Ghostlore

Ghostlore is an 'Eastpunk' Action-RPG where you fight supernatural monsters from Southeast-Asian folklore. Inspired by classic ARPGs such as Diablo 2 and Titan Quest, Ghostlore features detailed item and character customization systems, procedurally generated maps, and awesome 90's retro graphics.

Ghostlore is a loot, hack and slash and action rpg game developed by Andrew Teo and Adam Teo and published by AT-AT Games.
Released on May 17th 2023 is available only on Windows in 13 languages: English, French, Italian, German, Japanese, Korean, Simplified Chinese, Thai, Traditional Chinese, Vietnamese, Filipino, Indonesian and Malay.

It has received 631 reviews of which 510 were positive and 121 were negative resulting in a rating of 7.6 out of 10. 😊

The game is currently priced at 14.62€ on Steam and has a 25% discount.


The Steam community has classified Ghostlore into these genres:

Media & Screenshots

Get an in-depth look at Ghostlore 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 or later
  • Processor: Intel Core i3
  • Memory: 4 GB RAM
  • Storage: 500 MB available space

Reviews

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

Oct. 2024
Full Review: https://www.youtube.com/watch?v=btoYqoOI0yo&t=585s Ghostlore is an isometric ARPG with a unique Southeast Asian setting and pixel-art graphics. It draws inspiration from local folklore, featuring over 40 enemy types based on myths from the region, offering a fresh alternative to the more common Western ARPGs. The story is straightforward, you mostly get sent on different missions to hunt monsters or fetch items. Although you can get more depth through interactions with NPCs and additional lore in the journal. The gameplay offers diverse options, with six classes that each bring distinct abilities and playstyles, from the psychic Adept to the rogue-like Hashashin. Players can mix and match up to three classes once the hit level 30, enabling a wide range of build combinations. The game also includes trigger skills that automate actions like maintaining buffs, as well as a detailed glyph system that adds layers of customization and strategy. Ghostlore’s endgame includes two systems: the Institute of Paranormal Studies missions, similar to Path of Exile maps, and Hell Gates, akin to Diablo’s rifts. These provide plenty of replayability and challenging content. Players can continue to level beyond 50 with a system similar to Diablo’s paragon levels, offering incremental stat boosts. Visually, the game’s pixel art is really charming, though I wished it had a camera zoom option, since the game can become visually cluttered with all of the effects going on. The sound design lacks depth, with music often too quiet and sound effects that could be more impactful. Overall, Ghostlore is ideal for players seeking a unique and content-rich ARPG that runs well on low-end hardware. It supports up to 4-player split-screen, a rare feature in modern ARPGs. The game was already worth playing before, but with the recent content update which gave us legendary Items, I would consider it a must try for every Arpg fan. You can really feel the Passion in this Project!
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Sept. 2024
Strongly recommend. Very fun but somewhat buggy though the devs seem to be actively fixing and improving the game. General gameplay loop is good, abilities are cool, and the customization systems are awesome and very clever. The game kinda starts slow but as you get more skills and play around with the systems it quickly becomes an addictive power fantasy. I beat the story and it was fairly interesting. The ending had me wanting a bit more though. I look forward to trying the post game missions. There's various bugs; Most notably the aiming is very inconsistent, the characters just attack in random directions sometimes even when holding a direction, there is no reliable way to aim attacks, and you sometimes jitter at when near enemies. Sometimes I can't close the customization menu with the cancel button and have to press the menu button. In the final level on my second run, entering the door to the next area after the evil noble's spirit tells you whats going on it would just teleport me into the same room with the spirit and I could not progress to the next room. Going to the restaurant after going back to Seaport would always pop up the explanation of food. Its possible most of the bugs I encountered are only in co-op. Not bugs really but oddities; Whenever loading into the game we spawn in the first area, not Seaport which was confusing as I thought I lost my progress until I realized I had to port back to Seaport, it would be nice to load directly into Seaport instead. Wishes; I would love to see more ability combinations as that part is really cool but currently some classes have more combinations with others and this seems limiting in terms of viable class combinations. I would love for inventory sort to be map-able to a button or some kind of shortcut added rather than scrolling all the way to the bottom, also a button to jump between inventory and shop/storage panels rather than manually go to them would be nice. Maybe a pet shop. I look forward to seeing the future of this game, and DLC and other updates that may come after its finished.
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Sept. 2024
Incredibly fun game that reminds me of Titan Quest and Diablo smashed together. The ability to pull skills from 3 different classes, with particular skills synergizing to create unique skill combos, combined with the glyphs and various types of weapons and gear... the amount of customization means experimentation is SUPER fun and makes each run of the game feel very distinct and different. The main game goes by surprisingly quickly, but the end game feels like it's already fairly robust, and I can't wait to see where this game goes as development continues. It's also been really cool to see a game with a focus in an area of mythology and lore that doesn't normally get a lot of love in these genres. For anyone who likes creating interesting builds, smashing monsters with cool spells, and wearing cool hats, I strongly recommend checking this game out.
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Sept. 2024
Great Game! If you're a Diablo fan please check it out. Just need a little more content after endgame but other than that it's fun.
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March 2024
