Dreadmark
وضعیت
بهزودیقیمت هنوز در استیم اعلام نشده
Carve through the damned in a moonlit gothic world. A top-down action-RPG of visceral combat, greedy loot, and rune-twisted skills — where hardcore pilgrims race a seasonal ladder and the fallen linger as ghosts you can inspect.
A true hardcore ARPG. Gameplay first. Difficulty that means it. Replayability without a bottom.
Dreadmark doesn't sell you cutscenes or a tech demo — it sells a fight. A ruined pilgrim road, the horrors that took it, and a ladder of players racing to survive it better than you.
Combat with weight — Attacks commit. Blocks and recovery are real. Every horror has a tell, and the difference between reading it and eating it is your health globe. Positioning, timing, and commitment decide fights — but walk in undergeared and none of it saves you.
Difficulty that respects you — Punishing, never cheap. Elites roll affixes that change how they fight; packs punish autopilot. And for those who mean it: hardcore, where death is permanent — and public.
Built for the next run — A roster of classes growing through Early Access — five planned by 1.0 — each with skill trees of real synergy weight, runes that mutate skills into new ones, and loot affixes (on-hit, when-struck) that bend whole builds. Seasonal ladders reset the race; the only thing that carries is what you've learned.
Alone on the road — never offline — A single-player fight inside a live, connected world: server-wide seasonal leaderboards with server-verified runs, global chat, a herald crying the ladder's deeds, and the fallen lingering as ghosts whose final gear you can inspect and judge.
Built in the open, fast — Suggest it on the Dreadmark Discord, vote it up, watch it ship. Updates land in days, not quarters — the road to 1.0 is walked with the community, and the changelog proves it.
Dreadmark doesn't sell you cutscenes or a tech demo — it sells a fight. A ruined pilgrim road, the horrors that took it, and a ladder of players racing to survive it better than you.
Combat with weight — Attacks commit. Blocks and recovery are real. Every horror has a tell, and the difference between reading it and eating it is your health globe. Positioning, timing, and commitment decide fights — but walk in undergeared and none of it saves you.
Difficulty that respects you — Punishing, never cheap. Elites roll affixes that change how they fight; packs punish autopilot. And for those who mean it: hardcore, where death is permanent — and public.
Built for the next run — A roster of classes growing through Early Access — five planned by 1.0 — each with skill trees of real synergy weight, runes that mutate skills into new ones, and loot affixes (on-hit, when-struck) that bend whole builds. Seasonal ladders reset the race; the only thing that carries is what you've learned.
Alone on the road — never offline — A single-player fight inside a live, connected world: server-wide seasonal leaderboards with server-verified runs, global chat, a herald crying the ladder's deeds, and the fallen lingering as ghosts whose final gear you can inspect and judge.
Built in the open, fast — Suggest it on the Dreadmark Discord, vote it up, watch it ship. Updates land in days, not quarters — the road to 1.0 is walked with the community, and the changelog proves it.
نیازمندیهای سیستم
حداقل
Minimum:
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel Core i5-4460 or equivalent (4-core)
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 950 / AMD RX 560 or equivalent
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 4 GB available space
پیشنهادی
Recommended:
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64-bit
- Processor: 6-core CPU or better (e.g. Intel Core i5-9600K / AMD Ryzen 5 3600)
- Memory: 16 GB RAM
- Graphics: NVIDIA GTX 1060 / AMD RX 580 or better
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 4 GB available space
