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.
An unofficial fan game · Turn-based tactical RPG
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.
Gameplay trailer
Recorded in the game. Music: "Dark Gothic Haunted Masquerade" by ISAo (OGA-BY 3.0).
What it is
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.
Features
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.
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.
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'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.
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.
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.

Combat
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.

Exploring Barovia
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.

Conversations
Barovians are wary, grieving and occasionally very funny. Conversations branch, remember what you've asked, and roll real checks.
Your party
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.
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.
High Elf Cleric · Light Domain · Acolyte
Radiant fire, healing hands and a faith that has never once been asked to bend. On the morning of her vows she was shown a valley where the sun hadn't risen in four hundred years, and told to carry the dawn there. She has never doubted a vision in her life.
Human Ranger · Hunter · Guide
A longbow, a loud laugh and no idea what a fork is for. The old trapper who raised her in the deep woods followed a wolf the size of a pony into a wall of fog and didn't come back. She's followed his trail blazes ever since, and they lead here.
High Elf Wizard · Diviner · Artisan
A spellbook, a skillet and an urgent need to be taken seriously. Nobody sat with him at the academy until he learned to throw fire. Then he heard of a great Wizard of Wines beyond the mists, a master of magic and the table both, and set out to become his apprentice.
Halfling Monk · Warrior of the Open Hand · Entertainer
Fast hands, faster feet and the last word in every argument. His old master, an elf who never spoke of where he came from, died last winter and left Wren one errand: a letter for a brother, in the valley where the sun doesn't rise.
Tiefling Warlock · Fiend Patron · Merchant
Eldritch fire, a cart of apricots and a contract he reads every night by candlelight. When the blight took his family's orchard he signed a devil's contract to save it. The devil has offered one way out: a signature from the lord of a land of mists. The apricots never rot now.
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.
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.
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 look and sound
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.
Modes and extras
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.
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.
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.
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.
Rebindable keys, text size and interface scale, graphics presets, fight speed, narration and depth blur. Rules words open their definitions wherever they appear.
The Tarokka reading, the treasure and the dice are fresh for each playthrough, and five endings wait at the end of the road.
Gallery
All taken in the game. Select one to see it full size.
FAQ
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.
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.
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.
No. Everything you need is in the game.
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.
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.
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.
No, it's single player. You control every member of the party.
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.
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.
It's made and tested on macOS with Apple silicon. A Windows build is planned. See Download for what you'll need.
In fights, yes, with a radial menu for actions. Keyboard and mouse is the recommended way to play, and every key can be rebound.
Nothing. It's free.
Gothic horror: vampires, werewolves, the undead, curses, violence, blood and death, and some dark themes. It's frightening more than gory.
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
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.
For Macs with Apple silicon.
Coming soonFor Windows 10 and 11, 64-bit.
Coming soon| macOS | A Mac with Apple silicon (M1 or later) |
|---|---|
| Windows | A 64-bit PC with a graphics card that supports Vulkan or Direct3D 12 |
| Storage | To be confirmed with the first build |
| Input | Keyboard and mouse; a controller works in fights |
| Screen | 1600 × 900 or larger recommended |
Requirements are provisional until the first build is published.