I'm not going to deny that this is a weird ARPG in many ways, but not bad. I do, after all, enjoy those that deviated from the original Diablo 2 formula more, such as Titan Quest or Grim Dawn. This is more akin to those titles- as it uses a triple mastery system of sorts, and decided to handle loot and skills a little different, and sprinkle in some other mechanics. There's a lot I could go in to, but I think skimming over more things shallowly would do this game more of a justice. For two people, you're looking at a pretty solid product that runs rather well. Mechanically, I do have some issues with clicking being a bit imprecise- some sprites are difficult to move around when you get as far as I have, where enemies are in groups numbering into the hundreds, as they "catch" your mouse for attacks rather than letting you move and position. Some are more annoying than others, which may be due to their shape, as it appears enemies have rectangular boxes for selection. And it's just selection, too, as Exorcism is a single target ability which can sometimes feel a bit too needy for cursor positioning. Expect that kind of clunkyness and jank, along with level generation abnormalities and such later on (you may not even ever hit this point), but an otherwise pleasant experience in regards to how the game plays. For gear, you're not really using the same rarity system as any other ARPG. The good news is, this one massively respects your time. So, there are the usual rarities- common, rare, legendary, etc, but they're moreso tiers in this game. They are the same base item, but as they go up in rarity, you have more modifiers. Modifiers which come from a pretty damn substantial pool. In the late game you could be showered by legendaries if running Institute missions, but even that doesn't matter too much, as even if you get a good rare you can use materials from normal play to turn it into a legendary, and materials from Hell Gate levels to re-roll modifier types or even their modifier range. And when you level, you can complete higher level zones to be able to increase item level at the smith. Quite literally, an item is as good as what you put into it. And it can be used however long you like. And good items, while requiring a LOT of Hell Ingots, feel REALLY good. For skills, balance is a bit... off. Even early on you can notice when skills of the same type outpace one another. This translates into the end game, as well. For example, out of the three base poison skill abilities, poison flask very, very quickly outpaces any other option. And then, it evolves into poison knives, and man did I fall in love with that ability. It's too bad that when I tried a second poison character, I tried the alternatives, and yeah... did not make it far before I deleted that character. Skills are not many, and can be very lopsided. But there are a lot of ways skills can interact- as it uses a grid/tile type system to modify your abilities with tiles that come from your mastery. Autocasting, reduced costs, charge counts, there's a lot that can be done there. With a little tuning for base numbers, it could be very good. Still, balance is not the game's strong point. The devs seem to want players to be powerful- and I would agree with them that strong skills generally don't need nerfed. Weak ones need buffed. There's also a lot of other random things put in to the game. Like food. You gather ingredients and can talk to a chef to gain permanent buffs, up to six, based upon what food you made. And glyphs, which as a tetris/tile system for juicing your character up with buffs. Highly variable, very fun to optimize. There's also three different exclusive buffs items can receive from an Awakening, Orang Bunion, and Tranquil Turmoil. This game just piles it on with how much you can load onto a character. And I have, and that's what I want to make clear- I love ARPG late games that are good, and this one made me go on and on to refine, build up, and enhance my character to an insane state. That may also be why I ended up in the top 50 for Hell Level progress. Running through procedurally generated levels and killing giant hordes in the thousands isn't anything that new- but I saw tangible progress all the time. This isn't Last Epoch with one in a billion drop rates. You will see yourself improve. As for negatives, there's obviously a handful. Enemy variety is pretty simple, and some are just recolors with different elements for attacks. Most of them walk and leap at you, and there's nothing spectacular here. Some enemies also scale really, REALLY hard. Case and point, Aswang. I hate these things. HATE. At Hell Level 13, they have 1,000%+ avoidance, and become one of the tankiest enemies due to that. I have high accuracy- and I'm still 400 short, if not more on levels that roll high elite enemy modifiers. Aswang also have a pull attack which does way, way too much damage. Even normal ones will almost one shot me, and they travel in packs. Some levels also just roll way, way too big. I've been trapped in some hospitals for almost 40 minutes, running through halls, just to find a dead end and have to run ten miles to find the one hall that leads in the correct direction. It's like the Minoan Labyrinth in Titan Quest, but randomized, and a hell of a lot bigger. Not fun. There's also weird behavior when you get as far as I have. When there's giant masses of enemies, sometimes my character will slide around. I can hold shift and fire arrows, and still slide around like I'm on ice. It's rare, and seems to only happen when levels spawn in massive, massive hordes, but it's also very difficult to deal with when enemies can two shot you. There's also weird level... re-generation? Alright, this phenomenon is weird, and also started much later in my runs, but if I ever saved and quit while doing Hell Levels at about layer 11 or higher, especially those after, the levels would re-make themselves. Regardless if I saved in the level or in town. I've spawned out of the map, warped back in (thankfully there seems to be an in-built failsafe for this), and seen all new areas, yet food spawns remain where they were in the first generation. I'm talking bananas coming out of the boardwalk floor kind of deal. It has also led to some wacky level gen, where some have been very hard to navigate, but never hard locked, thankfully. (I know the devs are quite active in responding discussion posts, so if you see this, I have screenshots. I'm also willing to provide my save file.) I do want to remind you that two dudes made this. It's fun, but flawed- and even if you're 50/50, a good sale will make it worth your time. It's a very unique setting, has a lot of soul, and was made for fun. I just hope they actually come back to it and improve it. Some balance patches, enemy expansions, a new mastery- it could be quite something.
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Last Updates

Steam data 21 November 2024 12:01
SteamSpy data 22 December 2024 09:05
Steam price 23 December 2024 20:23
Steam reviews 23 December 2024 23:52
Ghostlore
7.6
510
121
Online players
7
Developer
Andrew Teo, Adam Teo
Publisher
AT-AT Games
Release 17 May 2023
Platforms