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Watch trailer on Steam ↗Cacildes Adventure
André Fernandes · Published by André Fernandes
Positive — 100% positive (18 reviews) · 39 achievements
Last updated 27 Sept 2026
Rise as a knight and decide the fate of your homeland as war looms between orcs and elves.
£4.59
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Price history
Action, Adventure, Indie, RPG · 2024 · More under £5 games
Embark on a thrilling journey as a knight in Cacildes Adventure, an action-packed adventure from André Fernandes set for release in 2024. Decide the fate of your homeland in this Indie RPG where battles with orcs and allies with elves shape your destiny.
About this game

WELCOME TO SLEPBONE
Your day is finally here - you have received your letter of admission into the king's army.
Prepare your potions and sharpen your sword, for the many roads of Slepbone await, ready to test your skills.

FIGHT WITH STYLE
Fight with sword, bow, shield or spells. Dual wield anything. Raise your strength or dexterity to the limits, parry or poke behind a shield, poison or petrify the most deadly of foes.
Every encounter encourages you to use your arsenal in creative ways.

A SOULSLIKE AT ITS CORE
Explore an interconnected world with many branching paths filled with hidden places and secrets.
Combat requires precision and stamina management - with gear and accessories boosting what you can do in battle.
Find upgrade materials and take your arsenal to the next level at a blacksmith anvil.
Discover all bonfires and rest before the next boss - and do not forget to pick your lost coins upon death!

A WAR IS RISING
Decide the fate of your homeland - the orcs seek a stone that holds their god in captivity; the same stone that feeds life into an elven village.
Will you guide the orcs to their god, or keep beauty intact?

EXPANSION: SUNKENLAND
Released in June 2024, this expansion introduces a new area called Sunkenland - explore the slumbering hills of a forgotten land, and find new bosses in the war-torn Obsidian Keep.

EXPANSION: VEILGLADE PENINSULA
Released in September 2024, this expansion introduced swimming and a whole new island to explore - find the curse that haunts the Veilglades, as you explore an hidden crypt, an underwater college and a secret city from which no one has ever returned.

