Drova - Forsaken Kin on Steam - User reviews, Price & Information

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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 6,201 reviews of which 5,919 were positive and 282 were negative resulting in an impressive rating of 9.2 out of 10. šŸ˜

The game is currently priced at 24.99€ on Steam.


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

Media & Screenshots

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System 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

User reviews & Ratings

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

April 2025
A lot of things to like about this game, but a few annoying ticks as well. The Good: - Very solid RPG. Dialogue is genuinely interesting, entertaining, and well-written. I was immersed the whole way through Chapter 1. - Feels like Oblivion meets Hyperlight Drifter meets Dark Souls. - Zero bugs and glitches. The game is seamless. - There is replayability. The first map comes with two major factions, and joining one locks you out of the other. Likewise, there's no way you can cover all the weapon builds in just one playthrough. - Mobs/bosses/etc are genuinely hard. I died 6x to the Bear boss alone. Felt like a kid playing Dark Souls again. - Music is really solid. - Aesthetic is fantastic. The Great: - You can beat up/attack most NPCs and loot them for their stuff. It's a very viable way to get gear, but they're tough as nails. You genuinely have to consider how to talk to people because 9/10ths of the NPCs in this game are built different. If you are rude to someone in a conversation, they might just beat your a** for it and take all your stuff. The Funny: - I slept in a gladiator's bed, so they woke me up, knocked me unconscious, stole all my money, and 9hrs later, I returned, kicked the sh** out of them and stole their hat. The Not-so Great: - Difficulty, at times, comes from the mobs and bosses simply not knowing when to stop. - Unlike you, they have no stamina/focus bar. - So if you fight a guy in the arena, he will spam special attacks over... and over... and over. - There is no actual ebb and flow to some fights. You just get railed on with magic/shouts/special stuns, and that's... that. You just sort of have to roll with it. The Annoying: - Some of the NPCs you can fight have power levels that don't make sense. - I was playing a new Hardcore playthrough and decided to beat up a kitchen wench because she denied me a quest reward. She hit me with iron daggers, at first, then got tired of that and changed to a high-level sling; which one shot me, totally breaking my immersion. - This lets down an otherwise great mechanic, because you are never really sure who you can start on and who you can't.... despite it being an integral gameplay feature. As far as a role-playing game goes, it is great. But you occasionally run into those awkward (?) moments that make you feel awkward and like your time isn't being respected. I feel like the developers should go back and tighten up a few screws on the NPCs. Non-fighters probably shouldn't hit like The Terminator. Edit: I saw that this review blew up. I should add: The Dev team for this game is beyond excellent. If you check out their Discord, you'll notice they're active with the community. Likewise, this game feels like one of those early PS1 titles that you grow up with. If you were to boot up this game, and it was one of your first ever games, you would get absolutely lost in it. I'm biased because I've played through 800+ titles in my life, which leads me to compare it to everything else (the shtick of old age). Despite my chagrin comments about some of the flaws with the game's combat system, I wholeheartedly recommend buying it and supporting this Dev team. They made something really magical here. It's a breath of fresh air -- I'm not sure how else to describe it.
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Dec. 2024
Not sure how a random indie team came along and successfully made a Gothic spiritual successor just like that. Compared to Gothic it’s more modern and not as tedious, and unexpectedly it’s a very polished game, I haven’t encountered a single bug personally. Drova is a top down 2D RPG focusing on exploration and challenging methodical combat, where experimentation is always rewarded. No encumbrance management, no bullshit survival elements, no map markers, no hand holding: Drova is a game that respects you. You can approach this game in any way you want: for example, after helping the first village, I fucked off and explored the whole map with subpar armor and weapons. At times I had to give up and move to a different zone, but little by little my character was becoming stronger, allowing me to go back and clean up zones in which I could not progress before. Overcoming an enemy that you are not ā€œsupposedā€ to beat is always satisfying, and if you explore around there are plenty of moments like that. The character power progression is one of the best aspects of the game. This is not one of those RPGs where you get an item that gives you 0.7% additional damage. When you get a new weapon you really feel like you got stronger. Same when you manage to unlock new talents/skills. You start the game being a weak ass nobody, and by the end you are a demigod mowing down enemies left and right. And this progression feels natural, which is not something easy to achieve. The lore is pretty interesting. As soon as you start the game, you immediately understand that the world of Drova is going to the shitter. The story is delivered in two layers: the first is directly via dialogues and interactions with characters, and this mostly deals with the current situation/events in Drova. The second is via exploration: as you explore, you discover little snippets about the past civilization that lived in the world of Drova, what they did and how this situation came to be. Overall it’s well-done, nothing earth shattering but quite pleasant and engaging. The combat is solid. For most of the game it’s very methodical, since enemies can kill you in few hits. You really need to learn the enemy patterns and exploit your surroundings to make some progress in the most difficult areas. There are no invincibility frames unless you dodge: this means that if you get surrounded and you are out of stamina, it’s basically over. So you really have to think about how you approach every fight. There is a plethora of items (traps, bombs, spells, etc.) to help you out, and I would advise you to use them as they can make quite a difference. And as I said before, there is no hand holding. No map markers, no fast travel, no level scaling, you go around and figure things out. The maps are literally maps, a piece of paper on which someone has drawn a map. If you think all of this might be tedious, think again: the game is very dense and it’s made to accommodate these design choices. The game is not perfect: stealing is a bit too easy, knocking out characters has no big repercussions, some puzzles are a bit weird… But these do not compromise the game too much, they are small blemishes (at least to me, your mileage may vary). If you like RPGs you might as well buy it.
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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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Steam data 08 April 2025 12:03
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Steam price 15 April 2025 04:49
Steam reviews 15 April 2025 00:06

If you'd like to dive deeper into the details about Drova - Forsaken Kin, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Drova - Forsaken Kin
  • SteamCharts - Analysis of Drova - Forsaken Kin concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Drova - Forsaken Kin compatibility
Drova - Forsaken Kin
9.2
5,919
282
Online players
923
Developer
Just2D
Publisher
Deck13
Release 15 Oct 2024
Platforms