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Lords of Ravage

w bibliotece

4/5

( 4 Recenzji )

4

4 Recenzji

polski, English i 10 innych
Oferta kończy się w dniu: 10/22/2025 18:00 EEST
Oferta kończy się za: d g m s
9.998.99
Najniższa cena z ostatnich 30 dni przed zniżką: 9.99
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Lords of Ravage
Opis
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 to mroczny taktyczny RPG w stylu dark fantasy z elementami roguelike.Poprowadź armię wyznawców jako jeden z Lords of Ravage. Graj w dowolny...
Gatunek:
Opinie użytkowników

4/5

( 4 Recenzji )

4

4 Recenzji

{{ review.content.title }}
Szczegóły produktu
2025, Synthetic Domain, ...
Wymagania systemowe
Windows 10, Intel Core I3 or AMD Ryzen 3, 6 GB RAM, NVidia GTX 1050 or Radeon RX 580, Version 11, 5...
Opis

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 to mroczny taktyczny RPG w stylu dark fantasy z elementami roguelike.

Poprowadź armię wyznawców jako jeden z Lords of Ravage. Graj w dowolny sposób, łącząc popleczników z różnych frakcji i niszcząc każde królestwo na swojej drodze. Zniszcz bohaterów, którzy odważą się stanąć ci na drodze w spektakularnej, turowej walce i podbijaj ziemie w poszukiwaniu artefaktu, który może zmienić losy świata. Spraw, aby twoi wrogowie zadrżeli: bądź ostatnim bossem, którego muszą pokonać!


Wybierz taktykę, aby zniewolić ziemię i pokonać swoich wrogów. Wzmacniaj swoje wpływy w królestwach, podważając ich władzę polityczną i gospodarczą. Przekup szlachtę i walcz z potężnymi bohaterami przy pomocy swoich niekończących się hord popleczników. Zrób wszystko, co w twojej mocy, aby osłabić swojego przeciwnika, zanim będzie musiał zmierzyć się z ostatecznym bossem: tobą.


Zdecyduj, jakiego rodzaju popleczników pragniesz przywołać: lojalnych wojowników Dark Alliance, czy najemników z najdalszych zakątków królestwa. Twoje wpływy i reputacja będą wystarczającym powodem, aby dołączyć dla niektórych, inni zostaną skuszeni blaskiem złota. Połącz wojowników z różnych frakcji, aby skonsolidować ich mocne i słabe strony. Ale twoja moc nie kończy się na tym: będziesz mieć do dyspozycji Rozkazy i artefakty. Użyj ich mądrze, a przechylą szalę na twoją korzyść.


Wybierz jednego z trzech Lordów i zanurz się w ich unikalnej kampanii z wyróżniającymi się cechami, mechanikami i frakcjami. Bezwzględny Lord Berold, cudowne dziecko zakazanej magii Zavris, czy demonica Otchłani Azneya. Odkryj ciemność, która tkwi w ich duszach i co sprawiło, że stali się Lords of Ravage. Ich sukces, a także cena, jaką świat za to zapłaci, zależy od Ciebie!


Walcz z różnorodnymi wrogami o unikalnych mechanikach. Klasyczna drużyna poszukiwaczy przygód, samotny przywoływacz, bractwo wojowników, ekspedycja wojskowa... każde z nich ma swoje mocne strony i podatne słabości, które determinują ich zachowanie w walce.


Aby zwiększyć swoją potęgę, musisz zapełnić skarbiec i zdobyć nowe magiczne moce. Niszcz i plądruj wrogie ziemie, a złoto zabierz dla siebie. Wykorzystaj te bogactwa, aby podnieść statystyki swoich wojowników lub zatrudnić ich więcej. Zgromadź swoją siłę, pochłaniając moc ze źródeł magicznych i odkrywaj tajemną wiedzę Zakonów, aby wspierać swoich wojowników w bitwie lub osłabiać wrogów klątwami.


Inne cechy:

  • Przemyślana i angażująca rozgrywka. Ukończ kampanie fabularne dla każdego z Lords of Ravage i uczestnicz w napiętych, turowych starciach, które będą trzymać Cię w napięciu aż do ostatniego ruchu. Przeprowadź armię popleczników, łącz wojowników z różnych frakcji i używaj potężnych Rozkazów, aby przechylić szalę bitwy na swoją korzyść.

  • Powtarzalność. W trakcie rozgrywki odblokujesz nowe ulepszenia i sługusów. Każde z nich otworzy świat taktycznych możliwości na polu bitwy. Spróbuj i przestudiuj je dokładnie, aby odkryć potężne i kreatywne podejścia do miażdżenia swoich wrogów!

  • Nieliniowe opowiadanie historii. Opowieść może się rozwijać na różne sposoby, wszystkie kształtowane przez twoje wybory. Zniszcz królestwa całkowicie lub manipuluj relacjami, aby siać chaos wśród sojuszu bohaterów.

