Drova - Forsaken Kin

Drova is an Action-RPG that marries the dark grim tones of its genre with the mysticism of Celtic mythology. Encounter a society where ancient restless spirits and divided factions battle for dominance. Uncover forgotten abilities and unravel the secrets of a past shrouded in mystery.

Drova - Forsaken Kin is a rpg, exploration and action rpg game developed by Just2D and published by Deck13.
Released on October 15th 2024 is available on Windows, MacOS and Linux in 3 languages: English, German and French.

It has received 4,008 reviews of which 3,875 were positive and 133 were negative resulting in an impressive rating of 9.3 out of 10. šŸ˜

The game is currently priced at 19.99ā‚¬ on Steam and has a 20% discount.


The Steam community has classified Drova - Forsaken Kin into these genres:

Media & Screenshots

Get an in-depth look at Drova - Forsaken Kin 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 7/Windows 8/Windows 10
  • Processor: Dual Core Processor 2 Ghz
  • Memory: 2 GB RAM
  • Graphics: Integrated Graphics Card
  • DirectX: Version 9.0c
  • Storage: 4.03 GB available space
MacOS
  • OS: Mac OSX 10.10+
  • Processor: Dual Core Processor 2 Ghz
  • Memory: 2 GB RAM
  • Graphics: Integrated Graphics Card
  • Storage: 4.03 GB available space
Linux
  • OS: Ubuntu 12.04 LTS
  • Processor: Dual Core Processor 2 Ghz
  • Memory: 2 GB RAM
  • Graphics: Integrated Graphics Card
  • Storage: 4.03 GB available space

