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Watch trailer on Steam ↗Greywind's Legacy - A Text Based, Skill Progression, RPG
Lansdolli · Published by Lansdolli
8 user reviews — 100% positive (8 reviews) · 11 achievements
Last updated 28 Sept 2026
This is a text based game that allows the player to step into the town of Alara as the grandson of the late adventurer Greywind. Choose to avenge your grandfather by killing the god Obcassus or to instead spend your time exploring the world and mastering every skill. Or both!? The choice is yours!
£4.59
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Price history
Adventure, Indie, RPG, Strategy, Casual · 2026 · More under £5 games
About this game
This Game Has No Audio
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Step into a simplistic RPG with bare bones text based menus as your main interface with the world.
You will find no flashing popups, messages trying to drive engagement, or yellow paint in this game. Greywind's Legacy is a simple, straightforward game, created for you to enjoy however you see fit.
Optional Depth
This game's world is built around one main idea: optional depth.
You can decide to play the whole game only swinging a dagger on your lonesome and never worrying about anything else. But if you ever run into something that interests you while on your adventure, that depth is there for you.
Say you find a crafting recipe for a fire resistance ward and want to place it on your armor to make your upcoming fights in Dragon's Domain a little easier. Those ores and herbs you passed earlier without caring are there for you to collect. Those weapon and armor shops you never entered are there to lend you their anvil.
The same can be said for every single feature in this game. They were all put here to add one thing: depth.
I have always wanted a simple game that I can just play. Not worry about whether I'm optimizing correctly or hitting the right order for progression.
This is that game. You just play it and pursue whatever avenue you want. Do whatever catches your attention and sounds like fun to you.
Play It Your Way
You want to be an Adventurer taking quests and moving your rank up as you demonstrate your competence and strength while exploring the world at the same time?
The Adventurer Guild, with its Clerk, Quest Board, ranks from Bronze all the way to Hero, and yes other Adventurers doing the same thing, are there.
You want to be an Arena fighter after being beguiled by an Arena Master's sales pitch?
Jump into one of the arenas in the world and start fighting for coin while climbing the leaderboards. Or sit in the stands taking a break and betting on who will win the next bout.
You want to master every form of magic?
Go talk to mages, read spell tomes, and cast spells of all ten elements to pursue magical perfection.
You want to focus on one of the seven weaponskills like Axework?
Go buy that axe and swing!
You want to develop your base?
Go recapture your ancestral home and invest into building it back into greatness.
This game will not point you in a direction to play. There is one main objective, to kill the god who killed your grandfather, but even that is completely optional.
Progress through each of the 7 Tiers of power at your own pace. Decide to stay at Tier 1 longer to develop skills and discover different skill merges and the Tier 2 class options they unlock, or decide to focus on the path of a swordsman and evolve your tier as soon as you're able.
Features
328 skills to explore, levelled by doing. Swing a sword to level swordsmanship, mine an ore to level mining, read a book to level arcana.
190 classes spread across 7 tiers, each unlocked by the skills you earn.
Over 400 abilities, each distinctly different from one another.
A living world with a day and night cycle, an in game calendar, NPCs of all different sorts, live inventories, and depth.
15 zones to travel, from the Heartlands you start in to Dragon's Domain at the far end of the world.
192 enemies, each with their own levels, tiers and abilities, recorded in a Monster Grimoire that fills itself in as you fight them.
A Home Base you can reclaim and upgrade.
A straightforward damage type system with weaknesses, resistances and immunities.
Crafting, with 70 recipes to find. Temper a weapon, etch a ward into your armor, brew something stronger than a potion.
Shops with finite inventories that refresh on a natural timer.
Companions to earn out in the world, plus adventurers you can hire at any Guild. Each companion has their own voice, their own personal quest, and their own class evolutions that you choose for them.
Dungeons to explore and bosses to defeat.
29 titles to earn, choose which title to equip by speaking to a Town Crier in any Town!
Quests of all different sorts.
Lore, some hidden, some not so much.
Last but not least: a very simple text based visual and menu system.
