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Watch trailer on Steam ↗Legends of Azamar
Gronkins · Published by Gronkins
Content notice: Legends of Azamar may contain content not appropriate for all ages. This game includes: frequent violence or gore against fantasy characters, general mature content, and elements of horror
Positive — 93% positive (14 reviews)
Last updated 7 Oct 2026
Step into the world of Avendor and brave the ruins of Bar-Ulduun, the fabled lost city of the dwarves. Descend into ever-shifting depths, grow in power, and claim legendary loot as you uncover the legends of Azamar in this visceral loot-driven action RPG.
Action, RPG, Early Access · 2026 · More free games
Embark on a perilous descent into Bar-Ulduun's shifting ruins, growing your power and claiming legendary loot in Legends of Azamar.
About this game
Legends of Azamar is a fast-paced action RPG focused on loot, dungeon crawling, and visceral combat. Answer the call of Bar-Ulduun, an ancient dwarven city of legend. Driven by glory, treasure, or duty, descend into the depths, battle deadly foes, and uncover the secrets that lie below.
Classes
Battle through the depths as the mighty Warrior, the cunning Rogue, or the enigmatic Mage, each wielding unique weapons, abilities, and play styles. Adapt, experiment, and uncover the legends buried deep within!
Dungeon Crawling Action
Legends of Azamar is an ARPG condensed to its core. Descend, fight, loot, return to camp, and repeat. Face increasingly deadly challenges as you push deeper, growing stronger with each expedition, culminating in challenging boss fights!
Replayability
Do you have the courage to face Bar-Ulduun's ever-shifting depths? Each expedition will never be the same with procedurally generated dungeons, dynamic paths, quests, and unique items to collect.
Choose your Path
Build your character with legendary equipment, powerful passives, and devastating abilities. Shape your path with multiple unique passive skill trees, each offering new avenues of character customisation. Will you become an unbreakable juggernaut by following the path of the Tower? Or embrace the Serpent’s cunning, and strike with lethal poisons? Or will you walk your own path?
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10/11 (64-bit)
- Processor: Intel Core i7 3770 or equivalent
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 1060 (6 GB) / AMD RX 580
- DirectX: Version 11
- Storage: 8 GB available space
Recommended
- OS: Windows 10/11 (64-bit)
- Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce RTX 2060 / AMD RX 5600 XT
- DirectX: Version 12
- Storage: 8 MB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Legends of Azamar Early Access 0.1.1
Hello everyone, Gronkins here with patch 0.1.1 of Legends Azamar. This is the first patch of Early Access, and the key change is the dungeon restructuring and a few small adjustments. As a note, these changes currently do not affect the demo (the demo is still on version 0.1.0)First of all, I want to give a big thank you to everyone who has checked out Legends of Azamar so far, and another big thank you to everyone who has shared their thoughts on the game and/or has provided feedback. This is only the beginning for Legends of Azamar, and I hope to continue to improve the game over time Dungeon StructureCurrently in Legends of Azamar, each floor was split into two dungeons, requiring players to descend a total of 14 depths before completing it. However, most players are taking significantly longer than expected to clear each floor, some players report playtimes of over two hours in just the Frozen Halls itselfThe intention was to move at a moderate pace through the different halls so players got to experience new enemies and environments at a reasonable rate. So the overall dungeon structure of the game has been reworked to better achieve this Each floor in Legends of Azamar has been condensed to a single dungeon and requires only 7 depths to complete, so you’ll now be able to experience new tilesets, environments and enemies much faster than before To keep the length of content the game the same, the floors now repeat. After clearing Floor 5, you’ll gain access to a new, higher-level version of the Frozen Halls, and this continues until Floor 5 itself again. Note: the maximum depth for Early Access is still Depth 70 In the future, I want to add additional things to these repeated tilesets (such as unique enemies, extra rooms, etc) so they feel a bit more varied on the second time around. However, my focus for patch 0.1.1 was to improve the early game pacing and I didn’t want to significantly delay this update as I believe improving the game’s pacing is criticalYou ...Read full article on Community Announcements (Gronkins)Community & EventsOfficial
Community Feedback: Game Pacing
Hello everyone! I've gotten a lot of good feedback on Legends of Azamar in the last week, and right now I'm thinking about the next direction of the game. One thing that has come up a few times is game pacing. So, I'd be interested in hearing what you all thinkHow do you feel about the current pacing of the game? Specifically, how long it takes to progress through a floor and reach a new environment (for example, going from the Frozen Halls to the Abandoned Halls)Do you feel the current floors are too long, too short, or about right?I am considering a change to make each floor shorter (lowering the current 14 depths per floor) so you get to experience a new area and new enemies sooner. However, in order to keep the current length of the game, that would involve adding additional floors at the end. These would be higher-level revisits of existing floors, such as the