Reviews

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

Nov. 2024
Drova is an absolute gem of an RPG that gets so many things right, itā€™s hard to know where to start. To me, it's not only the best RPG of 2024, but actually the GOTY. First off; the worldā€”itā€™s alive. Every corner of Drova is meticulously crafted, and no pixel feels wasted. The exploration is easily the standout feature. Every step you take encourages you to push further, uncover more, and discover just how much this world has to offer. Itā€™s incredibly rewarding, and you never feel like youā€™re walking into an empty or pointless area. Puzzles are exactly how they should be, neither overwhelming in number nor out of place. Each puzzle feels intricately tied to the lore and quest type, with exploration-based hints that feel organic and rewarding. The story is very well written, weaving between the gameā€™s factions, which each feel unique and alive. You genuinely feel the differences in culture, philosophy, and goals between them. The combat is another high point. Itā€™s highly flexible and adapts to your choices, with different fighting styles that donā€™t feel tacked on or unnecessary. Each approach has its own unique mechanics, and they all genuinely feel like distinct ways to experience the gameā€™s battles. Progression is smooth and satisfying. You can really feel yourself growing stronger, whether through combat, exploration, or puzzle-solving. And the writing, along with the humor sprinkled throughout, adds a charming touch. Itā€™s clear that this game was made by people who genuinely love RPGs. That enthusiasm shines through in every little detail and action you take. If thereā€™s one small critique, itā€™s that NPCs occasionally donā€™t fully acknowledge some of the unconventional paths you might takeā€”like entering a location through an unexpected route or completing objectives in a non-linear way. Itā€™s a minor issue that doesnā€™t detract from the overall experience, but itā€™s worth noting.
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Nov. 2024
GOTY for me + gothic but this time with fluid combat and 2D pixelated graphics + interesting story/lore + challenging combat + good puzzle + rewarding exploration GOTHIC-LIKE should be a genre!
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Oct. 2024
2D Gothic For many in Germany this should already be enough to convince them to buy this. For the uninitiated, here are some things that I absolutely love about the game, which basically no modern game has gotten right since Gothic: Much like in Gothic you are a newcomer to a somewhat contained setting where a rough society with different factions has developed. You are not the chosen hero but an absolute nobody and need to impress people to make any progress. Many people will take advantage of you, trick you, extort you or just generally be mean to you. It's a tough place to be and you'll have to work your way up in it. The world feels immersive and believable because NPCs act like actual human beings. They follow realistic schedules with different activities during the day and the night. They get pissed if you intrude in their living spaces or draw a weapon in front of them. They react to things you have done with different dialog, sometimes even if it didn't involve them and they just heard about it. Even animals act realistically. Instead of just attacking you on sight, they make threatening noises trying to scare you off. You can even pet friendly animals and they have different personalities so you might have to go about it a little differently with some. Quest design is great because you never just go from from NPC to NPC. The tasks make sense in the context of the world and you can almost always solve them in a variety of ways. Someone may ask you to screw someone else over. You can do it, you can refuse, you can tell the other person about it, you might be able to find a completely different solution because you talked to the right person or found something with the right information. Some task may land you in hot water with someone else. You can fight them, you can talk them out of beating you up, bribe them and you can even just take the L and get beaten up. Yes, getting beaten up by someone you owe money for example to is not Game Over. You don't just die and have to load your save. You just get knocked down, they take the money you owe (and some extra for their trouble of course) and leave you to recover. Because that just makes sense. It's a rough society not a primitive one. A brawl due to a disagreement is one thing, but murder is a different story. All of these cool quest choices are tracked in a journal where the character writes down what happened. There are no quest markers telling you where to go, you'll need to ask NPCs for directions and check your journal. The map is not some mini map HUD overlay but an actual in-game item of a painted map which you need to acquire. The progression feels so rewarding and makes so much sense. As I said above you start out weak and slowly work your way up. You don't just level up and get stronger. You have to find people who can teach you certain skills. Some of them may be friendly and just teach you, some may only do it after you complete some task for them, some may ask for money, and some may only teach you if you are a member of their faction. Just like in Gothic, armor in particular is hard to come by. Whereas you can just buy weapons from merchants, armor is usually given out for major milestones like becoming a member of some faction and finally getting it feels like a great reward. There is a lot more to be said about all the things this game gets right, like the atmosphere with people sitting around campfires, environmental sounds, and music all being very reminiscent of Gothic. Enemies don't just respawn outside of major story progression respawns in new chapters (or so I've heard as I'm still in chapter 1) just like in Gothic which is great for balancing character progression. Even the overlay and sound effect when progressing to a new chapter are very similar. I may have mentioned Gothic a few too many times in this review. You may be wondering if Drova is just completely derivative of Gothic. To some extent it is as I described above, but that's a good thing. Lies of P is very derivative of Fromsoft games (in particular Bloodborne and Sekiro). Some people may think too much so, but that's why it's so good in my opinion. No other soulslike comes even close. Why change the formula so much that you lose the essence of what made you copy it in the first place? The same applies here, Drova copies the right things and adds enough new elements to be its own thing. You may also be wondering if Gothic is so good whether you should really be playing that? Well yes, you absolutely should, it's amazing. But it's also a somewhat janky 3D game from 2001 made by a now sadly defunct studio. So while you're here reading this, why not play this modern game first and support a young studio?
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Oct. 2024
This game is just wow.... It is absolutely incredible. This is everything I've wanted out of a single-player ARPG. I've played so many of them and none of them quite hit the mark. Either the gameplay loop feels weird, or it's frustratingly difficult, or it just doesn't grab my attention for a number of reasons. This game is quite the opposite of all of those. In just 3 days of it being out, I've put in nearly 28 hours, which is.... absurd. Let's get into why I love the game: The Gameplay This is something that is probably the most important piece for action-rpgs. Particularly because the word action is in the name of the genre. You want something that plays well, feels smooth, and is fulfilling for hours on end. Drova hits all of those and knocks them out of the park. Combat is defined by mainly two things: your weapons and your abilities. Your weapon determines the way you generate focus (which is your spender for abilities, more on that in a moment), attack speed, range, and overall combat flow. There are five types of weapon sets. You have the daggers, the spear and sling, the sword and shield, the bow, and the axe. You could also go with your fists, either full fists or leaving an off-hand empty for spear/sword, but I don't know the mechanics of that (I heard it's good). After that, you have abilities. Most weapons share the same abilities but some weapons, like bows, can have unique ones. These abilities range from dashing, inflicting dots like bleed/poison, kicking, buffing yourself, etc. From what I've seen, there are around 10 (?) basic ones and each weapon has unique ones associated with them that you get from talenting into the weapons, and they flow with the weapons incredibly well. What this whole mashup