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Lords of Ravage

in library

3.8/5

( 2 Reviews )

3.8

2 Reviews

English & 11 more
Offer ends on: 10/22/2025 18:00 EEST
Offer ends in: d h m s
9.998.99
Lowest price in the last 30 days before discount: 9.99
Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
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Lords of Ravage
Description
While unlikely, some players may experience crashes during gameplay. The developers have identified the cause and are currently working on a fix. Lords of Ravage is a dark fantasy tactical RPG with roguelike elements.Lead an army of followers as one of the Lords of Ravage. Play any way you like by c...
User reviews

3.8/5

( 2 Reviews )

3.8

2 Reviews

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Product details
2025, Synthetic Domain, ...
System requirements
Windows 10, Intel Core I3 or AMD Ryzen 3, 6 GB RAM, NVidia GTX 1050 or Radeon RX 580, Version 11, 5...
Description

While unlikely, some players may experience crashes during gameplay. The developers have identified the cause and are currently working on a fix.


Lords of Ravage is a dark fantasy tactical RPG with roguelike elements.

Lead an army of followers as one of the Lords of Ravage. Play any way you like by combining minions from different factions and raze every kingdom in your path. Destroy the heroes that dare stand in your way in spectacular turn-based combat and conquer lands in search of an artifact that can change the fate of the world. Make your enemies tremble: be the final boss they must face!


Choose your tactics to enslave the land and crush your enemies. Strengthen your influence throughout the kingdoms by undermining their political and economic power. Bribe the nobility and fight mighty heroes with your endless hordes of minions. Do everything in your power to weaken your opponent before they have to face their final boss: you.


Decide what kind of minions you wish to summon: loyal warriors of the Dark Alliance, or mercenaries from the farthest reaches of the kingdom. Your influence and reputation will be reason enough to join for some, others will be tempted by the glimmer of gold. Combine warriors from different factions to consolidate their strengths and weaknesses. But your power doesn’t end there: you will have Orders and artifacts at your disposal. Use them wisely, and they will turn the tide in your favor.


Choose any of the three Lords and dive into their unique campaign with standout features, mechanics, and factions. The merciless Lord Berold, prodigy of forbidden magic Zavris, or Abyss demoness Azneya. Discover the darkness that dwells in their souls and what set them on the path to becoming the Lords of Ravage. Their success, and the price the world will pay for it, is up to you!


Fight a variety of enemies with unique mechanics. A classic adventuring party, a lone summoner, a warrior brotherhood, a military expedition... each with their strengths and exploitable weaknesses that dictate their behavior in combat.


To build up your power, you must replenish your treasury and acquire new magic powers. Raze and pillage enemy lands, and take their gold for yourself. Use that wealth to upgrade your warriors’ stats, or hire more of them. Gather your might by absorbing power from sources of magic, and discover the secret knowledge of Orders to aid your warriors in battle or stagger your enemies with curses.


Other Features:

  • Thought-out and engaging gameplay. Complete story campaigns for each of the Lords of Ravage and participate in tense turn-based clashes that will keep you on the edge of your seat until the very last move. Take charge of a minion army, combine warriors from different factions, and use powerful Orders to sway the battle in your favor.

  • Replayability. Over the course of your playthrough you will unlock new upgrades and minions. Each will open up a world of tactical possibilities on the battlefield. Try and study them all closely to discover powerful and creative approaches to crush your enemies!

  • Non-Linear Storytelling. The story can unfold in a number of ways, all shaped by your choices. Destroy kingdoms entirely, or manipulate relationships to sow chaos within the alliance of heroes.

  • Amazing Visuals. A visual style combining traditional pixel art with modern technology. Enjoy high-quality artwork, lighting, and VFX. A true feast for the eyes!

System requirements
Minimum system requirements:

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: General Mature Content

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: General Mature Content

Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
Game details
Works on:
Windows (10, 11), Linux (Ubuntu 20.04, Ubuntu 22.04)
Release date:
{{'2025-10-15T00:00:00+03:00' | date: 'longDate' : ' +0300 ' }}
Size:
1.4 GB

