
Screenshots

Watch trailer on Steam ↗Fallen Slayers
Ludomancer Studio · Published by Ludomancer Studio
Last updated 27 Sept 2026
Embrace darkness, bargain with the dark gods and make unique pacts for incredible powers and skills. Combat humanity's armies and bring about the apocalypse in this dark fantasy bullet heaven action RPG. Become the ultimate Fallen Slayer and leave no Survivors.
Action, RPG, Casual · More free games
Embrace darkness and become the ultimate Fallen Slayer in Fallen Slayers, an action-packed RPG from Ludomancer Studio. Forge unique pacts for incredible powers and skills as you combat humanity's forces in this dark fantasy adventure.
About this game
Fallen Slayers is an action roguelite where you play as a fallen hero who sold your soul to the dark gods in exchange for power and fame. Now you must do their bidding and unleash the apocalypse unto mankind. Through combinations of each fallen soul, dark god, and biding pact you can explore a tremendous amount of possibilities each time you invade a city in the world of the living.
Features
The main game loop consists in the following features:- Choose a fallen soul with specific stats and a unique main weapon.
- Combine said soul with a dark god, bringing passive and active abilities unique of that god, as well as modifications to your soul's stats.
- Finish it with a unique dark pact that grants a unique ability in exchange of a price, a curse, or something that may hinder your gameplay as well.
- Invade a city filled with an army of enemies, each with their own tactic and behaviour to defeat you, and kill their leader.
- Complete quests and delve into metaprogression systems specifics to strenghten a god or a soul of your preference, as well as unlock more gods, souls and pacts to combine. It's theorycrafting on dark steroids.
Become the ultimate Fallen Slayer and leave no Survivors.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7
- Processor: 64-bit
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 850
- DirectX: Version 11
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Devlog #5 Future Plans
Hey everyone, happy new year! So I've been working on mostly behind the scenes stuff since the Bullet Heaven Fest, so not much to show or play really. Also I took some weeks off in the end of the year to rest, keeping good mental health is important. Mostly I've been working on these stuff: Properly display of game data and content on UI. A quest system to unlock content and getting metaprogression currency. A rework on the pacts system. My idea is to allow players to pick and choose the boons and curses of their pact through a forging system, this will add much more variation in gameplay. New content including a new soul and god, as well as more weapons and upgrades to test everything out. Sneak peak of the Soul of a Barbarian: {STEAM_CLAN_IMAGE}/43774438/bd6a98bcd8d346ed1a3e72d3aa8d4fc17df66703.png The future god will be shown soon!. Also for the future I decided to opt out of Early Access, and instead I will work directly with the community by updating the game demo and having a possible prologue during the velopment. I intend to have all this tested out by you guys very soon with a demo update, so stay tuned to play when its done. Your feedback is crucial for me!Read full article on Community Announcements (Ludomancer)AnnouncementsOfficial
Devlog #4 - Metaprogression added!!!
Just added some metaprogression to the game! Each soul you collect is now stored persistently and can be spent on persistent upgrades on the lobby menus. You can upgrade either souls or gods stats depending on their synergies. I might make a specific collectable for this later but this seems fine for now. Of course I adjusted a little bit the enemy stats to balance the difficulty for this. Other things I worked on: Made buttons on UI only be able to be clicked after the respective screen fading finishes(pause and upgrade screens). This solves issues where players would missclick an upgrade during the fade, or pause the game twice quickly and have the screen frozen in place. Stats displayed on the pause and end screens now only display stats you actually have, and I also tried to make it a little better to read. Fixed a bug where toggling autoaim and autoattack wouldn’t be properly detected by the options screen. Fixed a bug where autoaim wouldn’t aim on the boss. I might adjust his collision later as it seems hard to hit him with the hunter, but it's fine for now. I believe I did fix now some issues with sound and music muting when going to the lobby, as well as the boss not dying in the end. I’m not 100% sure about this as I could not replicate on my end, but please let me know if this persists.Read full article on Community Announcements (Ludomancer)AnnouncementsOfficial
Devlog #3 - Full Controller Support!
