$19.99Dread Delusion Flying lands over a broken world
Wander strange floating continents, talk or fight your way past danger, and let your choices change a cursed land.
Is Dread Delusion worth it?
Dread Delusion is worth it if…
- you like old RPGs that trust you to find your own way, with no quest markers
- you want a strange, story-rich world where choices genuinely change how things end
- you would rather talk, pick locks and brew potions than swing a sword
- you loved the weird, handcrafted feel of early 2000s fantasy RPGs
- you enjoy exploring for its own sake, filling in maps and chasing hidden secrets
Screenshots
A world broken loose from the ground
The surface seethes with an undead curse, so humanity clings to continents that float in the sky. You carve your own path across them: mushroom forests, undead mausoleums, curious towns full of people with their own troubles. Nobody hands you a quest marker. It sounds harsh, and the first hour or so takes adjusting, but once it clicks, finding your way somewhere feels earned. Towns are where you catch your breath: sleep through the night, trade, take quests, and hear what the locals know. The world is strange in a way that keeps pulling you around the next corner.
More than one way through every door
You level up not by fighting but by exploring: hidden items called Glimmers of Delusion are what make you stronger, so wandering is literally how you grow. And almost every obstacle has an alternative to a sword. Pick the lock, spot a hidden switch with your Lore skill, charm an NPC into opening a new path, or use Might to simply break the door down. The opening mission sets the tone: you raid a fortress, and how you get in depends on the character you built at the start. Add Smithing and Alchemy to upgrade your gear, turning a rusty blade into a Master Crafted Clockwork Sword, and a Truth Potion that reveals illusions, and the world opens up in ways that reward a keen mind over a heavy hand.
Dark fantasy for the patient explorer
If you come from Souls-like games for the mood rather than the difficulty, this has a lot of it: a grim, shattered world, interconnected dungeons, gear you upgrade by hand, and a somber atmosphere that sits over everything. What fills that slot instead is the dungeon crawling and the dread: descending into a mausoleum with scarce mana and potions you brewed yourself, wondering what a locked door is hiding. Death and checkpoints matter less than the tension of pushing deeper with limited resources. It is a slower, more contemplative take on that dark fantasy pull.
What should you know before playing?
How much combat is in it, really?
There is combat, and it works, but it is deliberately simple: one weapon swing, a step back, another swing, plus bows and spells. Fighting earns you money and crafting materials rather than experience, and many enemies can be avoided entirely. If you want deep, demanding combat, this is not that game. If you want combat as one tool among many, with charm, lockpicking and lore often just as useful, it fits well.
Do your choices actually matter?
Yes, and noticeably. Your decisions shape how the story unfolds, you can join or oppose factions pursuing their own goals, and major areas get epilogues showing the consequences of what you did there. The writing is widely considered the game's strongest part, and the choices are genuinely ambiguous rather than good-versus-evil, which makes them worth thinking about. One save slot means your choices stick, so they carry real weight.


