Core Loop
The core gameplay loop involves leveling Skills and Classes.
Actions you take have a Skill associated with them. Attacking with a sword, mining ores, learning about the world. You level a Skill by using it. Skills start at Tier 1 Level 1 and give bonuses to the player based on their Level and Tier.
When a Skill reaches Level 10 you are given the option to evolve the Skill, Merge the Skill with an applicable Skill, or wait. Evolving the Skill will advance it to the next Tier and reset the Level to 1.
Merging is offered when you have two or more compatible Skills at the same Tier and all at Level 10. You can choose to merge them into a stronger combined Skill. This will also advance the Tier and reset the Level just like with evolving, but you will now have one stronger Skill instead of two weaker ones.
Or you can choose to wait. Whether you're waiting for more skills to reach Level 10 in the Tier to unlock more Merges or if you just feel like you want to wait.
Classes work in a similar way. You gain Class Levels by collecting XP by defeating enemies, completing quests, or other activities. Every ten Levels Classes, just like Skills, are given the option to Evolve to a higher Tier or wait.
However, what Class Evolution options you are offered depend entirely on your current Skills. If you want to evolve your class into a Tier 2 Swordsman you'll need the Swordsmanship skill. Class Levels also don't reset after evolution, unlike Skills.
The last part is abilities. Although you can gain abilities by reading ability tomes or by evolving certain skills, the main way you will gain the majority of your abilities is by leveling your Class. Every two Levels you are offered three abilities to pick from based on your current class. A Swordsman will be offered abilities that make sense for a Swordsman, while a Mage will be offered abilities that make sense for a Mage. Once prepared, abilities can be used in combat at the cost of Mana.
This loop continues from Class Level 1 to 70 and from Tiers 1 to 7. Level 70 is the game's Level Cap and T7 is the highest Tier.
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Hope you enjoy!
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7 or newer
- Processor: Intel Pentium M processors (1.7 GHz)
- Memory: 500 MB RAM
- Graphics: ATI Mobility Radeon X300
Supported Languages
Latest news
Patch NotesOfficial
1.3 Summary Update
1.3 Summary UpdateWelcome to the 1.3 update for GWL.I've been adding some things and fixing a few bugs over the last week and this update will be more of a summary of those changes/fixes to coincide with the smaller updates.These patchnotes are coming a day early as I unfortunately will be very busy the next few days when I usually update.World and Enemy Spawning- In a few overlap areas some spawns were coming in at the wrong levels. Thats now fixed.- Enemies now match the zone they are in. A fault in how spawn points were assigned meant a zone could be filled with a neighbouring zone's monsters at that neighbour's level. Every zone now spawns its own monsters inside the level range shown on the world map.- Sub-zone variety restored. Each zone has four regions with their own monster sets, but six of the sixty had been getting no ground at all, and some zones ran almost entirely on a single region. All four regions of every zone now get a fair share.- Alara Outskirts is now actually around Alara. New characters were starting in the Ruins District against Rogue Archers and Orc Scouts, while the gentler pool named for their home town sat on the far side of the zone. This significantly lowers initial the difficulty curve for new players.- Dungeons are placed in the right zone. This fixed a similar problem to the overlaping spawns bug.- The subzone name shown in your map header now always matches the actual spawn table.Quests- Zone bosses do not respawn, but the guild board would still offer their bounty, leaving an objective that could never be completed. Those bounties are no longer offered once the boss is dead, and if you are already holding one it is credited automatically and can be turned in at any clerk.Combat and abilities- Withering Touch and Drain Soul now heal you. Both described absorbing a share of their damage (40% and 50%) and previously were not healing as other drain effects correctly do.- Failed sneak attempts are now readable. The failed message was b...Read full article on Community Announcements (Lansdolli)Patch NotesOfficial
1.2 Cleanup Patch
