An unofficial fan game · Turn-based tactical RPG

Curse of Strahd

Barovia has no way out. Only through.

The whole Curse of Strahd campaign as a single-player tactical RPG on the 2024 D&D rules. Lead a party of four through a valley under a vampire's rule, from the misty road in to the gates of Castle Ravenloft.

Single player · Free · Unofficial fan game, not affiliated with Wizards of the Coast

Gameplay trailer

Step into the mists

Recorded in the game. Music: "Dark Gothic Haunted Masquerade" by ISAo (OGA-BY 3.0).

What it is

A gothic campaign, played the way the rules were written

The mists swallow the road behind you, and the land ahead belongs to Strahd von Zarovich. Curse of Strahd plays the classic gothic-horror campaign from start to finish. Walk Barovia's villages, haunted houses and mountain roads in a lit 3D world, talk your way through voiced conversations that roll real skill checks, and fight turn-based battles on a 5-foot grid wherever trouble finds you.

It's built on the 2024 rules and keeps to them closely. Every class, spell and feat does what its text says, and every number on screen can show you where it came from. If you've played Baldur's Gate 3, you'll feel at home. If you've played D&D at a table, you'll recognise every roll.

You control the whole party, in and out of combat. There's no auto-battle and no AI deciding for your friends: every swing, spell and silver-tongued lie is yours.

86
places across 19 regions of Barovia
6
voiced companions, four in the party at a time
12
classes and 69 subclasses, to level 11
443
spells, each doing everything its text says
125
monsters, and over 540 magic items to find
5
endings, and a Tarokka reading that changes every run

Features

What to expect

The party on the misty road at dusk

The whole campaign

From the road where the mists close in to Castle Ravenloft. After the opening chapters the valley opens up: take its regions in any order, with a level milestone in each, and draw more of Strahd's attention the more you defy him.

Hovering a foe shows the chance to hit and the damage

The 2024 rules, done properly

Twelve classes and 69 subclasses, 443 spells and 147 feats. Every spell and ability does all its text says, secondary effects included, and any number will show its working when you hover it.

Choosing four of the six companions for a new game

A party of your own

Six companions with their own voices, quests and opinions of you. Take four at a time and command every one of them, or make your own hero to stand in for one.

Madam Eva lays out the Tarokka cards

The cards decide

Madam Eva's Tarokka reading is drawn once per playthrough. It moves the treasures you'll need, the ally fated to stand with you, and the place your last battle will be fought.

Sneaking past guards whose sight is shown on the floor

A world that notices

Slip past sight cones or strike with Surprise. Pick pockets, but mind the watch. Townsfolk keep their hours, the weather rolls in, and choices made in one village are remembered in the next.

The Village of Barovia at night, lit windows and mist

Gothic, voiced, alive

Hand-drawn characters in a lit 3D world, a Narrator with a dry remark for every occasion, and thousands of voiced lines with Barovia's accents intact.

A Fireball bursts among a pack of foes

Combat

Every fight is a puzzle you can read

Fights start right where you stand, on the same grid you explore. No separate battle screen, no waiting for a transition: someone rolls Initiative and the board is yours.

  • Know the odds before you act. Hover a foe for your chance to hit and the damage, with Advantage and its reasons. Area spells show who they'll catch, each target's chance to fail the save, and warn you before you catch a friend.
  • The full 2024 toolkit. Weapon Mastery, Heroic Inspiration, Concentration, opportunity attacks, cover, death saves, summons, mounts, legendary and lair actions.
  • Use the ground. Climb to high ground, shove foes off ledges, fly out of reach, shoot down a chandelier, light the oil and burn the webs.
  • Your call, always. Every reaction asks first unless you set a rule for it. Undo a move that came to nothing. A save at the start of every round.
  • Spare or capture. Knock a foe out instead of killing it, and break a band's nerve until it surrenders.
  • Foes that think. The enemy AI weighs every move by the damage it expects, with nine behaviour profiles, and a vampire lord with a mind of his own.
  • A log that shows its working. Click any line to see the roll and every bonus behind it.
Rain over the walled town of Vallaki at dusk

Exploring Barovia

A valley you can get lost in

Villages and a walled town, a winery, ruined abbeys, haunted towers, mountain passes, and the castle above it all: 86 places across 19 regions, each with its own weather, music and mood.

