Fact sheet
- Developer
- Agentas AS, Stavanger, Norway
- Publisher
- Agentas AS
- Release
- Early Access on Steam, planned for Q2 2027
- Free demo
- Steam Next Fest, October 19 to 26, 2026
- Platform
- Windows PC
- Genre
- Top-down action RPG
- Players
- Single player, with live online ladders
- Language
- English
- Engine
- Unity 6
- Price
- Not announced yet
- Steam
- store.steampowered.com/app/5117720
- Contact
- [email protected]
About the game
A top-down gothic action RPG set over one long night, in a parish that raised its own dead. The big enemies show where each blow will land, loot gets better the deeper you go, and every endgame map lays out a new road. On hardcore a death is permanent, and the live ladder remembers it.
A parish raised its own dead to fight a plague, and the dead stayed. You fight your way from a refugee camp to the cathedral where their master waits, pick up what they drop, and keep rebuilding your character until it can survive the next fight. It is hard on purpose.
Features
- Heavy hitters and bosses wind up before they strike, and the ground shows where the blow will land. Step out of it, roll through it, or take it on the Templar's shield.
- Two classes to start, the Templar and the Witch, each with three skill trees. Every skill takes a rune, and the good runes change what the skill does.
- Loot that rolls its affixes from where it dropped, crafting orbs that reroll and upgrade it, and the Dread Sigil, which can push an item past anything it could roll or ruin it.
- Beat the Dark Lord and he leaves a Dread Map behind. Each one lays out a stretch of parish road the player has never walked, built from pieces made by hand.
- Hardcore with permanent death, and live ladders that rank Self-Found and Account-Found characters on boards of their own.
Trailer
The gameplay trailer is on YouTube and on the Steam page, which also has the full set of store screenshots.
How it's made
Dreadmark is built by a human designer and an AI coding agent. The agent writes and tests the code, a bot plays every build, and the designer plays it and decides what stays. Much of the 2D art, the music, the voices and the sound effects were made with generative AI tools, then picked and edited by hand. The 3D models and animations come from licensed asset packs. The long version is on How we make it, and every step is written up in the devlog.
Screenshots
All from the current build, without the interface. Click a picture for the full file.






Logo and key art
The logo is a transparent PNG. Please keep it on a dark background.






Contact
Write to [email protected] for interviews, questions or access to the current build. News lands in the devlog and on Discord.
