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Dravora

2026 · Aveline Games

PC
  • Julkaisu 17.11.2026
  • Ei suomeksi
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Kuvaus englanniksi

A dark fantasy narrative roguelite about three lives on one hard road: a fallen mercenary, an oath-singer's apprentice, and the youngest of three fen brothers. No combat screens. Every choice is made in words, and every choice follows you down the road.

Tarina

The Road Doesn't Care If You Make It
Dravora is a narrative roguelite about three people on the roads of a politically fractured, early medieval continent. There are no combat screens, no stat sheets, no skill trees. Every interaction is a choice made in words — and every choice has consequences that follow you down the road.

Your companions are people, not party members. They joined because your road overlaps with theirs. They have their own values, their own limits, their own reasons for traveling. Push them past those limits and it costs you. Protect what they care about and they'll follow you into places they shouldn't.

Three Origins on One Road
The Broken Crown. At Vaerhold, a fallen mercenary takes a contract to walk a lady and her young apprentice east. The road runs through Tarvenor, Cennovar and the Bound Tides. Food, coin and supplies run down, and word on the road is that somebody is worth money to somebody.

The Burned Cord. Seren of Bryenvar is an oath-singer's apprentice, sent out to sing at the moots of the west. There she meets the Burned Cord: westerners who say the settlement that ended the old order was kept to the letter and broken in spirit. Caelen, a ford-keeper's son who says what nobody else will, walks the circuit with her. What she hears on the road, she will have to answer for at home.

The Small Refusal. Emrec is the youngest of three brothers in the fen village of Mirefen. His brothers have work for him, the kind that pays and isn't asked about. He has a girl from the landing he means to marry, and nothing to marry her on. A short, hard story about one family and a few days of choices.
Who You Are Is What You Choose
There is no character creation screen. No alignment wheel. No morality meter.

Your character's identity emerges from what you do when the choices are hard and the answers aren't clear. Feed the starving refugees or save the food for your own people. Tell your party the truth about how bad things are or lie to keep morale alive. Face the bandits or find another way around.

Every decision quietly reveals who you were all along — and the world responds to who it sees. Your companions notice. The people you meet notice. By the end, you'll notice too.

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