  • Right-click anything. People, doors, chests and bodies all list what you can do with them. Locks to pick, traps a sharp eye might spot, and secrets that only a careful Search will find.
  • Sneak, plan, strike. See exactly who would spot you before you step, switch to turn-based exploring to set up an ambush, or split the party.
  • Day, night and the road. A travel map with road times and a clock. Travel after dark if you must; the roads get worse at night.
  • A living valley. Townsfolk keep schedules, shops keep hours, and seeded weather brings fog, rain and snow that lengthen journeys and hide foes.
  • Crime has consequences. Pick a pocket or rifle a private chest, and the town watch may have words.
  • Gold worth spending. Merchants whose prices follow their mood (haggle with Persuasion), temple services, inn rooms, and a party stash.
  • A journal that keeps up. Quests, a codex of the books you find, and a bestiary of what you've learned about each creature.
A conversation with a Performance check showing who rolls and their chance

Conversations

Talk your way in. Or out.

Barovians are wary, grieving and occasionally very funny. Conversations branch, remember what you've asked, and roll real checks.

  • See the odds first. Before you pick a Persuasion, Deception or Performance option, the game shows who will roll and their chance. Then the d20 tumbles on screen with the DC and every bonus.
  • Choose who speaks. Put your silver tongue forward for the Persuasion check and your scholar for the History.
  • Lies stick. A failed bluff can't be tried again, and sometimes it costs you.
  • Fully voiced. A Narrator in the tradition of Baldur's Gate 3, Barovians and the Vistani in Eastern European accents, outsiders in their own, and your party chiming in.
  • Storybook moments. Painted full-screen stills for the scenes the board can't show.

Your party

Six strangers, one valley

Each was drawn to Barovia by their own errand. Take four at a time, swap them outside a fight, and watch what they make of your choices: approval opens their best endings, camp talks and romances.

Sir Godrick Pendlebrook

Goliath Paladin · Oath of Devotion · Noble

A shield, a longsword and a smile that has talked him out of more trouble than his head has. He swore at an old knight's deathbed to carry his sword to an order of knights somewhere in a land of mists, and be knighted there. He has practised kneeling.

Or bring your own

Make a hero in a full appearance creator (body, height, head, hair, beard, skin, outfit, portrait and voice) and build them step by step: class, origin, ability scores and gear, with recommendations at every step and a check on what the party is missing.

Command everyone

Every companion and every story guest who joins the party takes your orders, in and out of a fight. The AI only runs your enemies.

Grow them your way

Level up with every 2024 choice, recommended picks if you want them, and a respec if you change your mind. A character sheet in the style of Baldur's Gate 3, and an inventory with a paper doll, weapon sets and quick slots.

The gates of Castle Ravenloft in a storm

The look and sound

Hand-drawn heroes in a candlelit world

Characters are 2D illustrations that walk and fight in eight directions. The world around them is 3D, lit like a diorama: think Octopath Traveler, pushed gothic.

  • Light that shapes the scene. Lanterns, hearths and spells cast soft shadows, and the characters catch the torchlight and the lightning.
  • Weather you can see. Rain wets the cobbles and pools in puddles, snow settles, and footprints follow you through the mud.
  • A real horizon. Castle Ravenloft on its crag, the mountains and Lake Zarovich past the edge of the map.
  • Spells with weight. 3D effects for every spell and ability, a freeze on heavy hits, a push-in on critical hits, slow motion on the last foe.
  • A soundtrack that follows you. Nearly 70 tracks for its places and moods, music that rises with the fight, footsteps by floor, and foes who scream, taunt and beg.

Modes and extras

Play it your way

Four difficulties

Story for the tale, Balanced for the table experience, Tactician for sharper foes, and Honour: one save, no reloads, and a wipe ends the run.