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User reviews

Edited on: October 16, 2025

Posted on: October 16, 2025

idbeholdME

Verified owner

Games: 733 Reviews: 69

Run based rogue-like with a story

Firstly in general: The game starts with short a tutorial. Once that is done, the main game begins. There are 3 main hero characters you can pick from. However, only one is unlocked initially and the others need to be unlocked by progressing the story. Finish the story arc with character 1 to unlock character 2, and 2 to unlock 3. The hero you choose is one of the most important things. Not only does it dictate what units you're going to have access to, but every leader also has a couple specializations you can pick from. These are a key element of the playstyle in the upcoming run. As for the runs themselves. You get to manage multiple things. Namely units, mercenaries, gold, forbidden knowledge, building materials, edicts, artifacts, menace level, army level, upgrading your hero or healing. So quite a lot. Units - you have a starting set and have to get others through map encounters. Used in combat. Mercenaries - these cost gold and are more powerful than regular units. Over the run, you can unlock them for recruitment from a random pool. The cost of unlocking and recruitment goes up every single time you do it, so preserving units is important. Can also be gained from encounters. Gold - used for mercenaries and gained from combat encounters. Forbidden knowledge - used to upgrade mercenaries. Unlike regular units, they have small skill trees you can invest forbidden knowledge into. Building materials - used to build buildings in town. Each hero's faction can build several support structures which provide beneficial effects for the rest of the run. Edicts - spells used in combat. More on that later. Can be gained/upgraded from encounters. Artifacts - used over the course of combat. More on that later. Can be gained/upgraded from encounters. Menace level - every time you move on the world map, you get menace. The higher it is, the stronger the enemies are. Every point of menace increases enemy HP and damage by 1%. This will probably be the most offputting mechanic. Every node you visit adds a set amount of menace (dependent on the difficulty level) and even moving between already visited nodes will slowly ramp it up. So gaining a pretty significant amount of it over the course of the run is pretty much inevitable. There are ways to reduce it either through events or finishing a part of the map, which will cut the menace level by a % of its current total. This reduction again depends on the difficulty level. The rate of menace gain is probably the most significant change between the difficulty levels. On the harder ones, there is not really a way to keep it down, only slow its buildup. However, if one does not like this "Doom clock" mechanic, there is also a custom difficulty option where you can disable/reduce it. Army level - the power of your army. Basically a way to counter the menace level buildup. Every level increases the HP and damage of your units by 5%. Gained from encounters or winning combat encounters. Hero upgrades - your hero has their own damage/health, as they can also participate in combat. Can be increased, usually through encounters or some alternate methods like hero specialization. Healing - ways to heal either your hero or your units. No health is regained passively between combat encounters, but some map encounters can provide it. There are some other ways of healing in combat too, but those are pretty rare/specific unit limited. Simply put - health is also a resource. With the extra caveat that units and mercenaries can die, but if your hero dies, the run is over. So managing it is equally as important as any other resource. Map: There is a randomly generated map with nodes. These nodes are either one of the games many encounters, or combat encounters. More on combat later, but events usually offer a choice. The vast majority of them comes down to resource management. Usually a mix of gain/loss of some resources explained earlier. One exception is locations that give memory shards. These are used to unlock new mercenaries, edicts and artifacts between runs. You go through the map towards a primary objective. Full clearing seems to be desirable, but there is the menace level buildup of course. So eventually, skipping some nodes might be more optimal than full clears. The map is split into sections. Once you finish the primary combat encounter, the region is conquered. This reduces menace level by an amount (depends on the difficulty) and you move on to a new map. Rinse and repeat. Combat: Once combat encounters are started, first comes the deployment phase. Both you and the enemy deploy 3 units each to the positions of your own choosing. There are pre-defined spots, so you only pick the position. As many attacks can hit multiple enemies in various cases, proper positioning is important to minimize incoming and maximize outgoing damage. You can also protect backline units by putting another unit in front of them Then turn based combat starts. If you have artifacts, you can pick one to activate. All units have their own set of attacks and abilites they can use. Including many passive or conditional abilities, the optimal usage of might require comboing with other stuff. Extra emphasis is put onto these combos. Some units combo extremely well with each other. You can additionally combo these further with the right edicts and artifacts. This is limited by action points. Each unit has its's own AP gain per turn and max AP. Unused AP can carry over to the next turn, as long as not at the maximum already. Some abilities cost one AP, some more. Some are free, have a cooldown or a charge limit meaning they can only be used a limited number of times in combat. This all results in pretty varied potential strategies. Edicts are spells and have their own resource. By default, you get 2 points per turn to spend (there are ways to get more). They are usually pretty impactful and are key to killer combos. As the fight goes on, it "escalates" every couple of turns. When the escalation phase increases, both sides can deploy an extra unit to the battlefield and you can activate another artifact. Your units will die. They are a resource which needs to be constantly replenished. Every unit has its own death effect, which bolsters the other living units. There is also no healing after combat. All damage sticks and units remain at the health they ended combat with. Finally, you can deploy your hero into combat at any point. This causes all your units to withdraw and only your hero remains until the end of combat. So can be used to conserve health on units. The hero is very powerful, but any lost health on them is a big loss. This incentivizes softening up the enemy first with your units before sending the hero in. Doubly so, as the hero usually gains a permanent upgrade whenever they kill an enemy. So timely use of the hero is key. Not too soon so that they lose a ton of health, but not too late so that your units get excessively hurt or there are no enemies left for your hero to kill. The hero also "escalates" every 2 turns and receives a big bonus. The longer your hero is in combat the more of a power house they become. But also risk losing more and more valuable health. Conclusion: To sum it up - the game is all about resource management and tactical combat. If you are not a fan of those two, then it's probably not for you. If you are however, you get a quite nice game with a lot of tactical depth and challenge. Difficulty options make it so that the game is not only for the min-maxing master strategists. It's wrapped in a nice coat of paint, appealing art style, accompanied by good music. And you play as the "bad guys". Always a plus in my book. Did a couple runs so far and found the game quite enjoyable. Still only on the first hero, but looking forward to toying around with the other heroes and factions. Giving this an 8/10. Considering the asking price, if you liked the things described above, you can't go wrong.


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Posted on: October 17, 2025

Cowboyeehaw

Verified owner

Games: 60 Reviews: 2

Stupid design.

Thought this would be cool, like Final Fantasy or Heroes of Might and Magic....started out that way at least. The menace mechanic makes the game ridicously difficult. Enemies everywhere gain 1% dmg and hp with every point of menace. You gain menace everytime you move anywhere on the map! There's places that offer to reduce menace by 3-6 points but oh wait...it's going to add 3-6 points just to go there! So you completed a raid map! Do you get hp restored...NO...no hp restored between raids! Soldiers and hero have low hp? Ok cool...begin a new map with same hp you left previous map with and continue to fight enemies with full hp that deal tons more dmg than your guys thanks to menace constantly making all enemies on map stronger! Oh and don't forget that the enemies are the good guys so they have healers too! Would be a good game but the design is so stupid, I don't even want to try dealing with it.


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