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Alternis

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Alternis

R4v3nB14ck · Published by R4v3nB14ck

Content notice: The game contains combat-focused violence including melee combat, firearms, and magical attacks. Characters can be injured and killed during gameplay. There is no sexual content, drug use, or self-harm themes.

5 user reviews — 60% positive (5 reviews)

Last updated 28 Sept 2026

Alternis is a multiplayer medieval combat game where steel, gunpowder, and magic collide in a fast-paced, skill-based system. Currently in active development.

Early AccessDJCTQ 16Co-opPvP

£2.65

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £2.65 · Highest: £2.656 Oct 2026

Action, Adventure, Indie, Early Access, Casual · 2026 · More under £5 games

Embark on a fast-paced adventure where steel meets gunpowder and magic in Alternis. Developed by R4v3nB14ck, this indie action game immerses you in a world of skill-based combat across early access.

About this game

«Awaken... rise and command the flame of chaos.»

Steel, gunpowder and magic.

Fight in fast-paced multiplayer battles where every move matters. Strike with a sword, fire your revolver, loose arrows from afar, or unleash flames upon your enemies.

There are no shortcuts—only skill, timing, and control.

Adapt, outplay, and survive.

Features

  • Skill-based melee, ranged, and magic combat

  • Multiplayer PvP encounters

  • Fluid movement and responsive controls

  • Dynamic fights driven by player decisions

Development

Alternis is actively evolving, with new weapons, abilities, and systems planned as development continues.

Notes

Some assets are temporary, gameplay is being refined, and localization is in progress.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64 Bits
  • Processor: AMD Ryzen 5 2600
  • Memory: 8 GB RAM
  • Graphics: GTX 1060 3GB
  • DirectX: Version 12
  • Storage: 10 GB available space
  • Sound Card: Windows Compatible Audio Device

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64 Bits
  • Processor: AMD Ryzen 7 5700X
  • Memory: 16 GB RAM
  • Graphics: RTX 4060 8GB
  • DirectX: Version 12
  • Storage: 10 GB available space
  • Sound Card: Windows Compatible Audio Device

Supported Languages

English*, German, Spanish - Spain, Spanish - Latin America, Russian
*languages with full audio support

Latest news

  • Patch NotesOfficial

    UPDATE A.0.2.1

    This trash should be playable now ːgin_watermelonːNEW:• New Iron Gulch map.• New localization: Русский! (made with AI, may contain some mistakes).• New localization: Deutsch! (made with AI, may contain some mistakes).• New localization: Español!• New health HUD indicator.• New damage direction indicator.• Added camera recoil to the gun system.• Added a new sword animation for the third attack.• Sword attacks now deal combo damage (1st hit: ×1, 2nd hit: ×1.25, 3rd hit: ×1.5).• Ping is now visible on the scoreboard.• Added 5-second spawn protection.• Player names are now displayed when you look at them.• Added a setting to always use the over-the-shoulder camera in third person.• New killfeed UI.• You can now select your default secondary weapon (dumb me didn't think of that before... it'll probably change again in the future).• New fist combat system — now you can fight with no weapons like a real man.FIXES:• Fixed bots going out of bounds.• Corrected the misspelling of "Toggle" in the settings.• Fixed an IK bug when clicking in third person while the camera was disabled (e.g. in the pause menu or chat).• Fixed the pause menu opening when closing the chat with the ESC key.• Fixed the scoreboard not syncing properly.• Fixed gunshots being muted at medium and long distances.• Fixed gun animations not syncing over the network.• Improved pooling systems.• Fixed invisible team flags.• Fixed corrupted team flag and game mode positions on Desert Ruins.• Fixed Fort Night map NavMesh and world boundary collisions.• Increased tick rate from 30 to 60.• Fixed zombie scoreboard player cards not being cleared.• Fixed game modes literally not working online. Am I fucking dumb? (Don't answer.)• Fixed the bow literally not working online. (The answer was yes.)CHANGES:• Nerfed the bow: increased bullet drop and reduced damage when not fully charged.• Increased hip-fire bullet spread on the Navy and decreased it while aiming.• Your own scoreboard entry is now highlighted in yellow for ...
    Read full article on Community Announcements (R4v3nB14ck)
  • Patch NotesOfficial

    EARLY ACCESS UPDATE A.0.2.0

    ːrjumendoka2ː GREETINGS AGAIN, SIR! ːpraisesunːThe game is now in Early Access, so here’s a very small list of what has changed. NEW:Added directional hit reaction animations.Added Photo Mode (currently just a free camera \).Added blood layer on characters when damaged.Added Heavy Attack on swords.Added team deathmatch mode.Added capture the flag mode.Added zombie mode.Added win and defeat sounds for all modes.Now bots can use any weapon.Now bots are 4x4 (can move almost everywhere).Bots now have difficulty (they are a bit smarter now).Added default start weapon setting.Added new weapon type: bow.Added new weapon type: fireball.Separated aiming camera sensitivity.FIXES:Footsteps now sound properly without overlapping.Bots no longer spawn stuck in the same position.Bots no longer spawn near their death position.Player animations now sync after desyncing due to game freezes or frame drops.Scoreboard names now work properly when joining late.Bot positions no longer desync.Added various optimizations.CHANGES:Four Castles map rework.Lobby settings interface relocated.Blood VFX rework.Sword deflect VFX rework.Updated to Unity 6.3 LTSAnd a lot more, don’t remember, didn’t write it.FUTURE PLANS:Character customization.Achievements.UI improvements (not like that “U” company).More weapons.More maps.More game modes (like King of the Hill).Improvements to Zombie mode.Smarter AI.Network optimization (better server performance).Campaign Prologue.Improvements across all existing systems.And a lot more.It’s been a tough year since the last update, life has thrown quite a few things my way, which is why the wait has been long ːcleandinoː, but fuck it, I’ll do everything I can to keep polishing this project, and I will continue to do so.ːcleansealːI hope you enjoy it!Literally me rn: ~ R4v3nB14ck ~
    Read full article on Community Announcements (R4v3nB14ck)
  • Patch NotesOfficial

    DEMO UPDATE D.0.1.6

    GREETINGS! ːpraisesunː So here's a little update fixing some stuff, NEW:You can reflect bullets to the shooter when parried.Added bloom setting.Added fog setting.Added clouds setting.Added FPS limit setting.Added controller vibration to more actions.Now bots can parry.Added command to kick all bots ("/help" or "/commands" in chat to see all commands)Blood Vignette when damaged.Random sun direction on all maps. FIXES:Fixed parry timing being too strict at high FPS and added subtle balancing for low FPS players.Scoreboard now sorts players by kills.Fixed Camera Shake on certain actions, added setting to disable it too.Fixed bots rotating on death.Fixed /addbot command not working properly.Fixed player not looking at the right direction on spawning.Fixed spawning offset making players clip into wallsFixed bots not blocking damage.Fixed players not loading map objects when joining late. CHANGES:Increased parry time from 0.3s to 0.4sDecreased revolver bullets velocity from 10 to 8.Now you negate 95% of damage when blocking bullets.Now you negate 60% of damage when blocking swords.Modified Damage Particle.Increased bots amount possible. KNOWN ISSUES:Scoreboard names may fuck up when joining late.Alt-tabbing may fuck up the game’s window. ~ Thank you all for your kind words ~Seriously, they motivate me to keep giving 100% of my abilities to this project. ~ Me, myself, and R4v3nB14ck ~
    Read full article on Community Announcements (R4v3nB14ck)

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