Dawnsbury Days

Lead a group of childhood friends through their first adventures in a turn-based tactical RPG played under the rules of PF2E, the second edition of a powerful OGL ruleset. Customize their builds, acquire loot and level up, and ultimately defeat the sinister enemies who threaten your hometown.

Dawnsbury Days is a rpg, turn-based tactics and strategy game developed and published by Dawnsbury Studios.
Released on March 08th 2024 is available in English only on Windows.

It has received 438 reviews of which 429 were positive and 9 were negative resulting in an impressive rating of 9.0 out of 10. 😍

The game is currently priced at 4.99€ on Steam.


The Steam community has classified Dawnsbury Days into these genres:

Media & Screenshots

Get an in-depth look at Dawnsbury Days through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 64bit
  • Processor: Inteli i5 2.9 GHz
  • Memory: 2 GB RAM
  • Graphics: GTX 970
  • DirectX: Version 9.0
  • Storage: 1500 MB available space
  • Additional Notes: Minimum resolution 1024x768

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Sept. 2024
Pros: - The Pathfinder 2e system translates really well to the medium of video games. The multiple actions per turn means that you can find a good round by round strategy while staying flexible, and the way feats work in PF2e allows for some really interesting builds and customization. - While the above can be attributed to the system, Dawnsbury Days itself goes the extra mile to implement the many, MANY choices available to players in Pathfinder 2e, giving you the full scope to customize your characters in any number of ways. - While the game isn't exceptionally difficult on the lower settings, it's still a decent challenge. Enemies are tough and hit hard, but they have clear strategies to defeat them (some more telegraphed than others), and the encounters that stepped away from pure combat managed to keep things interesting. - Finally, I have to commend the developers for putting in a custom encounter mode. It's a great tool to let players experiment with builds. Cons: - The writing. For the most part, the campaign's story isn't too bad. It's a straightforward save the town quest told over four chapters. There are a handful of choices that I didn't vibe with, but overall it doesn't overstay it's welcome and it doesn't try to do anything to out there. However, there is nothing more immersion breaking to me then when the characters in a game talk about game mechanics in-text. There are way too many instances where I found myself getting interested in the dialogue only for a character to have some pithy, MCU one-liner about their "Fortitude Save" or "2nd Level Spells Slots" and completely snap me out of it. - The voice-acting. I don't want to rag on this one too much. As someone who has done voice acting for a video game, I don't want to drag these actors through the mud because I know how hard this can be. That said, there were a lot of flat or disconnected deliveries during the campaign, especially from the main characters. I feel like a lot of that has to do with a lack of direction for the performances rather than a lack of talent, but I had to mention it. - The music. I hope you like the song they use for the encounters, because it's the only piece that the game uses for gameplay. Having the final boss' theme be the exact same as the first Kobolds you fight makes the whole thing feel anticlimactic. Please, if you plan on making updates to this game, find another track. - The token art. This is a small one because it's the art on the tokens isn't actually bad. The artists that did the character art did a good job. The problem is that the art direction is incongruous. It's especially bad when your enemies are done in a more classic, western RPG style while the main characters are all done in a more Anime style. It wasn't a huge deal, but it was distracting at times. In spite of my criticisms, I did have a good time with Dawnsbury Days. It's a simple, straightforward CRPG with a great system behind and a lot of heart. The presentation is rough, which is to be expected for an indie title like this, but if you can look past that, there is a really fun base here. Seriously, for $4.99, this is an easy pick-up in my book.
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Aug. 2024
The best implementation of the Pathfinder 2e rules in a video game. It's not the Remastered version, but it's still very good. And there are a lot of mods and frequent updates, adding new content to the game. All for $5?
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June 2024
Things I liked: + Pathfinder 2nd Edition is a magnificent system, and this is an exceptionally faithful adaptation of it; you could teach someone 80% of PF2e combat mechanics with Dawnsbury Days. To those who haven't played PF2e, it's hard to convey what an improvement it is on 1st Edition and D&D, thanks to the simple but flexible three-action economy, the carefully tuned encounter balancing, and the emphasis on teamwork. + There's a wide variety of encounters (e.g. basic kobold fight, wave defense, underwater combat). You rarely enter an encounter and feel like it's exactly the same as a previous one. And at higher difficulty levels, you have to tailor your tactics to the specific encounter, rather than using the same approach in every fight. + A wealth of classes and spells are available--far more than just those used by the default party. Things I didn't care for: - Loot is not tailored to custom parties. If you bring a monk, you'll need to buy your own +1 striking handwraps of mighty blows . EDIT: Patch 2.50 has improved this somewhat. - There are no dialogue choices or side quests, and the story is fairly basic, though the setting is cool. There are some lightweight character arcs, but the only really memorable dialogue is anything to do with the Dark Poets. - The music gets really repetitive after your first playthrough (but can be disabled). My recommendations: * Play the default characters for your first playthrough, since they're a balanced party that's well-served by the loot available. They're not particularly optimized, so start on Medium or Easy. * If you're coming from Pathfinder 1st Edition or either of its Owlcat games, don't be fooled by the smaller size of temporary bonuses and penalties. A +1 circumstance bonus in 2e is roughly equivalent to a +2 circumstance bonus in 1e.
