Din, champion of the gods, has cursed you into a second life of service because you selfishly squandered your first one while causing misfortune to those around you. To redeem yourself, you must impress Din by building a reputation for helping others. Travel the spacious western plains of Aleria and save desperate towns from the brink of annihilation. Until you're redeemed, you're doomed to wander the earth alone for all eternity.

In Din's Curse, you will explore an extensive underground, slaying dangerous monsters, solving dynamic quests, dodging deadly traps, and in your spare time, plundering loot. Quell uprisings, flush out traitors, kill assassins, cure plagues, purge curses, end wars, and complete other dangerous quests or the danger WILL escalate. Not all is as it seems though, traitors will gladly stab you in the back, renegades can revolt against the town, spies can set up ambushes, and items might even curse or possess your friends.

Choose one of 141 class combinations and journey to an infinite number of dynamically generated towns with vastly different problems. Every game is a surprise! Your actions have real consequences in this dynamic, evolving world. Your choices actually matter!

Open the door to Din's Curse. Surprising adventures await!

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Blog RSS Feed Post news Report abuse Latest News: Din's Curse patch 1.029 released

0 comments by StevenPeeler on Jan 17th, 2014

We have released the 1.029 patch for Din's Curse. Since the last official patch, the patch improves networking, optimizes a bunch of things, fixes a few memory leaks, and fixes a bunch of other small issues.

Here's all of the changes for patch 1.025 through 1.029.

Drox Operative


  • now handle dropping fragments of connect, connect response, and first server data much better
  • now save fragments instead of dropping out of order fragments
  • increased receive and send udp buffers from default to 100,000
  • increased max fragment start offset from 16 to 24 bits
  • no longer send client data before getting first server data
  • now limit first few frames data rate from server a little less (5000 instead of 2000)
  • now should handle packets that end exactly on the fragments size boundary better
  • added n_printMessageNames for debugging network stuff
  • changed PROTOCOL_VERSION to 28


  • fixed an infinite loop in some projectile skill stuff (Arkblade)
  • optimized local networking stuff some (5-33% speed up in tests)
  • changed from critical sections to recursive mutexes on mac (10-20% speed up in tests)
  • fixed a memory leak in Database::createDatabaseEntry
  • fixed a memory leak (small, continual) in ClientData::updateEntitiesToDelete
  • fixed a memory leak (small, continual) in Item::build
  • fixed hunter killed dialog
  • added ui_eventTextAlpha so that event text can be made more translucent (only available from console)
  • added Greenlight button for Drox
  • updated Inno installer (will hopefully fix some minor Win7 annoyances)


  • fixed a bug with network floating point compression with negative numbers (this is one of those how does anything work bugs)
  • capped max sounds to 64 on Macs
  • changed bindTexture to not change anything if already bound to that texture (DC)
  • now save monster rarity better (Bluddy)
  • fixed strongest monster defeated not working well after level 10 or so (Robrob)
  • fixed a collision issue in town7 (spacehog)
  • now achievements tell you how far you have gotten (SaturnGirl/Bluddy)
  • boss, unique, and legend Scarabus will no longer use their suicide attack (SaturnGirl)
  • game will now save while paused, but only once per pause (Manumitted)
  • ported status effect MustHavePower stuff back from Drox (Bluddy)
  • water will now turn to ice if hit by cold damage (Bluddy)
  • monsters that can't move are no longer affected by morale (Valgor)
  • can no longer donate to dead npcs (Caal)
  • monster heal, self fear, and ego weapons with friends are now marked as cursed (Manumitted)
  • should no longer banish people that are dead or already banished (DeathKnight1728)
  • added Demon War demons to ego weapon modifier that deals extra damage to demons (Valgor)
  • changed mana magic modifier from "of Force" to "of Excess" to fix a name duplicate (Manumitted)
  • changed "of Illuminati" to "of the Illuminati" (Manumitted)
  • renamed unique plate mail shoulder from Frostbite to Frost to fix a duplicate name (Manumitted)
  • changed vitality magic modifier from "of Stamina" to "of Endurance" to fix a duplicate name (Manumitted)


  • achievements are now permanent, immediate, and tell you when you have achieved them (DemonWar)


  • fixed raider quest (DemonWar)
  • fixed leech spelling
  • fixed a problem where npcs weren't failing as many quests as they should when upset (Bluddy)
  • fixed Krall workers missing their type-specific enhancements (Bluddy) (DemonWar)
  • fixed scree not spawning correctly (Bluddy)
  • fixed a rounding error in World::getLevelFromMonsterLevel
  • added minMoneyBase and maxMoneyBase to systems.gdb (Bluddy)
  • fixed typos in both stash help topics
  • fixed a bunch of faction issues (desophos)
  • centered chat menu a little better
  • fixed a rare sound related crash
  • fixed game not handling new zone data from master server correctly
  • fixed a sound parsing error that can cause a crash
  • fixed a typo in manual
  • now always send auto attack target across network (should fix blinking selected entity UI) (Bluddy)
  • decreased NpcStartingMoneyDebtChance from 0.25 to 0.0625 (should have much less people starving)
  • decreased SemiHardcorePenalty from 5 to 4
  • dark elf ice storm now correctly marked as a spell (Bluddy)
  • fixed Ragnar alert skill notifying the correct faction (Bluddy)
  • removed old SkillLichAddFollowers stuff (Bluddy)
  • now clear enemies when monster is raised from the dead (Bluddy)
  • ported MinHealthPercent/MaxHealthPercent in skills from Drox (Bluddy)
  • decreased NpcDeathChance in starving quest from 0.5 to 0.35 (Bluddy)
  • increased hunger randomness (increased from 10% to 20%) (Bluddy)
  • fixed missing ClassMonsterRogue (Bluddy)
  • fixed spiced cider texture (Caal/Manumitted)
  • changed Vengence to Vengeance (Roswitha)
  • added SkillImbueIceBolt, SkillImbueIceBall, SkillImbueIceRing, SkillImbueFireBolt, SkillImbueFireBall, SkillImbueLightningBolt, SkillImbueChainLightningBolt, and SkillImbuePoisonBolt (Bluddy)
  • fixed an infinite loop when starting a new character after winning or losing a world (SamF7)
  • fixed petrified chat (Caal)
  • fixed a couple chat/item typos (Manumitted)
  • changed the Alt help topic to match the newer defaults
  • fixed Carnivorous Cave typo (Valgor)
  • hunter's trap mastery now gets 2 disarm trap/5 perception per level (Antigrav)
  • fixed a spacing issue in intelligence highlight text (timeh)
  • on shrunk group quest decreased chance from 0.9 to 0.8 (Haus)
Drox Operative

