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Malevolence: The Sword of Ahkranox is a procedurally generated, turn-based first person roguelike set in an infinite world with infinite environments, items, weapons, spells, potions, cities, NPCs, quests and even dialogue. It's being made out of Australia, but involves a team of people from all over the world.

We keep a regularly updated development blog on BlogSpot, as well as maintain an official Facebook Fan Page and Twitter Feed, which I heartily encourage you to join if you're on those networks, as we keep them regularly updated with info about the game!

Here is some of what people have had to say about the title so far:

"A 3D roguelike? Shut up and take my money!"
"Best game i have EVER seen on this site"
"Freaking gorgeous! Best-looking roguelike ever."

"Just divorced skyrim.. Marry Me!!!"

"You guys are a constant inspiration to indie devs everywhere"

"I have never been so impressed. This is AMAZING work"
"This engine just blows my mind"
"With every article you guys post I want to play Malevolence more and more"
"When can I start giving you money? Please, take my money!!!"
"A system shock 1 like interface and an elder scrolls feel... I love it!"
"Dont ever stop! This game looks absolutely beautiful in all three of my main ways: Depth, Detail and Beauty!"
"Wow, this game looks like it has definite promise!"
"How did i not find out about this sooner?"
"This game looks awesome! Brings back so many memories."
"I hate rpgs, but this looks AMAZING"
"Infinite items, infinite world, infinite quests. Guys, I think I'm in love!"
"I think I may have just done a little love wee. "

Anyway, I hope you like it! And remember to please join the social networks to follow our development!

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Sunset in Lsnu-Gody's Keep Town Generation The desert...
Blog RSS Feed Post news Report abuse Latest News: Christmas Update

0 comments by CumQuaT on Dec 19th, 2013

Hi all! We're back and almost ready to push out the Christmas update, which will - among other things - introduce the new Shaderless gameplay mode!

Not everyone has the most up-to-date PC and Malevolence is a pretty power-hungry game, so for those who have trouble getting the game to run at nominal speed, the shaderless mode will make the game FLY. Seriously, we've had it running on a Celeron laptop with onboard video at nearly 50fps.

It's not as visually pretty to run the game in this mode, as obviously many video concessions had to be made, but in our eyes it still looks pretty good considering it's an extremely low detail mode:

Countrysides have probably suffered the most, since they are - by far - the most graphically draining part of the game's engine, but still, it gives the game quite a nice retro feel to play in it, and many of our test team (who have quite powerful computers) have been opting to play in this mode by choice since it makes the game feel much more old-school to them, and more nostalgic:

It's quite a far cry from what the game looks like normally!

In addition to this, we were lucky enough (thanks to your generous votes) to be nominated for Indie Game of the Year this year! Now it's coming to the end of the final voting on the nominees and we'd love to get your support once more. If you can please click the vote button up above once more and give us your support once again, that would be great! And don't forget to share the link everywhere, as I think there's only about a day to go!

Anyway, we're pushing this update out within the next 48 hours, so we hope you enjoy it! Once it goes out, our team is having a short break over Christmas and then we'll be getting to work on finishing the procedural quest system ready for release!

Merry Christmas, lads and ladies! I hope you have a wonderful end of year. Don't drink too many bottles of Blatherbeard's Brew!

Media RSS Feed Latest Video
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Launcher Update - 11-Feb-2013

Launcher Update - 11-Feb-2013

Feb 11, 2013 Patch 1 comment

This is an update to the Malevolence Launcher to allow for manual selection of offline mode play.

Malevolence Beta (with demo!)

Malevolence Beta (with demo!)

Feb 3, 2013 Demo 23 comments

This is the full beta build of the game. Feel free to download and try out the demo mode! It's the full game, just without the ability to save :)

Post comment Comments  (300 - 310 of 378)
Alucard_Sn1p3r87 Jan 2 2012, 3:53pm says:

I've got some feedback regarding the outside world.

1. Theres no rocks. Minor complaint.
2. Will we encounter enemies outside?
3. Can we have weather like snow and rain? and fog?
4. Will they be a local map area? or a compass? to use Kinda like skyrim and obvlion in the sense that once i discovered an area but i dont whana go to it right now, it will show on my map as a found location. Also if we clear a dungeon, will it show as "cleared" anywhere.

