$34.99Forsaken Realms: Vahrin's Call
A mercenary fantasy action-RPG set in the war-torn Vale of Vahrin, where insect-like khraiax swarm the streets and something worse stirs below. Build a classless fighter who mixes bows, axes, fireballs, potions and traps, then hunt bounties and dig into handcrafted maps full of secrets.
Screenshots
A mercenary build with no classes
There are no classes here, only tools. You put together armour, weapons, spells, potions and traps until the fighting style feels like yours. You loose an arrow, throw a fireball between shots, then close in swinging an axe. Skills improve with use and unlock perks, with stronger tiers opened by skill books tucked into the world. Alchemy lets you mix your own potions, name them and pick the colour. It rewards tinkering more than following one true path.
Bounties and odd jobs in a broken vale
Vahrin is in rough shape: the king is dead, armies have fallen, and rival mercenaries, bandits, beasts and khraiax infest the vale with bounties on their heads. You take contracts, clear threats and help survivors with their own small stories of grief, love and humour. One job has you tracking laughing gnomes for target practice, another drops you into a strange side story that may or may not matter later. It is honest mercenary work, done for coin while the city tries to hold together.
Handcrafted places worth poking through
The Vale moves from overgrown city streets to magical caverns and murky bogs, plus a snowbound temple and other winding maps that loop back on themselves. You check behind waterfalls, break down junk for crafting materials, and open chests for hidden treasures and lost mysteries. Exploration with secrets and side quests is a highlight. The look is stylized rather than realistic, with full English voice acting, and the tone keeps a dry, Fable-like sense of humour about being in it for the money.
What else should you know?
How does the story fit together?
Vahrin's Call is a complete tale on its own, with nine chapters plus a finale and an epilogue. It also sits inside a larger saga across nations and continents, where small local struggles feed a wider story of wars, courage and betrayal. The epilogue even opens a developer room with notes and extras, a small thank-you for sticking through to the end.
Can you adjust the difficulty?
Yes. There are easier settings including a Harmless mode for players who would rather explore, experiment with builds and follow the story than worry about dying to bosses. Normal stays forgiving by action-RPG standards, with room to kite enemies, use cheap shots and lean on potions, traps and ranged attacks.
What can you craft and customise?
A lot beyond swords and armour. You dismantle found junk for materials or sell it, upgrade gear through tiers, brew named potions with different effects, and set traps. Character creation has a large set of options, so your mercenary's look is yours before you ever pick a fighting style.
Are there puzzles as well as fighting?
Yes. Scattered through the world are puzzles, challenges and secrets alongside the combat and bounties. Some guard skill books or treasure, others just reward curiosity. Jumping sections can feel floaty and momentum-based, so expect the odd awkward hop on rocks and stairs.

















