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Defi's Devotion

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Defi's Devotion

Sean Pearson · Published by Mythberry Studio

Last updated 28 Sept 2026

Become the plague in an asymmetrical player verses simulation battle for immortality. Infect populations, collapse economies, and harvest the dead to fuel your path to lichhood; only if you can conquer an adaptive world fighting to survive.

Early AccessDJCTQ 14Co-op

£13.31

Lowest price we've ever recorded

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Price history

5 Sept 2026Lowest: £13.31 · Highest: £13.3112 Oct 2026

Action, Adventure, Indie, RPG, Simulation, Strategy, Early Access, Casual · 2026 · More £5 - £15 games

About this game

YOU HAVE RETURNED

No longer merely experimenting with forbidden forces, you are on the brink of completing the final blasphemous ritual that will bind your soul to undeath forever. Your phylactery demands power drawn from the living, and every soul you claim brings you closer to eternal dominion.

Define your path to lichhood by choosing a form with unique powers to evolve and master.

ENDLESS LANDS TO CONQUER

Step into boundless worlds that unfold as far as your campaign of decay can push. Every land is newly formed, multiplayer‑ready, and dotted with towns whose fragile systems are easy to corrupt. Spread your power across the expanding terrain and weaken the living wherever they gather.

SIMULATED ECONOMIES FUELING THE OVERSEER

Buildings serve as resources for the Overseer, a powerful entity dedicated to safeguarding life and calling forth heroes. Eliminate the workers, dismantle the buildings, and do everything possible to prevent the Overseer from thwarting your mission.

MULTIPLAYER MULTISTRATEGY

Join a friend on their quest and offer your support. Each Lich has its own unique upgrade path for the zombie horde, so combine your favorite strategies to keep the Overseer on their toes. 

THE CORRUPTION DEEPENDS IN EARLY ACCESS

Defi's Devotion has more growing to do before it can be released. More content is on the horizon to fill out the hero roster and expand the strategies for your conquest; secrets and puzzles that unlock new powers extending the lore of the world. 

Created by a solo developer, this project enters Early Access to grow its systems and expand them over time. Player feedback will shape the push and pull between decay and control, guiding your rise toward ascension.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: 64-bit Windows 10, 11
  • Processor: 3.0 GHz Quad Core CPU
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 1060 with 3GB of video RAM or Radeon RX 580 with 4GB of video RAM or Intel Arc A380
  • Storage: 2 GB available space

Recommended

Recommended:
  • OS: 64-bit Windows 10, 11
  • Processor: 3.6 GHz Quad Core CPU
  • Memory: 8 GB RAM
  • Graphics: GeForce RTX or Radeon RX5600 or Intel Arc A580 or above
  • Network: Broadband Internet connection
  • Storage: 2 GB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Update Friday #7

    Happy Friday! Lots of updates to NPC and Hero behavior and tweaks all over. NPCs now fear zombies if not armed and flee. This also allowed me to replace the blind effect with a fear effect. When using the purple orb ability, stacks now cause fear. Within the simulation, NPCs produce Food for bring in more people. They also collect Wood, Ore, Mana, and Gold to produce Weapons and Spells. To give players insight into the Overseer, he picks heroes to spawn based on the resource balance. Players can see in the Seed Menu what parts of the economy are changing to weigh their impact or make an educated guess as to what to target next or which talents would be more valuable on the next time change. As a heads up, I am moving next week so my aim is a patch to clean up minor things over a full update. Regardless, once settled on the other side, expect full updates again. Updates:Sim resource generation math has been simplified based on player's perspective. The four basic materials are generated when NPCs check in with their appropriate building. Weapons and Spells are considered the advanced resources and take a couple of building interactions to start producing. Root logic has been split to prioritize actor layer over sim layer. This ensures Heroes remain outside of the simulation but are able to be risen as zombies. Blind has been replaced by Fear. Bug Fixes:Zombies failed to attack NPCsHeroes often attacked NPCsNPCs that are unarmed flee from ZombiesSimulated economy is producing all materials in balanceOverseer is spawning heroes by resource amountDeath effect is being removed on Undead effect applicationWhen Undeath is applied, Zombies regain 50% of their healthI hope you enjoy the update and greatly appreciate you taking the time to check out Defi's Devotion! Have a fantastic week and happy infecting!
    Read full article on Community Announcements (Dadfsh)
  • Patch NotesOfficial

