Details
DeveloperAgentas
PublisherAgentas
FreeNo
Required ageNone
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.
Show raw AppDetails
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"detailed_description": "<strong>A true hardcore ARPG. Gameplay first. Difficulty that means it. Replayability without a bottom.</strong><br><br>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.<br><br><strong>Combat with weight</strong> — 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.<br><br><strong>Difficulty that respects you</strong> — 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.<br><br><strong>Built for the next run</strong> — 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.<br><br><strong>Alone on the road — never offline</strong> — 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.<br><br><strong>Built in the open, fast</strong> — 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.",
"about_the_game": "<strong>A true hardcore ARPG. Gameplay first. Difficulty that means it. Replayability without a bottom.</strong><br><br>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.<br><br><strong>Combat with weight</strong> — 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.<br><br><strong>Difficulty that respects you</strong> — 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.<br><br><strong>Built for the next run</strong> — 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.<br><br><strong>Alone on the road — never offline</strong> — 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.<br><br><strong>Built in the open, fast</strong> — 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.",
"short_description": "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.",
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"notes": "Dreadmark contains stylized fantasy violence: players fight undead, cultists, and gothic horrors using melee weapons, ranged attacks, and magic skills. Blood and hit effects are stylized rather than realistic, and there is no dismemberment, gore, or torture. The game's atmosphere is bleak and unsettling (graveyards, ruins, a cathedral) but is not realistic horror. Dreadmark also includes an optional Gamble Stall where players spend in-game gold — never real money — for a chance at a random item, similar to gambling mechanics found in other action RPGs."
},
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"descriptors": "Violência"
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"required_age": "16",
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"descriptors": "Drastische Gewalt"
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"descriptors": "Simulasi dan/atau kegiatan judi\nInteraksi Daring\nKekerasan"
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