Manor of the Damned is a retro inspired action RPG that invokes the memories from the great console games of times past. The game has a deep storyline, intense action, puzzle solving and exploration. You play a destitute wandering vampyre who agrees to help rid a village of a raiding specpyre family. The game features multiple weapons, semi-destructible environments, retro inspired sound effects and graphics, an industrial music sound track, and vampyres that turn into spectres and feed on souls!

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Blog RSS Feed Report abuse Latest News: Manor of the Damned Huge Update and Sale!

2 comments by Syn9 on Jun 1st, 2012

Hey everyone!

I'm very happy to say that the new version of Manor of the Damned is available. We've put a lot of work into this release and took a lot of your comments and requests into consideration. Here is a run down of the new features:

  • Added 3 new songs
  • Item name shown on weapon switch menu
  • Various bug fixes
  • English / Swedish language support
  • Unicode support
  • New title screen
  • Tab now skips the current music track playing
  • New game + mode
  • Fixed OSX and Linux config file location
  • Made boss 2 harder
  • Reworked boss 3 behavior
  • Many more secret rooms
  • New monster behaviors
  • Hotkey enabled weapon L/R hand settings

Also, Slushy_ just posted a really awesome preview video for Manor of the Damned! You can find it here:

All the people saying they want a copy in the comments and how awesome the game looks is incredibly inspiring for an indie developer. We are dropping the price by 40% so that the people who didn't get a free copy can pick it up at reduced price.

Thanks for your support!
The Hideout

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Post comment Comments  (0 - 10 of 114)
Sanmei Aug 3 2013, 10:24pm says:

Is it just me, or does Lylith move about twice as fast as she does in this video?

I can't dodge her at all and she's really hard to hit. It's enough to make me feel like there's an item I'm missing or something similar. Seriously, watching this guy easily step out of the way of her attacks while she inerringly nails me every time makes me feel like something's either horribly wrong or I'm not meant to be able to beat her yet.

+2 votes     reply to comment
Sanmei Aug 12 2013, 3:57am replied:

Turns out if your version is 1.0.5, the boss is faster than she's supposed to be and you'll need 1.0.6, which I got by e-mailing the dev.

+2 votes     reply to comment
Syn9 Creator
Syn9 Oct 19 2013, 7:43pm replied:

Thanks for the post Sanmei. Version 1.0.6 has been uploaded and should be showing up for everyone soon.

+2 votes   reply to comment
Lucifalle Oct 27 2013, 11:33am replied:

Is version 1.0.6 also available for the Mac? I'm just about to download the game but if there is a bug with version 1.0.5 then I guess I should wait.

+1 vote     reply to comment
Syn9 Creator
Syn9 Oct 29 2013, 7:15pm replied:

It will be very shortly. Possibly even tonight. I can PM you once the files have been approved by Desura.

+1 vote   reply to comment
ikovac May 31 2013, 6:07am says:

I can't decide where to place this, hopefully it's fine here.
In Skylar's (auto?)biography , you used "tomb" in place of "tome". Clunky dialogue (monologue?) at places - "his mind used to be used".

+2 votes     reply to comment
Syn9 Creator
Syn9 Jun 24 2013, 12:41am replied:

Good point ikovac. Thanks for the feedback.

+2 votes   reply to comment
johndrinkwater Nov 5 2012, 8:50am says:

Too many locked doors…

+2 votes     reply to comment
AzagTh0th Oct 30 2012, 5:46am says:

please vote for russian language in game!

+1 vote     reply to comment
Cyberworm Oct 21 2012, 6:26pm says:

Finished :D. Nice game, despite the second boss battle.

+2 votes     reply to comment
Syn9 Creator
Syn9 Oct 22 2012, 12:02am replied:


+1 vote   reply to comment
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Rijn the Specpyre in... Manor of the Damned!
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The Hideout
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Released Nov 5, 2011
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Super productive two week #gamedev jam: complete. Fueled by caffeine, alcohol, and @KannibalenRecs

Jan 12 2015, 2:59pm

"We need to put the dong back in" "That's only for fun mode" #gamedev #contextmatters

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May have taken all night and >700 lines of #cpp code, but #feelsgood when that scripting engine comes to life for the first time #gamedev

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Ah the pure euphoria of sustained creative flow. Makes up for all the time spent knee deep in nightmare implementation #gamedev #indiedev

Jan 10 2015, 8:29pm

That moment where in-game dynamic map mutation / animation is finally working with undo/redo editor support. #gamedev #indiedev #allnighters

Jan 4 2015, 9:13am

That moment where map editor logic is re-realized as in-game dynamic map mutation / animation. #gamedev #indiedev

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RT @TeaRascal: Congrats to all the games that were Greenlit today! Monsters & Monocles isn’t yet, so please keep those votes coming! http:/…

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Love collaborative #gamedev discussions that turn independent sparks into single coherent bonfires #indiedev

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@TheHideoutGames have previously used memcpy a lot (and ofc std containers) but in this case an in-place move/cull was elegant

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