You all asked for it, now the game has full controller support!!! I also tried to add a linux build for SteamDeck, but since I don’t have a SteamDeck myself I would love if anyone who has one could test it for me. This took way more to do than what I expected, but here are the other things I worked on this week: AutoAim toggle as requested. You can either autoaim or aim with mouse or right stick. AutoAttack toggle as requested. You can either leave the autoattack on or attack with mouse or right trigger. Reworked the entire lobby UI to be more streamlined and easy to understand the player’s decisions on the combinations of souls, gods and pacts. I’m still not happy with it and intend to work more on it. Redesigned pacts in order to really make a difference on character build, please tell me what you think about them now. Removed unlocking for now, I’m reworking it all as it was not scalable. Added final boss health bar. Added player character and final boss death animation. Added a fade transition on scenes. Fixed HUD blinking after death. Fixed some sound issues and not proper saving of the audio settings. I am trying to do my best to work on metaprogression systems like unlocking and persistent upgrades and will redesign and rebalance pretty much the whole game based on that. I intend to have this done as early as sunday for players on the fest to enjoy it, but the most realistic estimation would be for next weekend.Read full article on Community Announcements (Ludomancer)Community & EventsOfficial
Devlog #2 - Bullet Heaven Fest Updates!
Hey everyone, so here is what I worked on this week since the launch of the demo on Tuesday. I received TONS of feedback and I am very grateful to everyone who has been playing and giving me any kind of feedback whatsoever in the steam foruns or my just-created discord. So here is the list of changes and fixes: Fixed a bug where you could change your soul/god and press continue while leaving a previous pact selected, allowing wrong combos of pacts. Fixed the cursor position to the tip of the arrow. (it was in the middle lol) Fixed passives that were not working correctly, and increased their values as requested. Fixed proper wall colision and lowered the southern walls for visibility(this should be tested out) Removed xp increase passive, as I need to recursively check levelup if player gets too much XP, will add this soon as it is also required for the requested magnet pickup.(hopefully the collect passive don’t break this too..) Separated passives from attacks in the hud to make clear what is what as some players were confusing them. Balanced a little bit the hunter and knight as requested. Increased overall audio volume of the game as requested. (my headphones are probably too loud since it was fine to me lol) Revised many names to give more flavour and descriptions to give more clarity since some players were not understanding some things. Also the lobby menu is literally handwritten so it may need some revision, I will soon make it get proper data stuff from souls and gods. Please let me know how if these changes improved the overall experience of the game or not, and if you have more suggestions i would love to hear! I will post some stuff I have on my to-do list from feedbacks and ideas on suggestions so please tell me what you think should be a priority there or not!Read full article on Community Announcements (Ludomancer)Community & EventsOfficial
Devlog #1 - Demo live during Bullet Heaven Fest!
Hello everyone, Ludomancer here. This is my first game on Steam and I'm very excited to share it with you guys. The current demo shows a very tiny fraction of the gameplay I intend to try to work with, which is better explained on the store page. I intend to keep on updating it with devlogs and help with suggestions from the community. Currently we have two different souls to try out: The Soul of a Knight The knight has good health and durability while being slow and starts with a melee attack that can be expanded upon leveling up. The Soul of a Hunter The hunter has better mobility and damage while having low health and she has a main ranged attack. Also we have two different gods to choose and combine with the previous souls: Ignifer, the Queen of flames A "fire" goddess that gives more damage in exchange for durability or even damaging you depending on the pact you choose. Borathos, the Winter spirit An "ice" god that gives more durability in exchange for mobility or damage. Both gods come with two different cursed pacts that allow you to make strategic choices based on what you want to lose and what you want to gain, also both comes with unique passives and active abilities based on their concepts. In the demo you can try it in a very hardcoded UI I did just to see the results of each possible combination. For example you can go very aggressive on the "Blaze Hunter" build by picking Ignifer and the Soul of a Hunter, having more criticals but sacrificing defense: {STEAM_CLAN_IMAGE}/43774438/808567f2894f4107ce7bf06f06a16189eede841e.png Or you can go super tanky and get the "Frost Knight" by picking Borathos and the Soul of a Knight, sacrificing movement speed and critical for more defense: {STEAM_CLAN_IMAGE}/43774438/2a435f499608fcfe35e0045b461f8b9647aef612.png Or go a middle balanced path with the Blaze Knight and Frost Hunter. You can then further these archetypes of combinations by choosing pacts that add more kinds of sacrifices and powers in return. In the fu...Read full article on Community Announcements (Ludomancer)