    Saturday Morning Quick Fix

    Discovered last night that the Seed menu spawners were not working so this morning I got them fixed! Now when you ask the seed to spawn a root it spawns it directly in the simulation and the other systems pick up spawning the actor. This also allowed me to test more reliably those latter systems. Previously the NPCs had only an unreliable way to know their status from the simulation. This worked out when they spawned far away most of the time. Now that they can also spawn on top of you, I added in a reliable way to react to the simulated status. Last note, I am toying with starting off with a couple corpses in the Seed's bank. Give it a whirl and we can see how it affects the beginning steps. Bug Fixes: Spawn Root and Spawn Zombie functionality restored Actor reflecting the simulated NPC status is reliable Thank you so much for checking out Defi's Devotion and have a fantastic day!
    Read full article on Community Announcements (Dadfsh)
  • Patch NotesOfficial

    Update Friday #6

    Hi folks! As you may have noticed, I have been pushing patches and not posting patch notes; I am sorry, life has been very busy. My focus is on moving the game forward which is why I keep patches rolling but sometimes the notes don't get a timeslot. With that said, lots to check out this time around.Major overhaul of the simulation now that Hero communication is getting online. The NPCs now have no desire to attack the Seed but will note it's sighting to let any Heroes know when they come by. Roots and Zombies spawned by the Seed menu are now spawned in the simulation and will look for corpses. Infection within the building and NPCs was spreading far too quickly before. There were many feedback loops that were far too powerful to keep the simulation meaningful. Now the simulation has proper flows and control over the time of day. This allows for the NPCs to follow daily routines and shift the pacing along the way. More updates to come :) Thank you for checking out Defi's Devotion.
    Read full article on Community Announcements (Dadfsh)
  • Patch NotesOfficial

    Update Friday #5

    Happy Friday! The Blood and Shock basic abilities have been completely overhauled. The Blood ability now dashes the character forward and does damage to all characters the blood mist touches. The Shock ability is now a shield that you can apply to any character or if none are hit, it will apply to yourself. This shield not only helps against single target projectiles but also does damage periodically to the enemy characters nearby. Some other modifications were made to the freeze ability; it now heals zombies. Haunt now passes through targets making it hit everything in the path. This improves building damage reliability and hurting crowds. Still making progress on putting in charge of displaying the impacts you have on the world. Cleaned up all the zombie abilities and the input mapping while possessing. Now every weapon has three abilities on it. Basic Ability Changes:Blood - Dash forward harming enemies on contact Bleed Debuff - When triggered, it attracts the seed or zombies if nearby Freeze - Heals zombies Haunt - Orb passes through and triggers damage on all enemies along the path Shock - Apply a shield to another character or yourself that does damage periodically to nearby enemiesBugs Fixed:Death and Undeath should appropriately replicate to clients after reconnecting Talent tree is now sorted for consistent placement Roots look for corpses far more reliably Thank you for checking out Defi's Devotion!
    Read full article on Community Announcements (Dadfsh)
  • Patch NotesOfficial

    Update Friday #4

    Hello folks,What a week!? We have more updates! The Haunt ability was getting complicated and still didn't feel good to use so I have stripped the push pull of infection and health because it already blinds but also made the effect more engaging. Now you select two points and a ball of energy flies through damaging and adding stacks for a killer blind. It also triggers building damage with Infect. Have a great weekend! Modified Abilities:Haunt - Summon an entity that travels in a straight-line blinding foes.Bleed - Infect on-hit and damage overtime after stacks build. More refinement coming.Bug Fixes:Simulation NPC Pathfinding doesn't get stuck as easily. Thank you very much for following the development of Defi's Devotion. Good luck on your path to immortality.
    Read full article on Community Announcements (Dadfsh)

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