
Fans of the rpg genre will find plenty to enjoy in SKALD: Against the Black Priory.
89
Verdict
94%
Steam
83
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive on Steam (94% positive from 3.4K reviews)
Critically acclaimed (83/100 critic average)
Compelling narrative and story
Rich open world to explore
No significant drawbacks reported
Skald: Against the Black Priory is a classic, turn-based RPG. It's set in a dark and gritty fantasy universe: full of tragic heroes, violent deaths and eldritch, Lovecraftian horror. With a dark, immersive plot and inspired by legendary titles such as Ultima and the gold box series, this is my love letter to classic roleplaying. It is a tile and turn based roleplaying game where you lead a party of up to six characters on an epic and perilous quest.

Runs well on modern hardware.
Last updated 19d ago
Worth purchasing at full price. Its pixel art style dark cosmic horror rpg with a well executed atmosphere via visuals and soundtrack. The story treads a middle line between lovecraftian horror/world beyond our own and a hero driven journey replete with a small but well designed cast of characters and locations. It's a small tight game and can be full played through in 20ish hours but also has some replayability (though not a huge deal of it I think).
This is the definition of a niche game. Imitating graphics from the 80s and gameplay from early 90s, with modern quality-of-life improvements! I really enjoyed this one. It gave me 100% the feeling of playing a pen and paper rpg with a great GM, an interesting world to explore and simple mechanics that do not get in the way. I will set aside the graphics and soundtrack first, which I personally enjoyed. But they are definitely not for everyone. They might even be the first thing to drive potential players away. A more modern pixel-based aesthetic would be a better choice to attract a larger player-base, but it is clear that this was not the intention. The game leans towards a very specific demographic and nails it for those players. If you can tolerate the old-school look, you are in for an awesome party-based role playing adventure. You start off by creating your character from a very typical list of classes and its related stats. During your exploration you will meet or hire more members to your party, to a maximum of 6, which you can switch while resting. Since the resting mechanic was mentioned, I should highlight that the game follows a classic feed-your-party-to-fully-rest variant. I generally find this type of mechanics cumbersome and not interesting, but the abundance of food scattered around the world along with the plentiful recipes you can find, steal or buy, never actually constituted a problem. I generally was able to rest whenever I wanted, given that the location permitted it. I should note that almost all mechanics and dice rolls of the game can be tweaked using the difficulty archetypes or even completely be customised to your specific preferences, like food-free resting, always or slightly more successful dice checks or even the option to become invincible. This is amazing a very user friendly, and something that is almost never available. I really appreciated that, even though I did not really use it, except for removing the encumberment mechanic since that would lead me towards fighting my hoarding problem! As quickly mentioned earlier, the biggest plus of the game is the world building. It is very clear it has been created by a seasoned GM. From the descriptions of places and characters, to the dialogues and the map layout. I constantly could not wait to find out what the GM has hidden for me to uncover! The mix of Lovecraftian horror with medieval archetypes and locations was very interesting and really well done. Closing off with some minor drawbacks, I encountered some bugs that were not game-breaking but could be avoided with some more care since the game is so simple mechanically. A more serious issue, were the performance problems which I constantly had to put up with. More specifically, the framerate always dipped when I clicked to location for which path-planning had to run for more that some milliseconds. Also, crowded areas combined with environmental effects, cut the framerate almost in half. Nothing too serious, of course, since the game does not include any action that requires constant framerate. It is just bizarre that such simple concept could be programmatically solved. Finally, a small setback was a bit of the game at about 3/4 of my playthrough, which the game felt like it was dragging on, with boring dungeon crawling and cumbersome fights. So, after about 20-25 hours, I finished this awesome little gem. I can safely say that if the graphics do not immediately repel you, if you are into CRPGs, you will 110% enjoy this. If you are on the fence, give it a try. Even its full price is very fair, and a discount is just a steal. Great, great game, can't wait to play more from the team! An easy 8/10.
The core idea here is kind of cute, ultima/goldbox throw back. The Good: Dripping with beautiful old school revival pixel art rife with dithering. If you're not sick of lovecraft (yet) then you'll really appreciate the oppressively dark atmosphere. Some characters aren't entirely cardboard (which is nice) and characterization happens quickly through dialogue (although some choices don't really affect anything other than vibes.) I appreciate the full character customization at the beginning. I chose the normal difficulty and found the intended experience was adequately fun (once I remade my character with an un-gimped build; build choices are permanent and cannot be respec'd.) The game makes an interesting choice by forcing the player to choose who is the current active character in the world - this solves a lot of problems present in bigger games, but also introduces a core problem: You will be compelled to save-scum when a random world skill check arbitrarily lands on a character who is ill-spec'd to deal with it. The Bad: It tries to pull in several Larian touches and translate them to a strictly 2D view. This is a cool idea, but what Larian does with their player UX is very complex and already strained at the limit of current design patterns. I respect the developer's ambition here but I do not like some of the mechanical UX in the game. Clicking to attack (and subsequently kill) an enemy will place you in their space if they die - for some reason. You will constantly be "bumping" into objects that you cannot interact with. You will constantly be checking to see what is interactive and what isn't. You will constantly be fighting to see what spells you have, what they do, and then guessing which mouse-click is required to view spell and status effects - this problem stems from the way they implemented the window-on-window wiki style information diving. The music is just okay.
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