turns into is a fantastic set of builders and spenders. Your basic attacks build up your focus and you use that to either use heavy attacks on your weapons or use some of the abilities. At a later point of the game, you unlock magic abilities which use a lot of focus but are incredibly powerful and they really change the dynamic a lot. Combat feels buttery smooth, only issue is you can get stuck on terrain and then you're pretty much screwed. I've had that happen a lot and it made me glad I wasn't playing on Iron Mode. The rest of the game itself is incredible. You have the world, which you get into almost immediately and get a map of quickly, and it's basically your oyster. There are a few things that are locked out by story progression but overall you can go and explore whatever you like. What they did, which I love, is they implemented soft barriers such as strong enemies to advise you to come back later. Don't feel up for the challenge? Go somewhere else, get stronger, come back. But you do get incredibly rewarded for exploring. I decided to go down a cave that was way above my level, I fought tooth and nail to get through the difficult enemies and I discovered weapons that were FAR above the weapons that I was normally using. Not only that, but I discovered other items like talismans and side-quest items that really enhanced my experience and made me feel good about getting off the beaten path. This whole game is basically a reward of exploration and the side-quests encourage you to do so. The leveling system is also very interesting. It's incredibly simple but still gives you power to tailor your character to you. Basically, when you level up you get "learner points" which lets you to either spend them on flat attributes like Strength, Dexterity, or Mind, or you can spend in sets of 2, 3, or 4 to gain an ability either for a specific weapon or a generalized one like crafting. Almost everything gives you exp from killing enemies to completing individual objectives for quests. I personally like it and I think it's a great move to shift away the complex talent trees that many games like this try to do. ALSO, YOU CAN PET LIKE EVERY FRIENDLY ANIMAL IN THE GAME Story/Atmosphere This part is a bit tricky. I play on the English localization and have heard that the translation removes some of the grittiness that the original language places into the game. I think the atmosphere tries to be gritty but it falls a little flat. There are moments in the story where you can see there is some dark writing and it really makes you feel bad about what's going on, but I think the translation might be taking away from that a little too much. I don't think the localization is bad, I honestly wouldn't have known that it should've been different, but just understand that it might be more lighthearted than the devs intended if you don't play on their base language. Now for the writing itself. I think the writing is amazing. I'm a huge fan of worldbuilding. I love when games, or stories, put a lot of thought into the history of the world that the story takes place in. This game does exactly that. There are notes and letters littered throughout, as well as an entire quest chain designed to look for them, that tell a whole lot about the world this game takes place in. Not only that, but it's actually good. I can't really go into a lot of detail without spoiling but I do recommend reading the letters you find as well as the dialogue, they actually have a lot of interesting pieces and give a lot of clues as to very fun twists along the way. I won't talk about the main story too much but I think it's pretty good. The atmosphere and design of the world is incredible. The sound and color design gives you amazing tonal shifts as you move between areas and you can tell something is dangerous because of purely the sound alone. They do a very good job painting the picture of what vibe is supposed to be there purely from art and sound alone. What I didn't like I will admit, I'm probably in a bit of a honeymoon phase right now. There are only a few things that I didn't like. This game is almost perfect for the genre that it is, I'm actually shocked by how good it is. I expected it to be like most indie games where it's got a good core but rough around the edges but no, this is just amazing all around. There are a few things, though, and I'll listed them out for posterity's sake. - I did not like how your food buff got removed upon sleeping. (The devs have since fixed this, very quick on that) - There are many points in the game where you pick the type of armor you want. Armor is significant and all you get is a short description, leaving you to have to potentially save-scum to see what the options all are. Additionally, as far as I know you can't get the other armors after you pick so you're stuck with your choice. It wasn't so bad most of the game but there's a few significant armors that I had to think about really hard on what I picked because I was afraid to regret it. - Way later in the game when you've explored most of the map, traveling can be a hassal. Luckily they give you food and sleep buffs that grant movement speed but it's not enough. Even with shortcuts, rune magic, and buffs, I find myself annoyed having to travel from one side of the map to the other. It's not that bad but it can be annoying. - It doesn't seem like you can respec your talent points (I could be wrong, please correct me). I personally don't regret my picks but it basically locks you into a certain weapon type if you talent into it. Which sort of sucks because what if you find an amazing weapon during exploration and you want to try it but you're not talented into it. Happened to me, I just didn't use it. That's about it that I can think of. Honestly not too much and I think some of them are fixable. I highly, highly, highly recommend this game if you're a fan of similar games. I don't think you'll regret it. I tried to make this review concise, I hope it was helpful to anyone reading.
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Oct. 2024
tldr: Unexpectedly good indie execution of the Pyranha Bytes/Gothic formula. So why all the Gothic comparisons? - start out weak with the option to go anywhere and easily stumble into and get mauled by much stronger enemies - join factions to get better armor - leveling up doesn't do anything on its own, need to find trainers - one of the joinable factions is mining 'something' in order to do 'spoiler' - craftable permanent stat boost potions - rewarding exploration - quests that usually require you to be a bit clever and think about what someone is like, who might logically know something, where (or when) a thing might be, etc, fairly non-linear quest progression - a living world with animals that react to your presence, people and animals that sometimes fight each other, people with daily/nightly routines and activities, people reacting if you draw your weapon in their presence, npcs having ownership of items and places and reacting to you stealing or snooping around - crafting, mining, skinning, brewing and associated learnable skills, etc. You get the idea. Combat is pretty challenging though healing and other consumables are easy to obtain and craft so there's a decent margin for error. There's a stamina bar that's used for dodging, blocking, heavy and special attacks while basic light attacks are "free". Weapons have a basic light attack combo, a heavy attack and a special attack when using nothing in the off-hand + various active and passive abilities you can learn. One of the more interesting aspects of combat is that slings are off-hand weapons meaning they can be used in tandem with a main one-handed melee weapon. There is also a "poise" bar that, when drained, causes enemies to be stunned letting you get some free attacks. Slings are especially good at draining poise which makes them an interesting complement to melee weapons. Activated abilities can't be spammed because they require focus that can only be gained by hitting enemies and is lost if you get hit which raises the skill ceiling for doing well in combat. Visually the game looks great if you like pixel art. If you don't like pixel art it looks terrible. ĀÆ\_(惄)_/ĀÆ Drova was made by people who understood what they were going for and the kind of experience they were trying to emulate. Attention to detail is impressive and it really shows the game was made with care and not just by someone trying to complete a contractually obligated product.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates

Steam data 12 December 2024 00:42
SteamSpy data 17 December 2024 17:04
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 17:58
Drova - Forsaken Kin
9.3
3,875
133
Online players
915
Developer
Just2D
Publisher
Deck13
Release 15 Oct 2024
Platforms