Compare Barbarian Saga: The Beastmaster prices across 50+ stores and find the best deal. Developed by Dormidin Studio. Published by Selecta Play. Available on PC, Xbox. Genres: Action, Adventure, Indie.

If Castlevania and the 1982 Beastmaster film had a hand-drawn indie offspring, this is roughly what it would look like - and the soul-absorption twist gives it a pull that generic revenge plots rarely earn.

I've been watching Barbarian Saga: The Beastmaster creep through development for a while now, and the trailer that surfaced in early 2026 crystallised something I suspected from the first screenshots: Dormidin Studio is not making a Metroidvania because the genre is popular right now. They're making the game two friends apparently dreamed about after years of loving Castlevania, Golden Axe, Ghouls 'n' Ghosts, and a shelf full of cult 80s and 90s fantasy films. That origin matters, because it shows in almost every design choice. The core hook is the soul-transformation system. You play as the last surviving Beastmaster, and instead of a fixed moveset, you absorb the souls of animals and creatures to shift form, unlock new traversal options, and open routes across the continuous interconnected map of Arborea. It is the Metroidvania loop done with a genuinely thematic reason for backtracking - you are literally becoming something new each time you return to an old corridor. Layered on top is a ritual necklace build system: fangs, amulets, and plant roots that reshape your attack output, vitality, and mana pool. That is real customisation depth for a small-studio indie, and it suggests there is more thoughtfulness under the hood than a first glance at the sword-and-sorcery aesthetic might imply. Combat branches in two distinct directions. The main exploration combat is side-scrolling action with learned sword techniques and summoned curses, but the Arena encounters shift the camera in close - energy bars, face-to-face duels, the feel of a classic 2D fighter dropped inside your Metroidvania run. It is an odd hybrid on paper, the kind of thing that could feel bolted-on, and whether Dormidin has balanced the pacing between those two modes is the one honest unknown going into launch. The NPC quest system adds branching story arcs and multiple endings, which is promising territory for replayability, though how much genuine variance those endings represent remains to be seen. The art is the thing that stops the scroll, though. Every character, enemy, and environment in Arborea has been drawn and animated by hand across hundreds of sketches, and the result carries that specific warmth that only handmade pixel-adjacent work has - the kind that makes you slow down in a new room just to look. The tonal reference points (He-Man, Conan, early Castlevania) are visible but not slavishly imitated. The world has its own personality: war-scarred, mythic, slightly anime in its story-arc structure. A demo landed on Steam in May 2026 ahead of Steam Next Fest participation, so if any of this sounds like your frequency, that is the lowest-risk way to take the temperature before committing. The caution I would add is that this is a small team building something ambitious. The transformation system, the necklace builds, the arena fighter mode, the branching NPC arcs, multiple endings - any one of those could anchor a lean indie. All of them together in a debut-scale release is a lot to land cleanly. I am rooting for Dormidin to pull it off, because the soul of what they are chasing is exactly the kind of handcrafted, passion-first project that this genre needs more of. Kai, Scout Team

Barbarian Saga: The Beastmaster
ActionAdventureIndie

Barbarian Saga: The Beastmaster

TBADormidin StudioSelecta Play
GamerScout Says

If Castlevania and the 1982 Beastmaster film had a hand-drawn indie offspring, this is roughly what it would look like - and the soul-absorption twist gives it a pull that generic revenge plots rarely earn.

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About Barbarian Saga: The Beastmaster

I've been watching Barbarian Saga: The Beastmaster creep through development for a while now, and the trailer that surfaced in early 2026 crystallised something I suspected from the first screenshots: Dormidin Studio is not making a Metroidvania because the genre is popular right now. They're making the game two friends apparently dreamed about after years of loving Castlevania, Golden Axe, Ghouls 'n' Ghosts, and a shelf full of cult 80s and 90s fantasy films. That origin matters, because it shows in almost every design choice. The core hook is the soul-transformation system. You play as the last surviving Beastmaster, and instead of a fixed moveset, you absorb the souls of animals and creatures to shift form, unlock new traversal options, and open routes across the continuous interconnected map of Arborea. It is the Metroidvania loop done with a genuinely thematic reason for backtracking - you are literally becoming something new each time you return to an old corridor. Layered on top is a ritual necklace build system: fangs, amulets, and plant roots that reshape your attack output, vitality, and mana pool. That is real customisation depth for a small-studio indie, and it suggests there is more thoughtfulness under the hood than a first glance at the sword-and-sorcery aesthetic might imply. Combat branches in two distinct directions. The main exploration combat is side-scrolling action with learned sword techniques and summoned curses, but the Arena encounters shift the camera in close - energy bars, face-to-face duels, the feel of a classic 2D fighter dropped inside your Metroidvania run. It is an odd hybrid on paper, the kind of thing that could feel bolted-on, and whether Dormidin has balanced the pacing between those two modes is the one honest unknown going into launch. The NPC quest system adds branching story arcs and multiple endings, which is promising territory for replayability, though how much genuine variance those endings represent remains to be seen. The art is the thing that stops the scroll, though. Every character, enemy, and environment in Arborea has been drawn and animated by hand across hundreds of sketches, and the result carries that specific warmth that only handmade pixel-adjacent work has - the kind that makes you slow down in a new room just to look. The tonal reference points (He-Man, Conan, early Castlevania) are visible but not slavishly imitated. The world has its own personality: war-scarred, mythic, slightly anime in its story-arc structure. A demo landed on Steam in May 2026 ahead of Steam Next Fest participation, so if any of this sounds like your frequency, that is the lowest-risk way to take the temperature before committing. The caution I would add is that this is a small team building something ambitious. The transformation system, the necklace builds, the arena fighter mode, the branching NPC arcs, multiple endings - any one of those could anchor a lean indie. All of them together in a debut-scale release is a lot to land cleanly. I am rooting for Dormidin to pull it off, because the soul of what they are chasing is exactly the kind of handcrafted, passion-first project that this genre needs more of. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttier:indieSoul TransformationMultiple EndingsArena DuelsRitual Build SystemHand-Drawn AnimationBranching NPC QuestsOld-School Fantasy2D Fighter Crossover

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
20 GB available space
Graphics
Nvidia GTX 970 | AMD RX 750
Processor
Intel i5-8400 | AMD Ryzen 5 1500X

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
20 GB available space
Graphics
Nvidia GTX 1060 | Radeon RX Vega 56
Processor
Intel i7-7700 | AMD Ryzen 7 1700X

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Game Info

Developer
Dormidin Studio
Publisher
Selecta Play
Release Date
TBA

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Price History

2026-06-0713.43(lowest)

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Barbarian Saga: The Beastmaster was developed by Dormidin Studio and published by Selecta Play.