Compare Darklands prices across trusted key stores and find the best deal. Developed by MPS Labs. Published by Ziggurat. Released on 10/17/2014. Available on PC, Mac, Linux. Genres: Adventure, RPG.

A 1992 CRPG that ditches elves and spell slots for alchemy labs and saint-powered blessings, set in a historically grounded 15th-century Holy Roman Empire where every choice can get someone killed permanently.

I have spent a genuine amount of time trying to explain Darklands to people who grew up on BioWare RPGs, and the pitch never quite lands until they're three hours deep, frantically cross-referencing saint profiles before a witch sabbath. This is a 1992 DOS-era CRPG re-released on Steam, and it plays like nothing made before or since. There are no character classes, no wizard, no levels, and no experience points in the traditional sense. What you get instead is a party of four humans shaped by career histories - every five-year life stage you assign pushes attributes like strength, charisma, healing, Latin, stealth, and weapon skills in small increments. It is character creation as biography, and it is still one of the most interesting systems the genre has ever produced. The setting does the heavy lifting that lore documents usually botch. You are wandering a historically accurate map of the Holy Roman Empire - real cities, real geography, referred to by their Old German names - but the supernatural elements are drawn entirely from period folk belief rather than Tolkien. Kobolds live in mines. Dragons exist. Witches hold sabbaths you can infiltrate. Your "cleric" is not casting Cure Wounds; they are memorising the domains of dozens of actual Catholic saints and invoking their favour as a limited resource tied to virtue scores. Your "mage" is an alchemist sourcing ingredients across cities, mixing potions from 66 formulae, most of which you cannot simply buy - you trade for them or find them in scripted encounters. Hammerhead into a plate-armoured knight with a sword and the weapon penetration system will punish you; switch to a mace and the calculus changes. This is the kind of mechanical texture that Kingdom Come: Deliverance tried to revive decades later. The rough edges are real and worth naming before you commit. The combat interface is a real-time-with-pause system that made sense on a 1992 keyboard and can feel like wrestling fog today. The open-world quest structure leans heavily on random generation, and the criticism that encounters become repetitive over a long session is fair. There is no saving inside dungeons, which stings when the game is as lethal as it is - death is permanent, wounds take time to heal, and your party members age. The main plot, which ends in a confrontation with the demon lord Baphomet after hunting witches and heretics across a randomised chain of fortresses, provides structure, but the journey there is paced by the player, not by the writing. If you need a narrative engine pushing you forward, Darklands will test your patience. The community consensus after years of retrospective coverage is consistent: the idea is extraordinary, the execution is uneven, and you will almost certainly want the bundled cluebook open in another window. For the right player - someone who reads tooltips for fun, who finds the idea of praying to Saint Emydius before a battle tactically interesting rather than confusing, who can appreciate open-world design before open-world became a genre checkbox - this is one of the most original CRPGs ever shipped. The Steam re-release includes the soundtrack in both MP3 and MIDI formats, the cluebook, and the original map and reference card, so the essential support material is there. Just be aware that macOS Catalina and above are not supported, and the interface will not hold your hand. Monika, Scout Team

Darklands

Darklands

Oct 17, 2014MPS LabsZiggurat
GamerScout Says

A 1992 CRPG that ditches elves and spell slots for alchemy labs and saint-powered blessings, set in a historically grounded 15th-century Holy Roman Empire where every choice can get someone killed permanently.

PCMacLinux
Steam Deck Playable
Best Price Available
€1.74-75%
at IndieGala
Lowest tracked: €1.74
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GamerScout Verdict

Essential for hardcore CRPG historians and classless-build obsessives; too interface-rough and freeform for players who need narrative guardrails.

