ABOUT THIS GAME

ABOUT THIS GAME

You start as the leader of a small post-apocalyptic warband struggling to survive in Stone Creek Basin, one of the last habitable regions on Earth.

Put down roots, build a thriving community, and raise a House strong enough to protect its people. Become a refuge for others, or a power they cannot ignore.

Survival, settlement-building, trade, politics, intrigue, research, and war are only the tools. Use them to uncover what brought humanity to the brink of extinction and perhaps forge a future for the species.


You start as the leader of a small post-apocalyptic warband struggling to survive in Stone Creek Basin, one of the last habitable regions on Earth.

Put down roots, build a thriving community, and raise a House strong enough to protect its people. Become a refuge for others, or a power they cannot ignore.

Survival, settlement-building, trade, politics, intrigue, research, and war are only the tools. Use them to uncover what brought humanity to the brink of extinction and perhaps forge a future for the species.


KEY FEATURES

KEY FEATURES

I

POWER IS ONLY THE BEGINNING.

Building a powerful party is not the endgame. It is where the real game begins.

Grow from managing a small warband into leading a larger organization capable of operating across the region. As your power grows, so does the scale of the decisions you are able — and required — to make.

Building a powerful party is not the endgame. It is where the real game begins.

Grow from managing a small warband into leading a larger organization capable of operating across the region. As your power grows, so does the scale of the decisions you are able — and required — to make.

II

BUILD SOMETHING WORTH FIGHTING FOR.

Stop living on the road risking your life for others. Make somewhere yours.

Claim an abandoned shelter and transform it over time. Add living space, storage, cooking, crafting and medical facilities until a place built for survival becomes a functioning home for your community.

Stop living on the road risking your life for others. Make somewhere yours.

Claim an abandoned shelter and transform it over time. Add living space, storage, cooking, crafting and medical facilities until a place built for survival becomes a functioning home for your community.

III

ADAPT TO WHAT CAME AFTER THE END. THRIVE IN WHAT REPLACED IT.

In less than two centuries, Earth's climate has changed beyond recognition, with temperatures swinging by more than 60°C in a single day. In that remarkably short time, some plant and animal species have evolved at an astonishing pace, taking on strange, sometimes monstrous forms.

Humanity has not.Survival means learning to live in this new ecosystem. Endure extreme weather, hunger, and fatigue while gathering and hunting in a wilderness where hostile survivors are far from the only danger.

IV

MAKE THE LAND ANSWER TO YOUR HOUSE.

Power can be negotiated, inherited, protected — or taken.

Trade, form alliances, gain retainers and vassals, protect other communities or conquer those who oppose you. Build a network of relationships and authority capable of influencing politics, trade and war across the region.

Power can be negotiated, inherited, protected — or taken.

Trade, form alliances, gain retainers and vassals, protect other communities or conquer those who oppose you. Build a network of relationships and authority capable of influencing politics, trade and war across the region.

V

THE END OF ONE-STORY SOWS THE SEEDS OF THE NEXT

The world does not forget what happened when a battle or quest ends.

People remember victories, deaths, favors and grievances. What happens today can return later as a friendship, obligation, feud, opportunity or conflict.

The world does not forget what happened when a battle or quest ends.

People remember victories, deaths, favors and grievances. What happens today can return later as a friendship, obligation, feud, opportunity or conflict.

VI

NO MAGIC. JUST A WORLD WE NO LONGER UNDERSTAND.

The old science was not forgotten. Some of it simply stopped being reproducible.

Ancient records describe phenomena that modern survivors can no longer reproduce, while other events are dismissed as superstition or impossibility. Research and recovered knowledge can gradually reveal that the world has explanations humanity has simply lost the ability to understand.

The old science was not forgotten. Some of it simply stopped being reproducible.

Ancient records describe phenomena that modern survivors can no longer reproduce, while other events are dismissed as superstition or impossibility. Research and recovered knowledge can gradually reveal that the world has explanations humanity has simply lost the ability to understand.

04 / SCREENSHOTS

SCREENSHOTS

FIELD RECORD / 001

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 002

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 003

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 004

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 004

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 004

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 004

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 004

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 004

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 004

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 004

GAMEPLAY SCREENSHOT PLACEHOLDER

FIELD RECORD / 004

GAMEPLAY SCREENSHOT PLACEHOLDER

05 / FAQ

COMMON QUESTIONS

IS EVERY CAMPAIGN PLAYED IN THE SAME WORLD?

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DO HUNGER, THIRST AND SLEEP ACTUALLY MATTER?

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HOW PROCEDURAL IS DRAVENHORT?

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DOES DRAVENHORT HAVE A STORY?

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IS DRAVENHORT A SQUAD RPG OR A GRAND-STRATEGY GAME?

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IS THE EXPANSION MAP SHOWN IN THE TRAILER ACTUALLY REAL?

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WHAT MAKES CRAFTING, COOKING AND HUNTING DIFFERENT?

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HOW DEEP IS TACTICAL COMBAT?

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HOW DOES HEALTH WORK?

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CAN MEMBERS OF YOUR PARTY PERMANENTLY DIE?

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CAN YOU LOSE WHAT YOU BUILD?

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SO WHAT IS ALL OF THIS ACTUALLY ABOUT? IS THERE A PROTAGONIST?

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WHAT KIND OF WORLD IS DRAVENHORT SET IN?

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DOES THE WORLD CONTINUE TO EXIST WHEN MY PARTY IS NOT THERE?

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DO I HAVE TO CONQUER THE REGION?

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DO NPCS EXIST ONLY TO BE RECRUITED OR GIVEN QUESTS?

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HOW DOES TIME CHANGE THE CAMPAIGN?

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IS THERE AN ENDGAME — OR A WAY TO WIN?

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05 / FAQ

FAQ

COMMON QUESTIONS

COMMON QUESTIONS

IS EVERY CAMPAIGN PLAYED IN THE SAME WORLD?

+

DO HUNGER, THIRST AND SLEEP ACTUALLY MATTER?

+

HOW PROCEDURAL IS DRAVENHORT?

+

DOES DRAVENHORT HAVE A STORY?

+

IS DRAVENHORT A SQUAD RPG OR A GRAND-STRATEGY GAME?

+

IS THE EXPANSION MAP SHOWN IN THE TRAILER ACTUALLY REAL?

+

WHAT MAKES CRAFTING, COOKING AND HUNTING DIFFERENT?

+

HOW DEEP IS TACTICAL COMBAT?

+

HOW DOES HEALTH WORK?

+

CAN MEMBERS OF YOUR PARTY PERMANENTLY DIE?

+

CAN YOU LOSE WHAT YOU BUILD?

+

SO WHAT IS ALL OF THIS ACTUALLY ABOUT? IS THERE A PROTAGONIST?

+

WHAT KIND OF WORLD IS DRAVENHORT SET IN?

+

DOES THE WORLD CONTINUE TO EXIST WHEN MY PARTY IS NOT THERE?

+

DO I HAVE TO CONQUER THE REGION?

+

DO NPCS EXIST ONLY TO BE RECRUITED OR GIVEN QUESTS?

+

HOW DOES TIME CHANGE THE CAMPAIGN?

+

IS THERE AN ENDGAME — OR A WAY TO WIN?

+

THE CLAN AWAITS YOUR COMMAND

COMING SOON

Wishlist Dravenhort on Steam and be ready when the gates open.

WISHLIST ON STEAM

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