Compare Undead Citadel prices across 50+ stores and find the best deal. Developed by Dark Curry S.L.. Published by Dark Curry S.L.. Released on 6/8/2023. Available on PC. Genres: Action, Adventure, Indie, RPG.

Physics-driven VR melee that earns its arcade swagger: swing a war hammer with both hands, loot bones off fallen skeletons, and survive a cursed citadel across a ~5-hour campaign built exclusively for headset owners.

My first honest thought putting on the headset and stepping into Undead Citadel was simple: this is the game that should have been bundled with every VR headset sold at a medieval-theme-park checkout counter. Dark Curry, a small Spanish studio, built something genuinely tactile here. The physics system is not trying to be a simulation. It is trying to be fun, and there is a clear, intentional difference between those two goals. Swinging a two-handed war hammer into a shambling skeleton and watching the momentum carry through feels like a punch line delivered well. The 1:1 motion tracking means your parries and stabs are yours, not the result of pressing a button, and that authorship is what makes even the repetitive horde waves feel satisfying rather than mechanical. The weapon variety is one of the game's quietest strengths. Over 60 weapons span swords, axes, war hammers, bows, and shields, each carrying individual durability and strength stats, and the game scatters rare finds throughout the campaign for players willing to poke into corners. Fallen enemies drop whatever they were carrying, so you can yank a skeleton's own axe out of the air mid-fight and redirect it at his friends. Magic potions add a layer of chaos: slow-motion flasks, strength buffs, and invulnerability vials turn desperate moments into personal highlights. The armory sandbox mode, where you can freely practice with everything you have unlocked, is a thoughtful touch for players who want to drill combos before the nightmare difficulty run. Where the game shows its indie seams is in narrative depth and puzzle design. You play as Sir Anvil Capheus, a mercenary with a vocabulary that leans heavily on profanity, who stumbles into a cursed citadel with little ceremony and even less backstory. The campaign spans more than ten environments and runs roughly five hours, which is honest for the asking price, but the story delivers minimal payoff. The puzzles scattered between combat arenas are functional at best and genuinely clunky at worst: carrying barrels and manipulating padlocks in VR physics is one of those ideas that sounds fine on paper and then costs you three minutes of fumbling in practice. The game also assumes a tolerance for stick-based artificial locomotion; comfort options are limited, and players sensitive to VR movement should check that tolerance before committing. Compared to the deeper physics sandboxes of its closest competitors, Undead Citadel positions itself as the arcade choice: faster-paced, more accessible, and less interested in replicating the weight of a real sword than in making you feel like a well-armed action hero. That trade-off works more often than it does not. Steam reviews have held at roughly 71 percent positive, which reads as an accurate temperature check. Fans of VR melee who want a structured campaign rather than a pure sandbox will get their money's worth. Anyone hoping for Blade and Sorcery-level physical depth or a story worth finishing for its own sake will find the limits quickly. Kai, Scout Team

Undead Citadel
ActionAdventureIndieRPG

Undead Citadel

Jun 8, 2023Dark Curry S.L.
GamerScout Says

Physics-driven VR melee that earns its arcade swagger: swing a war hammer with both hands, loot bones off fallen skeletons, and survive a cursed citadel across a ~5-hour campaign built exclusively for headset owners.

PC
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About Undead Citadel

My first honest thought putting on the headset and stepping into Undead Citadel was simple: this is the game that should have been bundled with every VR headset sold at a medieval-theme-park checkout counter. Dark Curry, a small Spanish studio, built something genuinely tactile here. The physics system is not trying to be a simulation. It is trying to be fun, and there is a clear, intentional difference between those two goals. Swinging a two-handed war hammer into a shambling skeleton and watching the momentum carry through feels like a punch line delivered well. The 1:1 motion tracking means your parries and stabs are yours, not the result of pressing a button, and that authorship is what makes even the repetitive horde waves feel satisfying rather than mechanical. The weapon variety is one of the game's quietest strengths. Over 60 weapons span swords, axes, war hammers, bows, and shields, each carrying individual durability and strength stats, and the game scatters rare finds throughout the campaign for players willing to poke into corners. Fallen enemies drop whatever they were carrying, so you can yank a skeleton's own axe out of the air mid-fight and redirect it at his friends. Magic potions add a layer of chaos: slow-motion flasks, strength buffs, and invulnerability vials turn desperate moments into personal highlights. The armory sandbox mode, where you can freely practice with everything you have unlocked, is a thoughtful touch for players who want to drill combos before the nightmare difficulty run. Where the game shows its indie seams is in narrative depth and puzzle design. You play as Sir Anvil Capheus, a mercenary with a vocabulary that leans heavily on profanity, who stumbles into a cursed citadel with little ceremony and even less backstory. The campaign spans more than ten environments and runs roughly five hours, which is honest for the asking price, but the story delivers minimal payoff. The puzzles scattered between combat arenas are functional at best and genuinely clunky at worst: carrying barrels and manipulating padlocks in VR physics is one of those ideas that sounds fine on paper and then costs you three minutes of fumbling in practice. The game also assumes a tolerance for stick-based artificial locomotion; comfort options are limited, and players sensitive to VR movement should check that tolerance before committing. Compared to the deeper physics sandboxes of its closest competitors, Undead Citadel positions itself as the arcade choice: faster-paced, more accessible, and less interested in replicating the weight of a real sword than in making you feel like a well-armed action hero. That trade-off works more often than it does not. Steam reviews have held at roughly 71 percent positive, which reads as an accurate temperature check. Fans of VR melee who want a structured campaign rather than a pure sandbox will get their money's worth. Anyone hoping for Blade and Sorcery-level physical depth or a story worth finishing for its own sake will find the limits quickly. Kai, Scout Team

Tags

singleplayerachievementscloud-savestier:indieVR-ExclusivePhysics CombatHorde ModeWeapon LootArcade MeleeMagic ConsumablesArmory SandboxNightmare Difficulty

System Requirements

Minimum

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 11
Storage
7 GB available space
Graphics
NVIDIA GTX 1070
Processor
Intel Core i5-6500
VR Support
OpenXR
Additional Notes
A VR Headset is required.

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
7 GB available space
Graphics
NVIDIA GTX 1070
Processor
Intel Core i5-6500
VR Support
OpenXR
Additional Notes
A VR Headset is required.

Reviews & Ratings

No ratings available

Game Info

Developer
Dark Curry S.L.
Publisher
Dark Curry S.L.
Release Date
Jun 8, 2023

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