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Din's Curse 1.022 demo (Mac)

Din's Curse 1.022 demo (Mac)

Apr 4, 2011 Demo 0 comments

Din's Curse is a single player and co-op multiplayer action RPG with 141 class combinations, infinite number of dynamically generated towns, real consequences...

Din's Curse 1.022 demo (Windows)

Din's Curse 1.022 demo (Windows)

Apr 4, 2011 Demo 0 comments

Din's Curse is a single player and co-op multiplayer action RPG with 141 class combinations, infinite number of dynamically generated towns, real consequences...

Din's Curse Mod SDK

Din's Curse Mod SDK

May 7, 2010 SDK 0 comments

This is the Mod SDK for Din's Curse. It contains lots of documentation and some examples to help you modify Din's Curse to make your own cool things...

Din's Curse demo (Mac)

Din's Curse demo (Mac)

Apr 19, 2010 Demo 0 comments

Din's Curse is a single player and co-op multiplayer action RPG with 141 class combinations, infinite number of dynamically generated towns, real consequences...

Din's Curse demo (Windows)

Din's Curse demo (Windows)

Apr 19, 2010 Demo 0 comments

Din's Curse is a single player and co-op multiplayer action RPG with 141 class combinations, infinite number of dynamically generated towns, real consequences...

Post comment Comments  (10 - 20 of 28)
Dave_ftw Feb 29 2012 says:

This game looks interesting, but what it really need is an aesthetic (hopefully correct spelling).

+1 vote     reply to comment
thunderising Feb 24 2011 says:

hmm, so what do you need to make this game click?

1. better looking graphics
2. better lighting effects
3. co-op campaign to make it worth the money(which is quite a lot for an indie title)

0 votes     reply to comment
Blackop2 Jan 29 2012 replied:

The whole game is CO-OP. The graphics are decent. The lighting effects i agree on. Its certainly a slightly less polished Torchlight with MP.

+1 vote     reply to comment
acesim Jan 6 2011 says:

Game looks good but the 20$ price tag keeps me away as I am not sure if I would like this. Never played Diablo also. I am not saying 20$ is a lot, I fine it quite cheap.

+2 votes     reply to comment
fleabr Jan 1 2011 says:

To everyone that is playing the game and can write a review I recommend going to the Metacritic page of Din's Curse, a lot of people usually go there when deciding whether to buy a game or not, and unfortunatelly it doesn't have any user score since no one gave one yet.

PS: Link: Metacritic.com

+2 votes     reply to comment
FAtalonModdb Nov 25 2010 says:

Where can I download it?

+2 votes     reply to comment
StevenPeeler Creator
StevenPeeler Dec 15 2010 replied:

You can download the demo from Soldak.com

+2 votes   reply to comment
udm Jun 25 2010 says:

That is true, and I can't argue with that. I just thought it might have been some pranksters who gave it a 1 or something, and that would be unjustified.

+2 votes     reply to comment
deathknight1728 Jun 24 2010 says:

I know that heinosity holds some truth to some of the skills, (icemage and frost nova in particular). But each class has its strengths and weaknesses. And by now we all know that mage characters in rpgs usually trash almost everything. But....there are quite a few exceptions to this. You just have to find them. I tend to avoid mage characters altogether no matter what (largely favoring the rogue).

Anyway, I think Din's Curse deserves a somewhat high mark for it's uniqueness and replayability. The game world itself is fun to watch unfold and see what happens. If your one of those people that just plays a game because of it's looks-then your probably better off not playing Din's. But even then it's still worth a try to try out. And if anyone needs any info on what the game is like, feel free to ask.

+3 votes     reply to comment
udm Jun 24 2010 says:

The game definitely deserves a higher rating than it has. If any of you have given it a low cop, it'd be nice to come forth and explain why i.e. share your opinions.

+3 votes     reply to comment
Heinosity Jun 24 2010 replied:

Gave it a 7. Why? This game has serious potential, I really want to love it, the new ideas it brings to the table are absolutely brilliant, but the classes are seriously imbalanced. I would say around 60% of the skills are totally worthless, and some are so ridiculously overpowered they have been called "Win Game Buttons." The game also has quite a few bugs and annoyances that have all been pointed out on the forums, but they still remain. Look, I don't expect a perfect "diablo killer" from an indie developer, but this game actually could have been if more thought had been put into the classes. There is an expansion coming now, and I want to be excited, but I won't be until some of the bugs are fixed and skills rebalanced.

+3 votes     reply to comment
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Din's Curse
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Released 2010
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