Compara los precios de Mysterious Realms RPG en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Itharius. Publicado por Itharius. Lanzado el 25/10/2018. Disponible en PC. Géneros: Adventure, Indie, RPG.

Don't let the painfully generic title fool you. Itharius built something genuinely clever in here, and it fits in a lunch break or seven.

I have a soft spot for the ones that nobody covers. Mysterious Realms RPG is exactly that kind of game, the sort of quiet solo-dev project that gets buried under its own unremarkable name while quietly doing something interesting inside. The title is, yes, almost aggressively bland. Stick with it anyway. What you actually get is a two-hero, turn-based dungeon crawler built around a crystal-and-aura combat system that genuinely earns its claim to originality. You draw five crystals each turn from a shared deck of eighteen, spread across four colors (red, yellow, green, blue) plus silver wild cards. Each crystal you play deals damage and deposits an aura of that color into your party's pool. Those auras are the real currency: your mage and your armored bruiser each have up to four abilities keyed to specific color combinations, so every turn becomes a small puzzle about splitting five crystals between two characters optimally. Do you feed the knight two reds to trigger Heroic Strike, or bank one for the mage's ability next turn? The shared hand creates constant tension without ever feeling unfair. Community players noted that once you start reading the ability interactions carefully, combos click into place in a deeply satisfying way, and the system carries the whole experience. Outside combat, the structure is a classic escalating dungeon loop across three zones. Each run hands you a short list of randomized objectives: light torches, destroy enemy groups, find collectibles. Town stops between runs let you upgrade your gem deck, buy potions and food, unlock new hero skills, and swap Crystallite colors at the witch's stall if your color distribution feels off. There is no narrative worth speaking of. The world is a pleasant generic-fantasy backdrop, goblins and catacombs and ominous forests, and the game makes no apologies for that. Progression is real but not sprawling. Reviewers and players consistently clock the campaign around six to seven hours, and the game appears to know exactly where its finish line is. That restraint is rarer than it sounds. The weaknesses are honest and upfront. The pixel art is rudimentary; the combat animations are pleasant enough but the overall presentation reads as one developer's first serious project. There is almost no narrative tissue connecting dungeon runs, the difficulty curve is gentle to the point where a full party wipe carries minimal penalty beyond losing consumables, and the three-zone structure can feel repetitive by the final stretch. Players who arrived expecting Darkest Dungeon levels of atmosphere or Slay the Spire levels of mechanical depth will leave underwhelmed. What is here is closer to a focused, good-natured proof of concept: one genuinely fresh mechanic, executed cleanly, wrapped in enough RPG scaffolding to give it structure. For the asking price and runtime, Mysterious Realms RPG is the kind of oddity I quietly root for. It knows what it is. The crystal combat hums in a way that bigger, louder dungeon crawlers sometimes forget to prioritize. If you like finding the unexpected in small places, this one rewards the curiosity. Kai, Scout Team

Mysterious Realms RPG

Mysterious Realms RPG

25 oct 2018Itharius
GamerScout opina

Don't let the painfully generic title fool you. Itharius built something genuinely clever in here, and it fits in a lunch break or seven.

PC
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I have a soft spot for the ones that nobody covers. Mysterious Realms RPG is exactly that kind of game, the sort of quiet solo-dev project that gets buried under its own unremarkable name while quietly doing something interesting inside. The title is, yes, almost aggressively bland. Stick with it anyway. What you actually get is a two-hero, turn-based dungeon crawler built around a crystal-and-aura combat system that genuinely earns its claim to originality. You draw five crystals each turn from a shared deck of eighteen, spread across four colors (red, yellow, green, blue) plus silver wild cards. Each crystal you play deals damage and deposits an aura of that color into your party's pool. Those auras are the real currency: your mage and your armored bruiser each have up to four abilities keyed to specific color combinations, so every turn becomes a small puzzle about splitting five crystals between two characters optimally. Do you feed the knight two reds to trigger Heroic Strike, or bank one for the mage's ability next turn? The shared hand creates constant tension without ever feeling unfair. Community players noted that once you start reading the ability interactions carefully, combos click into place in a deeply satisfying way, and the system carries the whole experience. Outside combat, the structure is a classic escalating dungeon loop across three zones. Each run hands you a short list of randomized objectives: light torches, destroy enemy groups, find collectibles. Town stops between runs let you upgrade your gem deck, buy potions and food, unlock new hero skills, and swap Crystallite colors at the witch's stall if your color distribution feels off. There is no narrative worth speaking of. The world is a pleasant generic-fantasy backdrop, goblins and catacombs and ominous forests, and the game makes no apologies for that. Progression is real but not sprawling. Reviewers and players consistently clock the campaign around six to seven hours, and the game appears to know exactly where its finish line is. That restraint is rarer than it sounds. The weaknesses are honest and upfront. The pixel art is rudimentary; the combat animations are pleasant enough but the overall presentation reads as one developer's first serious project. There is almost no narrative tissue connecting dungeon runs, the difficulty curve is gentle to the point where a full party wipe carries minimal penalty beyond losing consumables, and the three-zone structure can feel repetitive by the final stretch. Players who arrived expecting Darkest Dungeon levels of atmosphere or Slay the Spire levels of mechanical depth will leave underwhelmed. What is here is closer to a focused, good-natured proof of concept: one genuinely fresh mechanic, executed cleanly, wrapped in enough RPG scaffolding to give it structure. For the asking price and runtime, Mysterious Realms RPG is the kind of oddity I quietly root for. It knows what it is. The crystal combat hums in a way that bigger, louder dungeon crawlers sometimes forget to prioritize. If you like finding the unexpected in small places, this one rewards the curiosity.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5Crystal-Based CombatAura MechanicsShared Hand PuzzlesTwo-Hero PartyObjective-Based DungeonsLow-Stakes ProgressionShort CampaignSolo DevColor Matching Strategy

Requisitos del sistema

Mínimos

OS
Microsoft® Windows® XP / Vista / 7 / 8 / 10
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
150 MB available space
Graphics
512 MB
Processor
2.0GHz

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Información del juego

Desarrolladora
Itharius
Distribuidora
Itharius
Fecha de lanzamiento
25 oct 2018

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Mysterious Realms RPG está disponible en PC.

¿Cuándo se lanzó Mysterious Realms RPG?

Mysterious Realms RPG se lanzó el 25 de octubre de 2018.

¿Quién desarrolló Mysterious Realms RPG?

Mysterious Realms RPG fue desarrollado por Itharius.