- Update Notes for August 18, 2026 - 18 August 2026
Fixed rendering issues on Steam Deck. Engine upgrade.
- Announcement of Dragon Ruins II: Aftermath - 12 August 2025
We're excited to announce Dragon Ruins II: Aftermath, a standalone expansion for Dragon Ruins II. Since it'll be a long time before a sequel enters production, we've decided to develop a standalone expansion for those who want more. KEY FEATURES Assemble a party of 4 adventurers from an expanded roster of classes Fight, loot, and explore your way through 15 new dungeons Enjoy two new weapon types (Greatswords and Spears) and a reworked upgrade system Shape your party into an unstoppable force with 20+ new skills Track down and hunt WANTED monsters for extra rewards Enjoy an expanded soundtrack with over an hour of new music on top of familiar tracks Wishlist now: https://store.steampowered.com/app/3819770/Dragon_Ruins_II_Aftermath/
- 2024 in Review and Future Plans - 9 April 2025
Hi everyone, 2024 was a transformative year for the studio, as we finally achieved relative stability and adequate resources to expand the scope of our projects and develop them at a healthy pace. Thank you for supporting us through this journey and the growing pains. I'd like to share my thoughts about our releases in 2024, as well as games the studio contributed to, and plans for 2025. Dragon Ruins As a long-time fan of David Allen's work (Mordor, Demise), I was surprised that no one created a successor to his games, so I decided to do it myself. Dragon Ruins started as a jam game to test the core gameplay and then reworked into an enhanced commercial version to test the waters. It became a hit for us and showed we weren't alone in wanting another game like this. We released a follow-up in January 2025, which also sold very well. https://store.steampowered.com/app/2929540/Dragon_Ruins…
- Announcement of Dragon Ruins II, our new game! - 21 November 2024
We're excited to announce Dragon Ruins II, our new project. Due to the positive feedback and demand for a deeper game, we've decided to make a new game and apply a few ideas we've wanted to execute for quite some time. KEY FEATURES Take on various quests, from clearing the basements to facing ancient dragons Grow stronger through automatic battles with new twists Find new equipment and balance between power and speed Unlock new passive skills to get an edge over enemies Use Synergy attacks to get out of dire situations Revisit completed quests to see new stories unfold Wishlist now: https://store.steampowered.com/app/3293490/Dragon_Ruins_II/
- Announcement of Demon Lord Reincarnation Gaiden, our new game! - 28 January 2024
We're excited to announce Demon Lord Reincarnation Gaiden, our new game. Originally, this scenario was planned for a sequel, but it took off in its own direction and became an Ultima-style game with a new story. However, the initial draft was too good to abandon, so we turned it into a standalone expansion, similar to how Wizardry II was to the original Wizardry. KEY FEATURES Enjoy a new scenario with new character classes and improved game systems Survive through brutal turn-based battles, where poor judgment can result in the permanent loss of a party member Unlock new skills in the heat of the battle, from devastating attacks to underhanded moves Inventory system with a variety of consumable items to buff, improve and customize your characters, including the ability to cheat death Come up with new party builds using new character classes and skills Find safe spots to regain your heal…
- Ringlorn Saga Postmortem is Up - 16 November 2023
Earlier this month I started a personal blog called "Diary of a Graverobber" to share development stories and talk about game design and various things that inspired our games. You can find the Ringlorn Saga postmortem here. Enjoy!
- Der Geist series turn five years old today! - 19 September 2023
Das Geisterschiff and Der Geist series turn five years old today. In these experimental dungeon crawlers, you play as a mech pilot and complete dangerous missions in a dying world. These games offer unique wireframe-style visuals to simulate the "visual sensor" of your Robotic Combat Suit and atmospheric electronic music in the style of 80's electro-industrial. The series enjoyed limited success, but these games remain special to me, as they started my career as an indie game developer. All games are 66% off on Steam right now. https://store.steampowered.com/app/975230/Das_Geisterschiff__The_Ghost_Ship/ https://store.steampowered.com/app/1217070/Der_Geisterturm__The_Ghost_Tower/ https://store.steampowered.com/app/1581240/Der_Geisterjger__The_Ghost_Hunter/ Also, we are making a new Der Geist game. It's in the early stages of development. Thank you for your support over the years. -- Roma…
- Announcement of Ringlorn Saga Gaiden, our next project! - 24 February 2023
We're excited to announce Ringlorn Saga Gaiden, our next game. Due to the warm reception and interest in the Temple of Rebirth bonus dungeon in the original game, we've decided to make a standalone RPG based on the possession mechanics. Ringlorn Saga Gaiden is an adventure RPG inspired by the Japanese PC classics. After dying in a decisive battle, your spirit is separated from your body, and you must exact your revenge on the Dark Lord by possessing his minions. A short-but-sweet Action RPG that won't hold your hand, nor waste your time Fight enemies to get stronger, possess their bodies, and use their abilities to survive Explore an open world, find items that will strengthen your spirit, and complete objectives in any order Simple but nuanced game mechanics and controls MSX-inspired 8-bit sound CRT filter for an authentic retro experience If you lose your way, pray to Morrigan Wishlis…
- Japanese Localization Available! - 10 February 2023
