The throne lies shattered. The oaths are broken. Only embers remain.
Three hundred years have passed since the Sundering broke the kingdom of Valdris into warring remnants. The great houses fell. The old magic curdled. Now, from the ashes, something stirs — and the roads grow dangerous once more.
DrakME is a single-player RPG rooted in exploration, consequence, and the kind of storytelling that doesn't let go. No chosen-one prophecy. No glowing quest markers. Just a world that remembers what you've done.
Positioning, timing, and preparation matter more than level. Every encounter can kill you — and should.
Factions move without you. Prices shift. Rumours spread. Miss an opportunity and it won't wait around.
No good or evil meter. Help a village and anger the lord who owns it. Every favour is someone else's grievance.
No lord, no banner. Sell your sword, keep your honour — or don't. Steel solves most arguments if you're good enough.
The old magic lives in root and rot. Healers, poisoners, and everything uncomfortable in between.
Words have weight here — contracts, oaths, and the inscriptions that bind old things. Knowledge is the sharpest weapon.
The spaces between. Shadows, silence, and a talent for being somewhere you shouldn't. Invaluable or insufferable.
Rain affects morale, rust, and visibility. We've been testing a storm system over the Drowned Marches that makes you genuinely dread the forecast.
Traders now remember your reputation across towns. Cheat one and word travels. The economy has teeth now.
Our lead writer shares the full timeline of the Sundering, including three details that contradict the in-game histories on purpose.
You told us the inventory was awful. You were right. Here's what we're changing and why it took us this long to admit it.