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Few Shall Return

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Few Shall Return screenshot 1
Apr 2026 Trailer trailerWatch trailer on Steam ↗

Few Shall Return

Ballard Games · Published by Ballard Games

Content notice: The game contains fantasy violence where you fight other players and enemies in a dungeon.

9 user reviews — 100% positive (9 reviews)

Last updated 3 Oct 2026

Few Shall Return is a PvPvE multiplayer dungeon extraction adventure. You have to work together to survive, but you're on your own at the end of the day. Each round only takes 7.5 minutes

Early AccessDJCTQ 14Co-opPvPFull Controller Support

£9.09

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: £9.09 · Highest: £9.093 Oct 2026

Action, Adventure, RPG, Early Access · 2026 · More £5 - £15 games

Explore treacherous dungeons and engage in fast-paced 7.5-minute rounds as you battle for survival against both teammates and AI foes. Developed by Ballard Games, this action-packed RPG blends cooperative play with solo competition.

About this game

Few Shall Return is a multiplayer dungeon extraction game with very short rounds, made by a small indie team.

Bite-sized experience for busy people

Each run lasts 7 minutes and a half, delivering a full extraction experience in a short session. No grinding, no waiting, just action, strategy, and high-stakes decisions. There can be up to 8 players in a private or public game.

Extraction & "coopetition"

Only a few will make it out: for every player who dies, one other player can escape. You have to work together to fight enemies and solve puzzles, but when the exit opens, it’s every player for themselves. Bring whatever equipment you want to increase you chances but if you die, you lose everything.

Classes & Play Styles

Play as either Molokhia, a crusader chef who can heal or poison the others with pie. He is built like a tank, has a lot of inventory space, but he's quite slow...

Or, Sprout, a ranged gambler who can gamble Unrefined Corium to spawn weapons or, on a bad roll, an enemy.

Sprout is quick and nimble but they cannot carry too much.

More characters coming soon!

Loot & Tradeoffs

Inventory space is extremely limited! Choose what to bring in and what to take out. Weapons, keys, or equipment —you can’t carry everything. Make every item count because you only keep what you bring out.

And more!

  • Infinite maps (procedurally generated)

  • Lots of equipment

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Memory: 8 GB RAM
  • Network: Broadband Internet connection
  • Sound Card:
  • VR Support:
  • Additional Notes:

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS:
  • Sound Card:
  • VR Support:
  • Additional Notes:

Supported Languages

English, French, Romanian, Portuguese - Brazil, Simplified Chinese, German, Spanish - Spain, Japanese, Korean

Latest news

  • Patch NotesOfficial

    Sep 9 Game Update: The Endgame Darkness and Enemy Possession

    Hey everyone,Two big ones this week: the end of a match is now a wall of darkness sweeping the dungeon, and dying no longer takes you out of the run. It puts you inside an enemy.The DarknessThe last thirty seconds used to be the clock hitting zero. Now the dungeon goes dark, starting at the farthest room from where you spawned and closing on the exit. Rooms strobe before they go, lights and campfires fade out as the front passes over them, and standing in the dark takes your health away fast enough that you will not survive crossing much of it. Monsters die to it the same as you do. The escape door stays lit, so the one thing you are running toward is still findable when everything else is gone.Running out of time is no longer an ending on its own. The clock reaching zero just means the whole map is dark and the damage is everywhere, and the match keeps going until every last person is out or dead. If you are the last one left with nobody whose death could pay for your escape, the sweep compresses and the screen tells you there is no escape.Take Over an Enemy When You DieDying used to end your raid. Now you wait out a short countdown and take control of a live enemy, back in the match on the other side of the fight. The other enemies ignore you and treat you as one of their own, so the raiders you are hunting have no reliable way to tell you from the dungeon, until you kill one and the death log gives you up by name. When your enemy body dies you take over another.The only real difference is the door. An enemy cannot escape, so there is no getting out for you once you are on that side, but you can make everyone else's escape a great deal harder. Escaping leads into the same loop, so getting out ends your raid rather than parking you on the end screen while the others are still inside. Spectating is automatic in the meantime: the Next button is gone, you watch whoever killed you or a random survivor otherwise, and the camera moves on by itself when the person you are...
    Read full article on Community Announcements (Victor)
  • Patch NotesOfficial

    Aug 26 Game Update

    Hey everyone,Three big ones this week: every item now has a weight, weapon and shield stats have been rebuilt, and the HUD got a serious pass.Heads up before you read on: we had to wipe everyone's inventories with this update. More on that at the bottom.Everything Has a WeightEvery item you pick up now has a weight, and carrying more slows you down. One point of weight is one percent slower, with no floor, so load all the way up and you will stop moving. Relics weigh 20 each, which makes the run's payday cost real mobility. Keys have a weight too. Only your fists are free.A full bag is now an actual decision. Take the second relic and crawl to the exit, or drop something and actually make it out?Bots play by the same rules. They weigh an item's value against its drag, refuse pickups that would slow them to a crawl, and think twice about fights they couldn't walk away from.Weapon and Shield Stats, RebuiltItem stats are one consistent system now, with some new ones:Stagger and Stagger Resist: fill a target's stagger bar and you break them out of what they're doing.Block: shields block a percentage of damage instead of all-or-nothing. Just carrying one gives you half of that.Targets: how many enemies one swing can hit.Stun chance, stun duration, interrupt chance and defense power are retired. Your current stats now sit on the HUD under your health bar, and every stat reads the same way everywhere it appears.Rarity was reworked alongside it, and what an item shows you is now what you actually got. Big perks always come with a big cost, small perks are free, and shields roll a rarity like everything else.A Reworked HUDThe HUD got a significant pass this week:Inventory tiles show a cooldown sweep, so the moment your weapon or shield is ready is readable instead of guesswork.The game log moved under the minimap. New messages land on top instead of at the bottom, tinted gold and settling into place so a fresh event catches your eye during a fight.The primary objective gets ...
    Read full article on Community Announcements (Victor)
  • Patch NotesOfficial