Hi everyone, As promised, the Japanese localization is finally available. The game design took a lot of inspiration from Japanese PC classics, such as Hydlide, and thus it's only natural that the game should be accessible to Japanese players. We want to thank Ryu Ito for his work on the localization and for delivering it as quickly as possible. Please, enjoy the game, and don't hesitate to share your impressions with us. Thank you for your interest and support, Graverobber Foundation Team
- Japanese Localization Coming in 2023! - 24 December 2022
Hi everyone, First, we'd like to thank you for your support and interest in Ringlorn Saga. This game was an unexpected success for us, leading to the best launch in our entire history, and it became our second-best-selling game in less than two months. Second, we're working on the Japanese localization, as the game was inspired by the Japanese PC classics, and it's only natural that it should reach as many Japanese players as possible. Since we follow the "do it well or don't do it at all" mentality, we've partnered with a veteran translator Ryu Ito (@Ryu_Ito1976) to ensure that the translation remains faithful to the original, while offering the quality that only a native speaker could achieve. And last, but not least, we're looking into the possibility to localize the game in more languages and let the community join the fun. If you want to see the game localized to your native langua…
- Update Notes for 22/12/01 - 1 December 2022
Added Ukrainian localization. Special thanks to Bunker Indyka, Urizchenko Alexander, and TellerySpyro for their help with editing. Implemented harsher checks to fix the enemy despawning issue for those who still experience it. Minor script fixes, including an embarrassing mistake in the intro and ending. Implemented localization support. This may lead to localizations to other languages in the future.
- Update Notes for 22/11/14 - 14 November 2022
Fixed a critical bug that allowed you to save the game during the boss battle and made you unable to progress if you loaded that save, requiring you to restart from the latest autosave.
- Update Notes for 22/11/13 - 12 November 2022
Fixed issues related to enemy despawning. Thanks to muffins4life for reporting this issue.
- Update Notes for November 10, Part 3 - 10 November 2022
Fixed bugs caused by the workaround related to the inability to advance dialogue with certain controllers. However, the keys used to advance the dialogue are now limited to Space / Enter on the keyboard and the A (Xbox Controller / Steam Deck) / Cross (PlayStation Controller) / B (Switch Pro Controller) buttons. This was made to prevent accidental advancement of the in-game dialogue, e.g. while taking screenshots. Thank you for your patience and cooperation.
- Update Notes for November 10, Part 2 - 10 November 2022
Added analog stick support for character movement based on user requests. Have fun!
- Update Notes for November 10 - 10 November 2022
Added a potential workaround for certain users who were unable to advance dialogue when playing with a gamepad. Earlier, some users managed to solve this issue by disabling Steam Input. If the issue persists, please let us know.
- Update Notes for November 8 - 8 November 2022
* Talking to the Bartender should no longer softlock the game * Improved cursor (un)locking while alt-tabbing in and out of the game Special Thanks to Wulden and Oleksandr Urizchenko for reporting these issues.
- DevLog #3 - 1 November 2022
Hi everyone! In this DevLog we’ll continue talking about the game design of Ringlorn Saga. Please keep in mind that this post will share some information about the inner workings of this game, so if you want to go in blind, consider reading this post after playing the game. World Design Since the beginning, we knew that we wanted to feature an open world, but it provided its own sets of challenges, such as the world size and content density. If the world ended up being too large, the content density might end up not being high enough to work well with our plan to make the player’s curiosity the main beacon throughout the campaign. That’s why we’ve decided to look at our main source of inspiration (Hydlide) and use the screen-based world structure and settle on the 5x5 world size for the overworld and the underground area and made the world wrap around itself to tease players with key lo…
- DevLog #2 - 21 October 2022
Hi everyone! In this DevLog we’ll talk about the game design of Ringlorn Saga. Please keep in mind that this post will share some information about the inner workings of this game, so if you want to go in blind, consider reading this post after playing the game. Initial Game Design When we started the project, we already had several constants in place: Action RPG, open world, and real-time bump combat. The number of character attributes was also decidedly limited to just three: Health, Strength, and Defence. This leads to a simple, generic premise: you explore an open world and fight enemies by bumping into them. Your strength determines the power of your attacks, your defence determines the damage reduction of enemy attacks. Here comes the first challenge: how to make an interesting game out of this? Combat System First, we’ve added a switch between the Attack/Defence mode. In Attack m…
- DevLog #1 - 7 October 2022
Hi everyone! In our first DevLog, we'd like to introduce our new project "Ringlorn Saga" and talk about the thought process behind this game. What is Ringlorn Saga? It is a top-down adventure RPG with an open world that wraps around itself and the bump combat system. As Prince Gerhard the Brave, you explore the world, crawl through dungeons, find useful items, talk to NPCs for additional information, and slay fiends to get stronger. Your goal is to find your father and investigate the appearance of a magical barrier. It’s a simple concept, but effective for what we are aiming to do — an RPG that anyone can pick up and play, but spend quite some time finding everything it has to offer, and still wonder if they’ve found everything the game has to offer after finishing it. Its main source of inspiration is the Hydlide series, a classic series in Japan that got poor reception in the West fo…