
Dangerous Lands - Magic and RPG
A solo developer's scrappy medieval action-RPG that punches above its ambition but asks you to forgive a rough-around-the-edges execution in return for genuine charm.
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About Dangerous Lands - Magic and RPG
I have a soft spot for one-person projects that ship something tangible, and Dangerous Lands sits squarely in that category. Sabrina Aridi built this third-person, open-world hack-and-slash RPG solo, and the fingerprints of personal craft are visible everywhere, from the sword-and-magic combat loop to the quest-giver population scattered across the world map. It is the kind of game that feels like someone's first serious attempt at making exactly the RPG they wanted to play, which is both its greatest charm and its most honest limitation. The core loop is straightforward: explore the open world, take quests, earn coins, buy better gear and spells, level up, and push deeper into monster-dense areas. Melee combat leans on sword strikes that you can combo with learnable magic abilities, giving fights a rhythm that rewards blending the two rather than spamming either. Health and mana potions are your safety net, and the game carries zero auto-save, so manual saving is something you will either build into habit fast or deeply regret. That design choice feels deliberate rather than lazy. It keeps tension alive in a game that might otherwise coast. The community forum tells a more complicated story, though. Keybinding is rigid enough that AZERTY keyboard users have reported near-unplayable experiences with no full rebind support. A bug involving the Ranger class reverting to Knight on save-load cycles surfaced post-launch and, while a patch addressed part of it, the fix threads on the community hub are a reminder that solo developers carry the whole support load themselves. Equipped items occasionally vanishing on reload is another complaint that appeared with some regularity. These are real friction points, not nitpicks, and anyone planning a longer Ranger playthrough should go in eyes-open. Where the game genuinely earns goodwill is in the community reception it quietly built. Around 79 percent of Steam reviewers landed on positive, which for a micro-budget solo release with minimal marketing is a meaningful signal. The player base that found it tended to appreciate exactly what it is: a casual-paced, open-world RPG with medieval fantasy aesthetics, pixel-inflected visuals in places, and a soundtrack bundled separately for those who connect with the atmosphere. It is not trying to be an Elden Ring or even a Torchlight. It is trying to be a small, complete adventure you can finish in a few evenings, and on that terms it mostly delivers. The honest answer to whether this belongs in your library depends on your tolerance for rough edges. If a missing auto-save, potential class bugs, and limited keybind options will break the experience for you, skip it. If you have ever wanted to support an indie developer who shipped an actual open-world RPG on their own, and you are content with a casual combat system that rewards potion management and spell mixing over deep mechanical mastery, this scratches that itch without demanding much in return. Approach it the way you would a hand-drawn zine from a creator still finding their voice: imperfect, earnest, and worth at least a look. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- Graphics
- Nvidia 625m or higher
- Processor
- Core 2 Duo
Reviews & Ratings
No ratings available
Game Info
- Developer
- Sabrina Aridi
- Publisher
- Sabrina Aridi
- Release Date
- Feb 11, 2020