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March 2024
The Quest for the Golden Candelabra is where I sent my players to learn 2e before their first actual session so they get a basic idea of how things work. I wouldn't ask a player to buy this just to learn the game, but it's a good purchase for someone who already likes the 2e system. The voice acting is spotty. Tok'dar and Annacoesta were outright cringeworthy in spots, Scarlet did really well, and Saffi was kind of unmemorable with no major negative or positive moments. The writing was relatively good - though people who like bad puns and rules jokes may like it more. Combats are very interestingly designed, usually with secondary (some would say primary) objectives that make them not simply 'reduce enemy HP to zero', which is actually better than some PF2e GMs perform. The game will work almost identically to 2e on the Hard difficulty minus the absence of all skill feats except Intimidating Glare, though it might feel easy for anyone with actual pf2e experience because you can perfectly control full party optimization, when a lot of real players often intentionally break optimization for roleplaying purposes. Insane difficulty is badly balanced because defenses are too high. Normally, the fighter is expected to crit, the other martials are expected to hit and casters are expected to cause successes on high saves and failures on low saves. In Insane, because the devs took the option of boosting defensives to ludicrous levels, the fighter is expected to hit, the other martials are expected to miss (on their first attack!), casters are expected to cause crit successes on high saves and successes on low saves. What this means is that if you went in with classes like the kineticist (minus wood, where Timber Sentinel performs really well), barbarian and ranger, your martials would miss their attacks nonstop, combat maneuvers would cause crit failures that get them killed, and your only damage source will be the caster. Speaking of which, there's something wrong with Magi that prevent them from taking spells like Needle Darts and Electric Arc, so taking a Magus in Insane means he misses nonstop period on his one attack a round. Because of their insane offensive checks as well, actions like Raise a Shield are worthless without shield block because they'd hit you anyway, so the most effective method is to use Fighters (and only Fighters since no other martial can hit effectively) and Casters only, where Casters deal with anything remotely dangerous with the Magic Missile that can't miss, which suddenly becomes one of the only usable non-half save spells in the game. Since defensives are weak, you're incentivised to use walls and other choke points that flat prevent something from even attacking, Grease through it, and then position a fighter near it to Reactive Strike someone tumbling through, or use hit-and-run strats to reduce the damage you can take to zero, while focusing fire one at a time since death is a CC that can't be survived with any defensive. Since buffs aren't very useful defensively for preventing the first hit, Heal is extremely important, and in particular, Heal scrolls are very useful both for combat and for non-combat secondary objectives. With that, unless you download mods, ironically the original party is one of the best options for dealing with Insane without mods since the Insane game is so heavily stilted against non-Fighter martials and non-halfsave spells. Insane would have been much better done if they stuck to the original level range/defense recommendations for the system, and instead added more mobs (or mobs with spellcasting abilities that result in interesting failure conditions rather than the boring 'you miss, they pass the save' shtick). Overall, unless you're specifically playing the game in the difficulty where it breaks, it functions well for the first game in the 2e system, and I'm hoping that with this more people are incentivized to make more games in this system. It's odd that of all the main TT systems being played nowadays PF2e is one of the easiest to turn into a game due to its ruleset, and it took this long for anyone to even attempt it.
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March 2024
>Start the game on Insane to get the achievements >Try to stay faithful and play the canonical party with slight changes >Start to struggle half-way through and decide that the constant reloading is a bit annoying >Download DawnniExpanded mod to get the bard (thanks ComradeDanni!) >Roll in with 3 fighters and 1 bard >Completely steamroll the entire game. Insane, more like INSANEly easy amirite >And this is even without any reach weapons A truly faithful adaptation On a more serious note, it's a fun little passion project / proof-of-concept. Helps scratch a certain kind of itch. The story is basic, but still cute, and voice acting has massively improved compared to the demo. I really hope this is but a sign of things to come in regards to PF2e and the CRPG genre. Thanks to the developers for making such an important first step.
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Last Updates

Steam data 16 November 2024 03:01
SteamSpy data 22 January 2025 04:20
Steam price 22 January 2025 20:50
Steam reviews 21 January 2025 10:01
Dawnsbury Days
9.0
429
9
Online players
3
Developer
Dawnsbury Studios
Publisher
Dawnsbury Studios
Release 08 Mar 2024
Platforms