Compare De'Vine: World of Shadows prices across 50+ stores and find the best deal. Developed by Stapleton. Published by DPSII. Released on 5/4/2018. Available on PC. Genres: Adventure, Indie, RPG.

A one-developer RPG Maker open-world that quietly stacks a card battle system, a farming sim, and 50-plus hours of JRPG story into a package most people scrolled right past.

I have a soft spot for the kind of game that arrives on Steam with almost no fanfare and just keeps revealing itself the longer you sit with it. De'Vine: World of Shadows is exactly that kind of surprise. Built solo by Stapleton inside RPG Maker, it wears the engine's limitations visibly, but what it does inside those constraints is genuinely ambitious in a way that a lot of bigger-budget indie JRPGs are not. The world itself is the first thing that earns your attention. Players who dig into community feedback quickly learn that the map is not the small contained corridor you might expect from an RPG Maker title. There are entire continents, cave systems, and reportedly even an underwater region that rivals the surface in scale. The game essentially trusts you to wander from the start, which is rare for the genre and appreciated. Class customization is available right away too, letting you shape each party member's build from the jump, though the ability pool per class is limited enough that you will feel the ceiling if you min-max early. Combat is where De'Vine gets most interesting and, honestly, most divisive. Two distinct systems run side by side: an action bar mode that pulls obvious inspiration from the ATB rhythm of classic Final Fantasy titles, and a card battle mode that plays closer to a creature-based tactical game where each card carries elemental properties that interact with adjacent allies and enemies. You can select your preferred mode for open-world encounters, which is a small but thoughtful concession. The action battles can feel clunky in execution, and the card system's sheer breadth of options has a real tendency to overwhelm newcomers before the mechanics click. Hunger and fatigue penalties layer on top of all this, meaning poor resource management will quietly punish you in battle even if you feel prepared. Outside combat, the farming system is more fleshed-out than the average RPG token garden. Over thirty crop types, chicken coops, and livestock that produce eggs, wool, and milk sit at your headquarters, and the economics of that side of the game are genuinely tied to progression rather than bolted on as a novelty. The story, set around two half-demon brothers named Kuan and Chung and a blood ritual involving ancient, dimension-born entities, has more personality in its characters than you would expect. Reviewers consistently single out the writing as above-average for the genre, noting that characters have distinct voices rather than feeling interchangeable. The soundtrack, tagged repeatedly as a high point even in small player communities, carries a lot of the atmosphere in quieter exploration stretches. The honest caveats: the RPG Maker foundation is visible throughout, the difficulty cannot be adjusted after starting, and players who explore aggressively early may find themselves overleveled and underchallenged by mid-game. Party management is locked to headquarters only, which adds a mild layer of realism that will frustrate anyone who wants flexible lineup swaps in the field. This is clearly a labor of craft from a single developer who put more into the game than the asking price would imply, but it is not a polished commercial product and should not be approached like one. Come for the ambition, stay patient through the rough edges, and you will find something quietly remarkable here. Kai, Scout Team

De'Vine: World of Shadows
AdventureIndieRPG

De'Vine: World of Shadows

May 4, 2018StapletonDPSII
GamerScout Says

A one-developer RPG Maker open-world that quietly stacks a card battle system, a farming sim, and 50-plus hours of JRPG story into a package most people scrolled right past.

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About De'Vine: World of Shadows

I have a soft spot for the kind of game that arrives on Steam with almost no fanfare and just keeps revealing itself the longer you sit with it. De'Vine: World of Shadows is exactly that kind of surprise. Built solo by Stapleton inside RPG Maker, it wears the engine's limitations visibly, but what it does inside those constraints is genuinely ambitious in a way that a lot of bigger-budget indie JRPGs are not. The world itself is the first thing that earns your attention. Players who dig into community feedback quickly learn that the map is not the small contained corridor you might expect from an RPG Maker title. There are entire continents, cave systems, and reportedly even an underwater region that rivals the surface in scale. The game essentially trusts you to wander from the start, which is rare for the genre and appreciated. Class customization is available right away too, letting you shape each party member's build from the jump, though the ability pool per class is limited enough that you will feel the ceiling if you min-max early. Combat is where De'Vine gets most interesting and, honestly, most divisive. Two distinct systems run side by side: an action bar mode that pulls obvious inspiration from the ATB rhythm of classic Final Fantasy titles, and a card battle mode that plays closer to a creature-based tactical game where each card carries elemental properties that interact with adjacent allies and enemies. You can select your preferred mode for open-world encounters, which is a small but thoughtful concession. The action battles can feel clunky in execution, and the card system's sheer breadth of options has a real tendency to overwhelm newcomers before the mechanics click. Hunger and fatigue penalties layer on top of all this, meaning poor resource management will quietly punish you in battle even if you feel prepared. Outside combat, the farming system is more fleshed-out than the average RPG token garden. Over thirty crop types, chicken coops, and livestock that produce eggs, wool, and milk sit at your headquarters, and the economics of that side of the game are genuinely tied to progression rather than bolted on as a novelty. The story, set around two half-demon brothers named Kuan and Chung and a blood ritual involving ancient, dimension-born entities, has more personality in its characters than you would expect. Reviewers consistently single out the writing as above-average for the genre, noting that characters have distinct voices rather than feeling interchangeable. The soundtrack, tagged repeatedly as a high point even in small player communities, carries a lot of the atmosphere in quieter exploration stretches. The honest caveats: the RPG Maker foundation is visible throughout, the difficulty cannot be adjusted after starting, and players who explore aggressively early may find themselves overleveled and underchallenged by mid-game. Party management is locked to headquarters only, which adds a mild layer of realism that will frustrate anyone who wants flexible lineup swaps in the field. This is clearly a labor of craft from a single developer who put more into the game than the asking price would imply, but it is not a polished commercial product and should not be approached like one. Come for the ambition, stay patient through the rough edges, and you will find something quietly remarkable here. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttier:sub-5RPG MakerDual Combat SystemCard BattlesFarming Sim IntegrationOpen-World ExplorationATB CombatClass CustomizationHunger MechanicUnderwater WorldSolo Developer

System Requirements

Minimum

OS
Windows Vista, 7, 8, 10
Memory
500 MB RAM
Storage
1 GB available space
Graphics
1024x768 or better video resolution in High Color mode
Processor
2.4 GHz Dual-Core
Sound Card
DirectSound-compatible sound card

Recommended

OS
Windows Vista, 7, 8, 10
Memory
500 MB RAM
Storage
1 GB available space
Graphics
1024x768 or better video resolution in High Color mode
Processor
2.4 GHz Dual-Core
Sound Card
DirectSound-compatible sound card

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Game Info

Developer
Stapleton
Publisher
DPSII
Release Date
May 4, 2018

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What platforms is De'Vine: World of Shadows available on?

De'Vine: World of Shadows is available on PC.

When was De'Vine: World of Shadows released?

De'Vine: World of Shadows was released on 4 May 2018.

Who developed De'Vine: World of Shadows?

De'Vine: World of Shadows was developed by Stapleton and published by DPSII.