Features: Crimson Eye

The Age of Decadence is an isometric, turn-based, single-player role-playing game set in a low magic, post-apocalyptic fantasy world, inspired by the fall of the Roman Empire. The game features a detailed skill-based character system, multiple skill-based ways to handle quests, choices & consequences, and extensive dialogue trees.

The focus of the game is not on killing monsters, but on dealing with fellow humans and factions, trying to survive – easier said than done – and making a name for yourself. Naturally, to accommodate all that scheming, plotting, and backstabbing, we give the player plenty of choices, from multiple solutions to quests to different paths you can take through the game. You (and your actions) will determine who your friends and enemies are. There are no default good and bad guys.


  • 23 skills, ranging from Dagger and Critical Strike to Disguise and Persuasion to Alchemy and Lore.
  • Tactical combat system, featuring a flexible set of standard attacks, special attacks such as whirlwind and impale, and aimed attacks at different body parts.
  • 8 weapon types: daggers, swords, axes, hammers, spears, bows, crossbows, throwing weapons, each with individual traits.
  • Multiple quest solutions, branching storylines, mutually exclusive questlines, non-combat and diplomatic options and paths.
  • 22 locations: three towns where all the scheming, plotting, and back-stabbing take place, raiders’ camps, an ancient tomb, a tower of the Magi in a ruined city, the Abyss, which claimed many lives, a mountain pass protecting the southern towns from the barbarians of the wastes, and more.
  • An interesting world with rich history and unclear future that your actions can shape into seven very different game endings.
  • Detailed crafting and alchemy systems: forge your own weapons with different properties, brew different potions, experiment with liquid fire and black powder.
  • 40 different weapons, 15 different armor sets, dozens of other items (alchemical reagents, crafting components, artefacts, scrolls, throwing nets, etc.)

Play the game as any of these characters and develop them as you see fit:

Assassin - When hostilities threaten after even the most erudite diplomats have failed, assassination is often the only recourse. Long respected for their ability to resolve disputes, either by blade in the night or inexplicable misadventure, an assassin's skills are in high demand amongst all strata of society. Blood is blood, whether it's drawn from a petty dispute or a matter of state.

Mercenary - In a world rife with conflict, those with martial skills are never idle for long. Occasionally embroiled in the greater machinations of the Noble Houses, most Mercenaries take on personal contracts with individual clients. Their allegiances are open, determined by gold.

Praetor - Always looking for promising individuals to serve the House's interests, Praetors have a varied and diverse set of skills. Although most possess some Martial training, patiently waiting for the spoils and glory of bloodshed, others favor the gentler arts of diplomacy, taking a discrete, yet active role in the courts of nobles. As a representative of the House, Praetor's conduct and loyalty is under constant scrutiny.

Loremaster - Preserving and understanding pre-war knowledge and technology is a booming business. An increasing number of people see their salvation in the ashes of the past and the market is becoming saturated with icons and objects from the old empire, most without any real value. Loremasters are at the front line of this trade, cataloguing and appraising items, always on the lookout for something of real worth.

Thief - Regardless of the social fabric, there will always be those that prefer to live outside the law, by their own code of conduct. To a thief, a world in ruins is a world of opportunity. While those that covet power are consumed in deceit and subterfuge, the Thieves are turning a tidy profit on their neglected wealth.

Merchant - Respected and feared, behind every Noble's power, behind every struggle for territory, is a merchant's gold. More than mere traders, Merchants manipulate entire markets and those that depend upon them. People, information and favour all have a price, but only the merchants know their true worth.

Grifter - While most thieves prefer to form gangs and act under the cover of darkness, grifters see no reason to trade the laws of society for the laws of a guild. Preying upon the gullible with a combination of personal magnetism and persuasion, the grifter's art is rarely noticed.

Join a faction, then double-cross it and join another:

Noble House Daratan - Once the largest and most influential Noble House, controlling seven provinces and more than 20 legions, House Daratan was almost destroyed during the War. Today less than 100 people still loyal to the Daratan name control a small town named Teron, that has definitely seen better days. As House Daratan draws its last gasp, some within are preparing for one last fight, to shift the balance of power and restore the noble House at any cost.

Noble House Aurelian - House Aurelian's main forces maintained order in the colonies, far away from the fiercest and bloodiest battlefields during the War. With the world decimated and society in chaos, Dux Gaelius moved swiftly to take firm control of the most strategic forts and towns. Today House Aurelian controls 70% of what's left from Maadoran, a town built around an old fortress, making every effort to make sure that the power balance remains in their favour. Resentment remains amongst the other Houses towards Aurelian's current standing.

Noble House Crassus - Withdrawing from war and politics, House Crassus dedicated itself to the sciences and arcane research, particularly in planes of existence. Consequently, they were instrumental in the Summoning, having constructed the portal and the many machines that powered it. Most Mages perished in the last days, depriving the House not only the generations of wisdom and research, but of clarity and focus. Today House Crassus calls for proper worship and the restoration of the gods.

Imperial Guards - Formed from the remnants of the Imperial Army, the Imperial Guards are an independent, influential and powerful faction, maintaining order and preventing open war between Noble Houses. While the Noble Houses squabble amongst themselves, cloaked in subterfuge, espionage and counter-espionage, the Guards are more idealistic. Their primary goal is the restoration of the Empire to its former glory, regardless of how unrealistic this seems at the present.

The Forty Thieves - A large and seemingly indefatigable network of thieves, smugglers, and other criminally inclined citizens, operating in every town and tracing its origin to the early days of the Empire. It's said that in the past, the forty kingpins of forty largest towns used to coordinate the network. Speculation is divided as to the relations and ties of the Forty Thieves of yore and its current incarnation, but the name persists. Details of the leadership and structure of the Forty Thieves are currently unknown.

The Commercium - Trade and Merchant Guilds have always existed but in the shadow of the apocalypse wrought by the power of the sword, the power of gold has become a far greater influence in the affairs of state. The Head Merchants have now centralized, controlling all trade. Caravans, tariffs, mines and marketplaces operate by the grace of the Commercium alone. Independent traders in outposts and remote villages still exist, but trading in towns is not without its problems or dangers.

The Boatmen of Styx - In the halcyon days of the Empire, the Emperor commanded his own guard. Apart from their regular duties of protection for the Emperor, they were trained as experts in infiltration and assassination. Many political and military opponents would meet with unexplainable misfortune or death in the rapture of night, ensuring the long-standing stability of the Empire. After the fall, without a master to serve, the guard disbanded into the chaos of the fallen empire. Once outside they found that even as the world lay in ruins, their peacekeeping services were in great demand. An Assassin's Order was established that later bore the proud name of the Regiment.