Compare Daemonsgate prices across 50+ stores and find the best deal. Developed by Imagitec. Published by Ziggurat. Released on 10/25/2017. Available on PC, Mac, Linux. Genres: Action, Adventure, RPG.

A 1993 DOS CRPG with genuine worldbuilding ambitions and a party system that almost delivers, buried under an interface so hostile it makes early Ultima look ergonomic. For retro purists only.

I respect the ambition here more than I enjoy the actual game. Daemonsgate arrived in 1993 with genuine scope: a large continent called Hestor to cross by land and sea, an event-driven main quest involving a daemon invasion of the city of Tormis, a party system that lets you recruit up to seven companions, and a three-pillar magic framework built from elemental forces, herbalism, and demonology. On paper, that reads like the skeleton of a serious CRPG. The reality is that those bones are held together with duct tape and stubbornness. The premise puts you in the boots of Captain Gustavus, a royal agent tasked with finding a sage who holds the key to closing the daemon rift for good. The quest chain that follows has genuine intrigue in places: tracking down the spirit of the scholar Alathon trapped inside a bottle, activating a network of five magical towers called the Matrix Configuration, and eventually hunting for Kadarith's Sword as the only blade capable of slaying the daemon prince Alkat. On the level of narrative skeleton, this is richer than it has any right to be for its era. Combat runs in real time but lets you pause at any point to issue orders, which is a thoughtful concession to tactics, and the magic components system rewards players who actually engage with it rather than just swinging whatever weapon is closest. But the interface is where Daemonsgate punishes you for caring about it. There is no automap. Cities sprawl across dozens of identical, indistinct buildings, and finding a specific NPC can mean slow-walking past row after row of houses that serve no purpose. The movement is clunky whether you use the mouse or arrow keys. The conversation system advertises a dictionary of over 70,000 words, which sounds impressive until you realize most of the city population cycles through generic, forgettable responses and only innkeepers tend to hold anything worth knowing. The game is also event-driven in a strict sense, meaning skip the wrong trigger and you can lock yourself out of progress entirely without any warning that you have done so. Throw in bugs that have reportedly made certain playthroughs impossible to finish, and the claimed 150-hour runtime starts to feel less like a feature and more like a sentence. Community reception on Steam has been firmly negative, with very few reviewers finding enough to redeem the experience. Who is this actually for? Dedicated retro-CRPG archaeologists who have already finished the genre's acknowledged classics and want to dig into an obscure curio will find flickers of something interesting here. The party composition and magic system have more depth than the surface suggests, and the Roland MT-32 soundtrack reportedly deserves better hardware than most players ever gave it. Anyone else will bounce off the navigation friction within the first hour. The final areas are widely cited as nearly impassable by design, which is a rough note to end 150 hours on. Come in with a walkthrough open, low expectations, and a historian's tolerance for inconvenience, or don't come in at all. Monika, Scout Team

Daemonsgate
ActionAdventureRPG

Daemonsgate

Oct 25, 2017ImagitecZiggurat
GamerScout Says

A 1993 DOS CRPG with genuine worldbuilding ambitions and a party system that almost delivers, buried under an interface so hostile it makes early Ultima look ergonomic. For retro purists only.

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About Daemonsgate

I respect the ambition here more than I enjoy the actual game. Daemonsgate arrived in 1993 with genuine scope: a large continent called Hestor to cross by land and sea, an event-driven main quest involving a daemon invasion of the city of Tormis, a party system that lets you recruit up to seven companions, and a three-pillar magic framework built from elemental forces, herbalism, and demonology. On paper, that reads like the skeleton of a serious CRPG. The reality is that those bones are held together with duct tape and stubbornness. The premise puts you in the boots of Captain Gustavus, a royal agent tasked with finding a sage who holds the key to closing the daemon rift for good. The quest chain that follows has genuine intrigue in places: tracking down the spirit of the scholar Alathon trapped inside a bottle, activating a network of five magical towers called the Matrix Configuration, and eventually hunting for Kadarith's Sword as the only blade capable of slaying the daemon prince Alkat. On the level of narrative skeleton, this is richer than it has any right to be for its era. Combat runs in real time but lets you pause at any point to issue orders, which is a thoughtful concession to tactics, and the magic components system rewards players who actually engage with it rather than just swinging whatever weapon is closest. But the interface is where Daemonsgate punishes you for caring about it. There is no automap. Cities sprawl across dozens of identical, indistinct buildings, and finding a specific NPC can mean slow-walking past row after row of houses that serve no purpose. The movement is clunky whether you use the mouse or arrow keys. The conversation system advertises a dictionary of over 70,000 words, which sounds impressive until you realize most of the city population cycles through generic, forgettable responses and only innkeepers tend to hold anything worth knowing. The game is also event-driven in a strict sense, meaning skip the wrong trigger and you can lock yourself out of progress entirely without any warning that you have done so. Throw in bugs that have reportedly made certain playthroughs impossible to finish, and the claimed 150-hour runtime starts to feel less like a feature and more like a sentence. Community reception on Steam has been firmly negative, with very few reviewers finding enough to redeem the experience. Who is this actually for? Dedicated retro-CRPG archaeologists who have already finished the genre's acknowledged classics and want to dig into an obscure curio will find flickers of something interesting here. The party composition and magic system have more depth than the surface suggests, and the Roland MT-32 soundtrack reportedly deserves better hardware than most players ever gave it. Anyone else will bounce off the navigation friction within the first hour. The final areas are widely cited as nearly impassable by design, which is a rough note to end 150 hours on. Come in with a walkthrough open, low expectations, and a historian's tolerance for inconvenience, or don't come in at all. Monika, Scout Team

Tags

singleplayertier:sub-5Party RecruitmentReal-Time Pausable CombatComponent Magic SystemEvent-Driven Quest ChainNo AutomapDOS ClassicRetro CRPGWalkthrough Required

System Requirements

Minimum

OS
Windows XP
Processor
Pentium 4, Athlon 64 or later

Reviews & Ratings

No ratings available

Game Info

Developer
Imagitec
Publisher
Ziggurat
Release Date
Oct 25, 2017

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