here. Where the game earns its quiet cult status is in its breadth and its attitude toward player curiosity. There are over 40 map areas spanning frozen tundra, goblin forests, snake-filled deserts, and ghost-haunted ruins. Quests branch and carry consequence. Faction reputation shifts based on choices. The main story - which starts as a simple inheritance letter and slowly implicates your entire bloodline - develops plot twists that several long-term players describe as genuinely unexpected. One Steam reviewer logged 490 hours and felt the asking price was still undervalued. The game offers four difficulty settings, with the highest applying ironman rules that make your first death permanent, which is exactly the kind of commitment a game this size deserves for those who want to feel it. The visuals are functional rather than artful - flat tiles, stiff animations, environments that communicate what they need to without flourishing. The soundtrack sits in the same workmanlike register: present, appropriate, unlikely to haunt you. For players who grew up with early Diablo or the isometric RPGs of the late nineties, both will feel familiar in a way that softens their plainness. For players who arrived at the genre through more recent releases, the aesthetic gap is real and worth acknowledging before purchase. What Exiled Kingdoms trades in polish it reinvests entirely in content density and genuine old-school respect for player agency. If you can meet it on those terms, it will give back far more than it takes.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5IsometricOld-School RPGFaction ReputationSolo DeveloperCompanion SystemIronman ModeAttribute BuildingGuild QuestsOpen ExplorationCRPG-Adjacent

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
1 GB RAM
Storage
250 MB available space
Graphics
OpenGL 3.2, 1280 x 720 resolution
Processor
1Ghz

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Información del juego

Desarrolladora
4 Dimension Games
Distribuidora
4 Dimension Games
Fecha de lanzamiento
23 feb 2018

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¿En qué plataformas está disponible Exiled Kingdoms?

Exiled Kingdoms está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Exiled Kingdoms?

Exiled Kingdoms se lanzó el 23 de febrero de 2018.

¿Quién desarrolló Exiled Kingdoms?

Exiled Kingdoms fue desarrollado por 4 Dimension Games.