
DEATH REALM
A gothic dungeon-crawling action RPG with Souls-like ambitions from a first-time Indian indie studio - built on a kernel of real promise, but still very much an unfinished sketch after four years of silence.
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About DEATH REALM
My honest instinct when I first looked at DEATH REALM was cautious curiosity. A solo-funded dark fantasy action RPG from a small Indian studio, pitching knight-versus-demon dungeon combat with Souls-like difficulty and branching progression? That description earns at least one raised eyebrow of genuine interest. The reality, though, is harder to ignore: the developer's last update was over four years ago, the game carries a "Mostly Negative" Steam rating across a very small pool of reviews, and the Early Access label has never been lifted. This is not a hidden gem waiting to be discovered. It is an unfinished project that appears to have gone quiet. What the game was reaching for is worth describing honestly, because the vision is not a bad one. You play a fallen knight stripped of his former power, working through gothic dungeons to reclaim it by killing progressively tougher demons. The roster of enemies includes named bosses such as the King of Flames, the Gatekeepers, and Dragons of the Underworld. Combat was designed around swords, daggers, maces, and elemental magic, with the stated goal of making each fight a pattern-reading, skill-testing exchange rather than a stat-check. The progression system was intended to offer branching paths rather than a single linear road. On paper, that is a coherent Souls-adjacent loop with a dark-fantasy identity that could have been compelling. In practice, the current build tells a rougher story. Community posts from players flag blurry visuals, non-functional combat audio, and gamepad support that only partially works. One player went to the trouble of writing a community guide because the in-game help tab leaves too many basics unexplained. Enemy rolls lack invincibility frames in ways the players themselves noted feel unbalanced. The developer's own Early Access disclosure acknowledged that the game was, at launch, essentially a core gameplay demonstration with only a couple of progression levels and a small enemy variety. All of those planned additions - refined controls, dynamic bosses, dialogue-driven storytelling, 30-plus hours of content, interactive NPCs, improved sound design - remain on a roadmap that has not moved in years. I carry real warmth for small studios taking swings at ambitious genres, and PEPOLA INDIA's ambition here is genuine. The gothic aesthetic, the idea of skill-based melee with elemental magic options, the choice-inflected story arc - these are the bones of something that could have found a small, loyal audience. But a game that has not received a developer update in over four years, that sits at a mostly negative reception on even its modest review count, and that by the studio's own admission was released as an early demonstration, is not something I can recommend to anyone buying today. It is the kind of project that makes me quietly hope the team comes back to it, because the outline of a worthwhile thing is still visible beneath the rough edges. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 8, 64 Bit
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 15 GB available space
- Graphics
- Nvidia GeForce GTX 1050 3 GB/ AMD RX 580 4 GB
- Processor
- Intel® Core™ i5-9400H 2.5 GHz Processor
- Additional Notes
- Recommended Settings for Min System Requirements coming soon!
Recommended
- OS
- Windows 10, 64 Bit
- Memory
- 16 GB RAM
- DirectX
- Version 12
- Storage
- 30 GB available space
- Graphics
- Nvidia GeForce RTX 2060 6GB/ AMD Radeon RX 5500 XT
- Processor
- Intel® Core™ i7-1160G7 4.40 Ghz Processor
- Additional Notes
- Best Settings for High End PCs coming soon!
Reviews & Ratings
No ratings available
Game Info
- Developer
- PEPOLA INDIA Pvt. Ltd.
- Publisher
- PEPOLA INDIA Pvt. Ltd.
- Release Date
- Jul 7, 2021