  • Niesamowite Wizualizacje. Styl wizualny łączący tradycyjną sztukę pixel art z nowoczesną technologią. Ciesz się wysokiej jakości grafiką, oświetleniem i efektami VFX. Prawdziwa uczta dla oczu!

Wymagania systemowe
Minimalne wymagania systemowe:

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

Dlaczego warto kupować na GOG.COM?
BEZ DRM. Aktywacja ani połączenie internetowe nie są wymagane do gry.
Bezpieczeństwo zakupów i zadowolenie. Wsparcie 24/7 i pełen zwrot środków do 30 dni.
Szczegóły gry
Gatunek:
Działa na:
Windows (10, 11), Linux (Ubuntu 20.04, Ubuntu 22.04)
Premiera:
{{'2025-10-15T00:00:00+03:00' | date: 'longDate' : ' +0300 ' }}
Rozmiar pliku:
1.4 GB
Linki:

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Opinie użytkowników

Edited on: October 16, 2025

Posted on: October 16, 2025

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.


Czy to było pomocne?

Edited on: October 19, 2025

Posted on: October 19, 2025

Quality

Two important notes so you don't bounce off Lords of Ravage: 1. Menace. Every time you travel between nodes, menace will build up, buffing your enemies. If you end up wandering around the map or backtracking, it will build up very quickly, so set a course and stay focused instead of exploring...sometimes the random map will screw you and you'll end up with 80-100% menance anyway. Don't ragequit. if your run is going decently, this is still perfectly beatable. 2. Get stuck in: don't wait for your minions to start dying before sending your boss in. Your minions are meant to set the stage for your boss (by either buffing him, eliminating priority enemies or weakening them enough for the boss to sweep up), not wipe out the enemy forces themselves. You will run out of minions fast if you don't use your boss enough. If you go in knowing that, you'll find a tight, intuitive tactics game with a short but surprisingly good story. "Play as the villain" games don't always deliver on the premise, but Lords of Ravage nails the fantasy with three genuinely malevolent player characters who know exactly what they are. Or maybe two - if I have a criticism, it's that Azneya and her demons are just too damn nice, more reminiscent of post-retcon Warcraft orcs than demons. They're also too damn easy (upgrade your Ironclads ASAP and they'll see you right), making it a little baffling that she's the last unlockable character. Having completed all three campaigns on normal, I'm interested to see if the harder/custom modes will give Lords of Ravage real longevity, but at this price point, it's already earned its five stars and anything else is a bonus.


Czy to było pomocne?

Edited on: October 21, 2025

Posted on: October 21, 2025

Menance Meter And You: A Guide

At first I was going to ignore this product as a "baby dev's game" but after someone tried to review-bomb it in it's infancy, something that can spell death to indie game sales, I felt obliged to try it out and see if the {Menance Meter} was that much of a boogeyman. And the answer is... IT WAS NOT ! To those that want to try out this game, but might struggle to understand to understand the mechanics, like s o m e o n e . . . allow me to explain the gist of it. The entire gameplay loop of Lords of Ravage is centered around {{managing attrition}}, both in the form of the titular Menance Meter and the health bars of your army and hero. Instead of trying to make your menance level completely disappear you've the option to decide if you want to stall it's progression, or, accelerate it for potential rewards at the expense of your survivability later on. Yes, each point of menance that you gain buffs enemy damage and hp by 1% each. But since the power of your units also rises gradually, this means that this mechanic is actually the game's basic enemy progression system, not an extra layer of difficulty tackled on top of it. And you've got plenty of insurance types to get you on pair with the power curve, such as: >Universal skill trees shared by all individuals of the same class, on your army or recruited afterwards for the rest of the run; >Universal leveling up system that guarantees every unit bought, found or already in your army has the same level as everyone else; >Relics and edicts that can used during battle to buff or heal allied units, and, debuff or damage enemy units; >Hero unit who's entire purpose is tanking enemy damage in place of your army and end fights quicker BY GIVING THE PLAYER A SECOND TURN IN A ROW WHEN SUMMONED; >Upgradeable base that permanently boosts your commander and troops; >Events and main story quests that reduce the menance meter (by a lot, in case of the later); >post mortem currency in the form of [memory shards] that can be used to unlock new stuff to make your next run easier. {BONUS} [THE TURN BASED COMBAT]: Your objective in every fight is to win whilist taking the least damage as possible to preserve your soldiers in between fights. always, ALWAYS keep that in mind when tackling how you want to approach it and deciding who you want to take out first, as it is not that black and white which enemies you can endure and which need to die as soon as possible. And also "ThE enEMy hAS HeaLinG" my brother in christ you have damage-over-time, heavy hitters, decent action economy, combat spells and bonus items to deal with it. Use your brain and use your tools, flinthead!


Czy to było pomocne?

Posted on: October 17, 2025

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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