Skirmish and Character Lab

Build a party of up to four at any level from 1 to 20, pick foes from every stat block and a map, see how deadly it's rated, and fight. Save the setup, or place the monsters yourself in the encounter editor.

Achievements and run stats

Twenty-one achievements, from your first critical hit to every ending, and a tally of kills, crits, natural 1s and gold when the story ends.

Saves that look after you

Quicksave and quickload, five rotating autosaves, pictures and notes on every save, a jump-in save at the start of each chapter, and a "Previously in Barovia" recap when you return.

Settings that fit you

Rebindable keys, text size and interface scale, graphics presets, fight speed, narration and depth blur. Rules words open their definitions wherever they appear.

Every run different

The Tarokka reading, the treasure and the dice are fresh for each playthrough, and five endings wait at the end of the road.

FAQ

Questions, answered

What is this, exactly?

A single-player, turn-based tactical RPG that plays the whole Curse of Strahd campaign on the 2024 D&D rules. You lead a party of four through Barovia, explore it in a 3D world, talk to its people in voiced conversations, and fight turn-based battles on a 5-foot grid.

Is it official?

No. It's an unofficial, free fan game made by one fan. It isn't made, approved, endorsed or sponsored by Wizards of the Coast, and it has no connection to them. Curse of Strahd, Dungeons & Dragons and Ravenloft belong to Wizards of the Coast. If you want the real thing, the Curse of Strahd adventure book is published by Wizards of the Coast.

Do I need to know D&D to play?

No. The game shows your odds before every attack, spell and skill check, rules words open their definitions when you hover them, and character creation recommends a choice at every step. Story difficulty is there if you just want the tale. If you do know the rules, everything works the way you'd expect.

Do I need the books?

No. Everything you need is in the game.

Is it like Baldur's Gate 3?

In the ways that matter for play, yes: turn-based fights, control of the whole party, the same edition of the rules, a Narrator, approval and romance. It's a smaller production with a different look: illustrated 2D characters in a lit 3D world, seen from above.

I'm about to play Curse of Strahd at a table. Will this spoil it?

Yes. It follows the published campaign closely, so if you're a player in someone's game, wait until your campaign is over. If you're the DM, it's a fine way to see the valley come alive.

Can I make my own character?

Yes. One custom hero can take a companion's place, with a full appearance creator and step-by-step creation. In Skirmish and the Character Lab you can build any party you like, at any level from 1 to 20.

Is there multiplayer?

No, it's single player. You control every member of the party.

How replayable is it?

Very. The Tarokka reading reshuffles where the treasures are, who your ally is and where the last battle happens. There are five endings, four difficulties, six companions to mix and match, and Skirmish for fights on your own terms.

Can my heroes die?

Yes, for good, if the dice and your choices go badly. There are ways back from death for those who can pay. Honour mode keeps a single save, so every loss stands.

Which platforms does it run on?

It's made and tested on macOS with Apple silicon. A Windows build is planned. See Download for what you'll need.

Can I use a controller?

In fights, yes, with a radial menu for actions. Keyboard and mouse is the recommended way to play, and every key can be rebound.

How much does it cost?

Nothing. It's free.

What kind of content is in it?

Gothic horror: vampires, werewolves, the undead, curses, violence, blood and death, and some dark themes. It's frightening more than gory.

How was it made?

It's built in the Godot engine. The characters, portraits and much of the art were drawn with Google's Gemini image model and finished in Blender; the voices were made with ElevenLabs; the music and sound effects are recordings under free licences, credited below.

Download

Coming soon

The game isn't available to download yet. This is where it will be.

An unofficial fan game. Free, not for sale, and not made, approved, endorsed or sponsored by Wizards of the Coast, or affiliated with them in any way.

What you'll need

macOSA Mac with Apple silicon (M1 or later)
WindowsA 64-bit PC with a graphics card that supports Vulkan or Direct3D 12
StorageTo be confirmed with the first build
InputKeyboard and mouse; a controller works in fights
Screen1600 × 900 or larger recommended

Requirements are provisional until the first build is published.