Frozen Halls and Abandoned Halls, rather than completely new environments. They would use the same tilesets and enemies, with additional variations planned for future updatesCreating completely unique floors would take significantly more development time (To be clear, in the future, I still plan to add new and unique floors), but this is one approach I'm considering to improve the pacing while keeping things manageableSo, how would you feel about this? Would you prefer shorter floors with some revisited environments, or would you rather keep the current structure?Of course, if you have any other thoughts on how the game's pacing could be improved, feel free to let me know!Edit: Updated the wording regarding the revisited floors to clarify that these would use the existing environments and enemies, with additional variations planned for future updatesRead full article on Community Announcements (Gronkins)AnnouncementsOfficial
Legends of Azamar Early Access 0.1.0
Hello everyone, Gronkins here with patch 0.1.0, which is the launch of Early Access! This patch includes sweeping changes to the whole game, and naturally, not all of these apply to the demo. System changes affect both the Demo and EA versions of the game, however almost all of the new content is only available in the EA version of the game. With that said, let’s get into the patch notes New Content (Early Access)Venture past the Frozen Halls and deeper into Bar-Ulduun. The EA launch features floors 2-5. Additionally, the level cap for Early Access is now level 55Dungeon ReworkThe dungeon has received a major rework and almost all rooms have been rebuilt. Dungeon layouts can now be a lot more varied, as they now have a chance to contain alternate routes and can contain side rooms. Additionally, deadly traps can now appearMore interactables can spawn in the dungeon, such as:BarrelsWeapon barrelsPotion wellsAdventurer's PacksAdditionally, a potion well now always spawns before a boss fight while in a dedicated boss areaItemsBrass Ring: Has been renamed to Garnet RingAt low levels, Iron Rings in drop tables have been replaced by Azurite Rings to make mana sustain easierDaggersThe implicits of daggers have been rebalanced to be more in line with other implicits+3% Crit Chance -> 3% increased Critical Strike RatingGemsWith gems currently, especially for a Physical damage build, converting your Physical damage to an Element may not be desirable. So I'm slightly changing where conversion can roll to make weapon gems more usablePhysical to Elemental conversion has been moved from weapons to amuletsAdditionally, conversion stats can roll on Tier 1 Gems, starting at 4% New Item Type: SalvageAncient dwarven relics, often known to adventurers as "salvage", can now drop. They can be sold to the blacksmith for a lot of goldPersonal StashA personal stash has been added to the Expedition Camp for you to store items. Note: this is a personal stash and not shared across other charact...Read full article on Community Announcements (Gronkins)AnnouncementsOfficial
Legends of Azamar Demo 0.0.15
Hello everyone, Gronkins here with patch 0.0.15 for the demo for Legends of Azamar! Firstly, I’d just like to give a big thank you to everyone who checked out my game during the Next Fest and thank you to everyone who provided feedback and bug reports! This patch involves a lot of changes as I prepare the game for the Early Access release. This patch features a major rework to the skill tree system and dungeon map system, as well as many other various changes. So with that said, let’s get into the patch notes:Dungeon MapThe dungeon map system has received a major overhaul to reinforce the feeling of delving and clearing lower depths but also to provide more clarity. New art has been added to visually represent your total progress throughout Bar-Ulduun. Next, dungeon maps no longer generate horizontally, but instead generate vertically to add to the sense of escalating depthAdditionally, depth growth has been normalised so bosses no longer share a depth with regular areas. For example, previously, the Frost Troll boss spawned on Depth 7, and the first area of the Lower Halls also started on Depth 7. So to improve clarity and prevent overlapping depths, all areas of the second half of each floor are now one depth deeper, so the final boss of Floor One now spawns on Depth 14 instead of Depth 13As a result of these changes, all current dungeons have been resetSkill Tree ReworkThe skill tree system has received a major rework to allow for deeper customisation and investment. In patch 0.0.15, every even level also provides you with 1 Devotion Point. Devotion Points allow you to devote yourself to one of the skill trees, providing you with flat bonuses based on the tree (up to a maximum of 20). For example, each point devoted to The Anvil provides +6 Armour and +6 Stun Threshold, and each point devoted to The Eagle provides +6 Accuracy Rating and +6 Critical Strike Rating. The idea is to give players an early boost in power and provide meaningful early game decisions that ...Read full article on Community Announcements (Gronkins)Patch NotesOfficial
Legends of Azamar Demo 0.0.14a - Hotfix
Hello everyone, Gronkins here. So, I hope everyone has been enjoying the Next Fest so far and thank you to everyone who has checked out Legends of Azamar and thank you to everyone who has been sharing their thoughts and providing feedback! So this is just a short and sweet hotfixBug Fixes:Fixed a bug that caused rooms to be incorrectly loaded and unloadedThat's all for now, and if you encounter any bugs or issues, please feel free to let me know! Cheers!Read full article on Community Announcements (Gronkins)