    Aug 12 Game Update

    A Big One (Mostly Because There's a Lot of It)Hey everyone,This update is large, not because any single change is massive, but because there's a lot packed in here. New relic, nameplates, item rarity rework, and a long list of smaller fixes and improvements. This one's a bit of a crazy update behind the scenes too: 24 bugs and features shipped, and at least two nights where the team was up until 4am to get it all done. Let's get into it.A New Relic: the Storm GlobeThere's a new relic in the dungeon: the Storm Globe. It gives the boss a unique ranged ability, and if you manage to find and pick it up, that power becomes yours too. As long as you're holding it, you're immune to that attack and you'll wreak havoc on anyone near you. Just be careful, because holding it also makes you a target.As part of this change, we've renamed what used to be called "Treasures" to "Relics." They're now extremely visible on the map, on the mini map, and in your inventory, so you'll always know when one is nearby.Oh, and one more thing: If no one's holding the Storm Globe things get bad fast. An unclaimed globe will target everyone on the map, and there's nowhere to hide from it. Your only options are to find it, escape, or... perish.NameplatesThis is the first iteration of what we're calling "nameplates": quick info shown next to a character's name so you can tell who they are at a glance. Right now, nameplates show a player's level, whether they're a bot, and whether they're currently holding a key. No more trying to figure out who has that last key.Higher Tier Items Are Harder to FindWe've reworked item rarity distribution. Higher tier items are now noticeably harder to come by. You'll need to push into the inner dungeon to find epic items, and legendary items now only drop from the boss.Other notable UpdatesWhen your inventory is full, picking up an item no longer automatically swaps it with what's on the ground. Instead, you'll get a message and need to discard something first.When...
    Read full article on Community Announcements (Victor)
  • Patch NotesOfficial

    Game update: Aug 5

    Hey everyone,Smaller update this time around, but a few of these are things you've been asking for. Boss health bar, better item info, and the dungeon just got a little less predictable.Boss Health BarWhen you're in the boss room, you can now see how much health the boss has left. No more guessing whether you're about to finish the fight or whether you're still nowhere close.Item Rarities and Stats in the InventoryThe inventory bar now shows an item's rarity along with its full stats. No more guessing which item is actually the upgrade. Compare at a glance and make the call with real information instead of a hunch. We've also added a zoom highlight on the selected item, so it's much easier to see exactly which one you've got selected.Dead EndsNot every corridor leads somewhere anymore. Some corridors are now dead ends, and some rooms may have a wall where you'd normally expect a door. The dungeon layout is a little less predictable than it used to be, so keep an eye out.Smaller but Notable ChangesNew VFX for Sprout's bullets.New icons for certain actions.A new bot personality: the brawler. They're just looking to fight, all the time, with everyone: enemies, other bots, or players. Meet Nettle, our first brawler. If you see them, you're better off avoiding them.Bug FixesEnemies have their weapons back. This used to work but broke at some point along the way. Once you take an enemy down, you can pick up their weapon like before.Fixed a long-standing issue where items could be seen floating in the void when the game started. The load screen now waits until the game is actually ready before letting you in.All of the above is also live in the demo!As always, please share your thoughts on Discord and follow us on social media:https://linktr.ee/ballardgames-- The Ballard Games Team
    Read full article on Community Announcements (Victor)
  • Patch NotesOfficial

    Game update: July 29

    Hey everyone,This is a big one. Bots, smarter enemies, fog of war, and a full objectives overhaul. Let's get into it.Bots Have Joined the DungeonWe know the deal: Few Shall Return is built around player interaction, and it's just a better game with 3+ people in the room. But we also know that public matchmaking doesn't always cooperate, and sometimes you queue up and there just aren't enough players around to fill a run.That ends today. Bots will now automatically fill empty slots in public matchmaking whenever there aren't enough humans to go around, so you're never stuck waiting on a lobby that won't fill.Hosting a private match? You're in control. You can decide if bots join at all, and how many you want alongside your friends.These aren't filler AI standing around waiting to be shot. Each bot is built with its own personality, and that personality actually shapes how it plays: how aggressively it fights, how it handles loot, whether it sticks with the group or wanders off to explore on its own, how it reacts when things go bad. Run enough matches and you'll start to recognizing the friendly ones.A New Brain for EveryoneThe system driving bot behavior didn't stop at bots. That same brain now powers every enemy in the dungeon.Practically, this means enemies are noticeably smarter: better positioning, better decision-making, more believable reactions to what you're doing. And just like the bots, enemies now come with their own personalities, so encounters won't all play out the same way twice.If you've felt like enemies were a bit predictable before, this update changes that.They will also alert their friends when they're in danger!Fog of WarThe minimap no longer shows you the whole map from the start. Each room is revealed as you enter it, so exploration actually means something again. You'll need to scout, remember, and communicate what you've found instead of just glancing at a fully drawn map.Bots play by the same rules. They don't have map knowledge handed to ...
    Read full article on Community Announcements (Victor)

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