5. Possible to get more divirstity with the outside? like swamps and mountain passes?

6. Possible to make the trees abit closer? it doesnt seem like a forest.

+2 votes     reply to comment
CumQuaT Creator
CumQuaT Jan 2 2012, 6:55pm replied:

Most of these questions are actually answered in the article. Don't just go on screenshots!

+2 votes   reply to comment
CumQuaT Creator
CumQuaT Jan 2 2012, 6:53pm replied:

Q. Theres no rocks. Minor complaint.
A. There's actually plenty of rocks. Check out the video. However, as stated in the article this is only a prototype to show it working. It's about 0.1% complete at the moment.

Q. Will we encounter enemies outside?
A. Quite often!

Q. Can we have weather like snow and rain? and fog?
A. Yep. Once again, check out the video. I describe it all in there.

Q. Will they be a local map area? or a compass?
A. Yep, just like in the dungeons, only you'll be able to also view a world map.

Q. Possible to get more divirstity with the outside? like swamps and mountain passes?
A. Once again, check out the video. It's only in very early stages. This is a development blog. We're showing you the game AS it's being made. This isn't a finished product.

Q. Possible to make the trees abit closer? it doesnt seem like a forest.
A. Same as last response.

+2 votes   reply to comment
Merlkir Jan 1 2012, 3:58pm says:

I like the sound of procedurally generated landscape. What do you plan to do with races/cultures/monsters? I wonder what level of procedural "randomness" could be achieved here - I know you have writers writing specific stuff, but it seems oddly out of place in a procedurally generated game. I would've expected something like Dwarf Fortress where all the cultures living in the world have generated unique histories. I suppose it's not necessary for a game like this - where simply enemies are needed to kill and loot to be collected.
Eh, not being very clear in this questioning, am I? Basically I'm asking how much generated the creatures and NPCs will be.

Simple moddability might be a good addition to the game, where people would add assets for creature/culture types. Of course that would go against any canon your writers might establish, so I guess that's not planned.

+2 votes     reply to comment
CumQuaT Creator
CumQuaT Jan 1 2012, 10:56pm replied:

Actually, you can kind of think of Malevolence as an infinite version of Dwarf Fortress, but with an Oblivion-esque graphical engine. It works pretty much the same way.

+2 votes   reply to comment
Rhyl3yMaster Jan 2 2012, 3:15pm replied:

WOW! that would be awesome! Dwarf Fortress with Oblivion... never really thought of this that way!

+3 votes     reply to comment
CumQuaT Creator
CumQuaT Jan 2 2012, 6:50pm replied:

Only we go one better... Imagine an INFINITE version of Dwarf Fortress...

+2 votes   reply to comment
ETDamien Dec 15 2011, 4:16pm says:

Amazing game you're working on here, can't wait to play it.

+3 votes     reply to comment
CumQuaT Creator
CumQuaT Dec 15 2011, 7:00pm replied:

Thanks dude! We're very proud of it! Please vote for us in the Indie of the Year Awards!

+2 votes   reply to comment
Alucard_Sn1p3r87 Dec 13 2011, 11:07pm says:

What kind of elemental spells will they be? Fire, earth? Wil they be dark and light spells also?

+2 votes     reply to comment
CumQuaT Creator
CumQuaT Dec 14 2011, 12:14am replied:

The spell system is actually procedurally generated, so you can craft any type of spell you wish! But as for the spell crafting elements, there will be all the standard fire, ice, etc, as well as dark and light abilities like you said, plus quite a number of others :D

+2 votes   reply to comment
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Malevolence: The Sword of Ahkranox
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Released Jan 30, 2013
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Highest Rated (4 agree) 8/10

Malevolence beta is turning into an amazing project with epic goals! I have never heard of limitless locations in a procedurally generated world, but they did it! All the Role Playing elements are here and the exploration is a huge part of the game. The current beta still has a lot of work to be done as the shaders and lighting still need to be optimized, but the developers have really put themselves in a new level of game design due to the massive amounts of assets, weapons, characters and locations…

Feb 15 2013, 1:57pm by booman

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Single Player

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