EXPANSION: WHISPERING VALE
Released in December 2025, this expansion introduces a new region called Whispering Vale - explore a forest temple that has been ensnared by the melody of an ancient creature.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Memory: 4 GB RAM
- Graphics: GTX 1050 / RX 560
- Storage: 8 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Memory: 8 GB RAM
- Graphics: GTX 1660 / RX 580
- Storage: 10 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Weekly Update - Better jump attacks, arrow counter & bugfixes
Hello everyone :-)This week I have spent a great deal of time playtesting the game to collect video and screenshot materials for trailers and marketing materials.Along the way, I found some new bugs or things I wished to improve. Here's the list of all that was touched:Fixed an issue where jump attacks would stick you to the ground while locked on. Jump attacks are now smoother to direct while airborne, and they also provide a slight lift, giving you more time to aim your attack.Fixed a bug where enemies would always chain combos. An issue with the combat logic caused combos to chain every time, even when they weren't intended to.AI can now strafe backwards if you get too close.Added additional stopping distance for certain weapons, allowing enemies wielding larger weapons (such as spears) to stay farther away while still attacking.Fixed an issue where enemies would jitter while rotating to face you.Improved several enemies, including the Celes, Hellblade, and Troll.Fixed a bug where special weapons would not use AI-specific combat animations.Fixed a bug where the Gargoyle boss would not initiate the fight.Added more eagles to Veilglade Peninsula and fixed an issue that prevented them from patrolling the area.Exploding barrels can no longer be locked onto.Fixed a bug involving an illusory wall in Snailcliff.Removed the Heavy Attack keybinding from the UI and replaced it with a Charged Attack indicator.Disabling lock-on now waits approximately 0.5–1 second before fully disengaging.Added an arrow counter to the UI while using a bow.Rewrote and improved Alcino's dialogue during the main quest.Hopefully more things will get patched and improved in the upcoming weeks. :-) As always, I'm counting on your feedback.Thank you and have a lovely week!Read full article on Community Announcements (andrefcasimiro)AnnouncementsOfficial
[v2.6] Swimming, stamina wheel, better AI pathfinding and charged attacks
Hello everyone! After more than 6 months without patches, here's a brand new update to the game, with tons of new additions, balances and bug fixes!What's new?You can now swim everywhere, not just in Veilglade Peninsula. Jump into any water that you see and explore maps like never before!Stamina wheel near the player, it appears during combat to better indicate how much stamina you have left for the next attack; it works very similarly to Breath of the Wild;Shoulder pads and cloaks now have their own armor slots - before, you would equip these as accessories. This now leaves more room for rings.Better animation system - AI now shares the same animator controller than the player; you will notice that the combat is a lot smoother, with more blend between combat clips and less jarring feeling overhaul!New companion menu added to the main menu; you can now manage companion's status (summon, dismiss and wait) in one place.Charged attacks have replaced heavy attacks; the game feels even more soulslike now; hold your light attack key to perform a charged attack!AI (Characters and Enemies) are now fully driven by Unity's navmesh system. This means they will not get stuck in the environment like before, as unity's pathfinding algorithm is a lot more accurate than the solution that was previously in place (a hybrid of character controller and navmesh). It also fixes issues where bosses would dodge roll into water. They will snap to the environment now. This has a trade off that enemies do not fall off cliffs anymore, so beware.Area outside Cacildes Home has been expanded with a few introductory slimes.Other notable fixesFixed issues related to gold being lost upon deathImproved lock-on feel and cameraFixed a bug where jumping into water would apply fall damage once we stopped swimmingMy plan is to provide more frequent updates and less scope creep moving forward. If you have any suggestions, please comment away! And if you haven't yet given the game a review, I'd appreciate i...Read full article on Community Announcements (andrefcasimiro)Patch NotesOfficial
Update on upcoming features
Hey everyone! :-)After a long break, I'm back with some exciting ideas to improve the game further and bring more life into Cacildes Adventure.Some of you may know I have been working on a sequel for the game. My plan is to continue this work on the same codebase from Cacildes Adventure, which means every bugfix and feature enhancement can be backported to game 1.With that said, I'm bringing some interesting changes to Cacildes Adventure. Here's what I am working on, and what I have planned for the upcoming update (who knows when!) Done and coming:AI Pathfinding enhancements - characters will no longer float above you or be stuck in the environment. The movement is now fully controlled by Unity's Navmesh Agent, with the exception of attacks root motions. Before, it was a hybrid of character controller + navmesh, which would cause the characters to often get stuck in the environment.Unified Animation System - characters all share the same animator now. This means movement will be much fluider for humanoid characters, since they now share the same animations that the player doesCompanions managed via Main Menu - you can now keep track of your party in the main menu, order them to wait at a location, dismiss them or resummon them at any time.Shoulder Pads and Cloaks have their own armor slot now - this keeps the Accessories less cluttered and makes it easy to find and equip rings and talismans.Swimming is expanded - where there is water, you will now be able to swim!New AI States - enemies are now able to strafe and circle around the player during combatNew Stamina Wheel - very similar to the one of Breath of the Wild, it will indicate more clearly if you run out of stamina!Better lock on camera - with improved collisions!And tons of bugfixes!What is planned?Better dialogue and story bits - dialogue is being reworked. Story is also being improved and some areas that feel emptier or rushed will have a proper refinement.Improved areas and enemy placementMerging of some a...Read full article on Community Announcements (andrefcasimiro)AnnouncementsOfficial
Modding Tools: A Possibility?
Hello everyone :)Over the past week, I set myself a personal challenge: to prototype a set of modding tools for Cacildes Adventure.The goal was to explore whether I could build a basic in-game editor that allows players to construct maps using a predefined set of assets. I started with simple level building, then expanded the tool to support enemy placement, and finally added “moments” — small interactive events triggered when the player touches a specific object, such as displaying dialogue or advancing a story beat.After a week of experimentation, this is the result I’d like to share with you:I think there’s real potential here. I love the idea of giving players the freedom to expand the game themselves: creating new maps, placing enemies and loot, and perhaps even telling their own small stories within the world of Cacildes Adventure. I’m also starting to think about how something like this could eventually integrate with Steam Workshop.For now, this remains a technical challenge and an opportunity to better understand the development and long-term maintenance costs of supporting modding tools...But the idea is starting to grow on me… at least, this feels like a solid first step. Let me know if this is something that would interest you in the future :-)That's it. I'm off for the weekend. Wish you all a great time, and happy gaming!Read full article on Community Announcements (andrefcasimiro)AnnouncementsOfficial
[v2.5] Auto-translation + tons of bug-fixes
Hello everyone :-) Exciting update which introduces a new experimental feature - auto translation for in-game dialogue, using Google Translate.This was a community request for japanese support, and it should work in general for any language supported by Google Translate.You can enable this feature in the game options, in the language settings. You must allow access to the internet, and dialogue might take some time to render due to the translation being request to Google Translate.As a bonus, I recorded the development of this feature during a development stream. If you're curious, check it out:But that's not all! This patch also focuses on combat balance and a number of important fixes and quality-of-life changes.⚔️ Combat & Balance ImprovementsThe camera transition from the title screen to gameplay has been smoothed to eliminate abrupt jumps.The King’s letter has been rewritten to be shorter and more direct.The level-up formula has been adjusted to follow a smoother power curve, making progression more challenging and meaningful.Stamina balance has been reworked:Stamina regeneration delay increased from 0.75s to 1.65, making full depletion more punishing.Dodge stamina cost increased from 15 to 50 to discourage spamming.Running and sprinting speed have been slightly increased for better movement flow.Orange juice now replenishes upon reviving.Improved attack speed on the Old Iron Axe when two-handing.Enemies now increase their resistance to status effects after each critical application, making repeated status procs progressively harder.Enemies also now increase their maximum posture after receiving critical hits, especially impacting longer boss fights.🎥 New Gameplay OptionsAdded a Camera Distance option to the Gameplay Settings menu, allowing players to better control camera zoom — especially useful for gamepad users.🏹 Quality of Life AdditionsArrows are now automatically equipped if the player has none equipped.Added experimental Auto-Translation support via the...Read full article on Community Announcements (andrefcasimiro)