Compare Prices(9 stores)

IndieGalaBest price
StandardGlobalSteam KeyKey
€1.74-75%
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€1.79-74%
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€1.87
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€1.98-34%
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€2.05
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€2.08-19%
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€2.33
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€5.23-25%
Priced in EUR by the store
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Price History

Lowest tracked
€1.7423 Jun 2026
Current best
€1.74
Lowest since we started tracking
Official storesKeyshops
€1.71€1.81€1.92€2.025 Jun28 Jun22 Jul14 Aug6 Sept
5 Jun — 6 Sept
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Screenshots & Media

About Darklands

I have spent a genuine amount of time trying to explain Darklands to people who grew up on BioWare RPGs, and the pitch never quite lands until they're three hours deep, frantically cross-referencing saint profiles before a witch sabbath. This is a 1992 DOS-era CRPG re-released on Steam, and it plays like nothing made before or since. There are no character classes, no wizard, no levels, and no experience points in the traditional sense. What you get instead is a party of four humans shaped by career histories - every five-year life stage you assign pushes attributes like strength, charisma, healing, Latin, stealth, and weapon skills in small increments. It is character creation as biography, and it is still one of the most interesting systems the genre has ever produced. The setting does the heavy lifting that lore documents usually botch. You are wandering a historically accurate map of the Holy Roman Empire - real cities, real geography, referred to by their Old German names - but the supernatural elements are drawn entirely from period folk belief rather than Tolkien. Kobolds live in mines. Dragons exist. Witches hold sabbaths you can infiltrate. Your "cleric" is not casting Cure Wounds; they are memorising the domains of dozens of actual Catholic saints and invoking their favour as a limited resource tied to virtue scores. Your "mage" is an alchemist sourcing ingredients across cities, mixing potions from 66 formulae, most of which you cannot simply buy - you trade for them or find them in scripted encounters. Hammerhead into a plate-armoured knight with a sword and the weapon penetration system will punish you; switch to a mace and the calculus changes. This is the kind of mechanical texture that Kingdom Come: Deliverance tried to revive decades later. The rough edges are real and worth naming before you commit. The combat interface is a real-time-with-pause system that made sense on a 1992 keyboard and can feel like wrestling fog today. The open-world quest structure leans heavily on random generation, and the criticism that encounters become repetitive over a long session is fair. There is no saving inside dungeons, which stings when the game is as lethal as it is - death is permanent, wounds take time to heal, and your party members age. The main plot, which ends in a confrontation with the demon lord Baphomet after hunting witches and heretics across a randomised chain of fortresses, provides structure, but the journey there is paced by the player, not by the writing. If you need a narrative engine pushing you forward, Darklands will test your patience. The community consensus after years of retrospective coverage is consistent: the idea is extraordinary, the execution is uneven, and you will almost certainly want the bundled cluebook open in another window. For the right player - someone who reads tooltips for fun, who finds the idea of praying to Saint Emydius before a battle tactically interesting rather than confusing, who can appreciate open-world design before open-world became a genre checkbox - this is one of the most original CRPGs ever shipped. The Steam re-release includes the soundtrack in both MP3 and MIDI formats, the cluebook, and the original map and reference card, so the essential support material is there. Just be aware that macOS Catalina and above are not supported, and the interface will not hold your hand.

Monika
Monika · Scout Team

RPGs

Tags

singleplayertier:sub-5Classless ProgressionPermanent DeathParty ManagementHistorical FantasySaint MechanicsAlchemy CraftingReal-Time with PauseOpen World SandboxCult ClassicHardcore CRPG

System Requirements

Minimum

OS
Windows XP / Vista / 7
Memory
512 MB RAM
Storage
500 MB available space
Graphics
100% DirectX compatible graphics
Processor
1.0 GHz Processor
Sound Card
100% DirectX compatible card or onboard sound

Recommended

OS
Windows 7
Memory
1 GB RAM
Storage
500 MB available space
Graphics
100% DirectX compatible graphics
Processor
1.5 GHz Processor
Sound Card
100% DirectX compatible card or onboard sound

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Game Info

Developer
MPS Labs
Publisher
Ziggurat
Release Date
Oct 17, 2014

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Frequently asked questions about Darklands

How much does Darklands cost?

As of 6 September 2026, the cheapest in-stock offer for Darklands is €1.74 at IndieGala, out of 10 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Darklands cheapest?

The lowest in-stock price we track for Darklands is €1.74 at IndieGala (6 September 2026). We compare 10 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Darklands available on?

Darklands is available on PC, Mac, Linux.

When was Darklands released?

Darklands was released on 17 October 2014.

Who developed Darklands?

Darklands was developed by MPS Labs and published by Ziggurat.