1.2 Cleanup PatchWelcome to the 1.2 update for GWL.This is a much smaller patch than normal. It's mostly focused on cleaning up some back end code to make the game run a little smoother and increase overall consistency. These smaller patches will be more of the norm as I transition out of the main development cycle I was in around launch. I still plan to keep adding features and adding compatibility with Linux and Mac however I have had a few setbacks with the later especially that's requiring more time than expected to work through.New Game Versions-A new version called "PreviousBuild" is accessible to everyone. This just loads the previous weeks update. This allows y'all to rollback to the previous version if you come across a new bug and continue playing without having to wait for a hotfix.-The CompanionFix version was removed. I can still bring it back to public visibility if anyone needs it please let me know and I'll post it. This version was only meant to correct the few saves affected by the companion stats bug and now that I believe all those users have corrected their files I have removed it.Bug Fixes- Correct some damage values that were reading incorrectly- Fixed a UI bug involving enter screens to appear twice in rapid succession- Rewrote some dialogue and book entries to better reflect the current state of the gameBeta- Implemented new save system for better future implementation (automatically copies over on your own at launch no need to do anything- Balanced some abilitiesFuture PlansMain focus right now is pushing through the Mac and Linux versions which is taking a lot more work than anticipated. Additionally I'm working on a thorough review to make sure no bugs were introduced with the last Artifact Patch and most recent hotfixes from the postlaunch.Let me know in the comments or in discussions if you have an idea or bug and I'll respond quickly =)Have a great weekend and I hope you are all enjoying the game!-LansdolliRead full article on Community Announcements (Lansdolli)AnnouncementsOfficial
1.0 Is HERE!
1.0 RELEASE NOTESHello! Welcome to the 1.0 release of Greywind's Legacy! 1.0 is the biggest update the game has ever had. I can't wait to see how you all enjoy it! Here are the headline changes: a day and night cycle, a companion overhaul, two new item tiers, achievements, a rebuilt merge system, a balance pass that touched almost every ability in the game, and Dragon Riding! NEW FEATURES Day Night Cycle Working off of the time system from last update we now have a true Day/Night Cycle! Night costs you vision. - Between 20:00 and 06:00 your sight radius drops by one tile. It is floored at one, so you can always see what is next to you, but travelling in the dark now has a drawback that should make the game feel just that little more immersive. - The map shows a sun or a moon next to the clock so you always know which you are in, and the clock dims at night. Companions - Companions now scale properly with level. They were falling behind badly in the back half of the game and were being one-shot by things you could walk away from. They keep up with you consistently now. - Companions can read ability tomes. Same rules as you: one use, gated on their class tier, and the tome is consumed from your pack. - Existing saves are brought up to date automatically on the next load. Your companions do not have to re-earn anything. Two New Item Tiers - Two new tiers of items have been added to flesh out the loot tables: Darkwood T2 and Ebony T4. Now every tier has a main item category ranging from Iron and Steel T1 to Dragonbone T7. - All loot tables have been updated to reflect this. Achievements - Eleven achievements, tracked in your save. - Steam integration is in progress! The Merge System - Merging is now always at least as good as not merging. A merged skill is worth more than its parts the moment you take it, and it keeps out-growing them at every tier after that. - Seven new legendary merges. - Every merge family reaches tier 7. Twenty-six chains used to stop short, so mer...Read full article on Community Announcements (Lansdolli)Patch NotesOfficial
Bascially 1.0: Weekly Update #10
Weekly UpdateHello! Welcome to our Tenth Weekly Update!We are just seven days out from the August 13th 1.0 date! Woohoo!There's four big changes pushing this game to its final polished form: Resistances, New Time System to replace Ticks, Enhancement System for Crafting, and a How to Play tab in the Start Menu.Woohoo!NEW FEATURESThe focus this update is time, type matchups, and finishing the polish passes I flagged last week. There are three headline changes.The world now runs on a real calendar. Every step you take advances an in game clock, and the game tells you the time and date.Combat gained RESISTANCE, sitting between "weak to" and "immune to." Previously an enemy either took extra damage from a type or took none at all. Now we have a more realistic middle ground. The How to Play guide I promised last update is in, browsable from the main menu.The rest is quality of life, crafting fixes, and a fairly long list of defensive abilities that have been reworked for better visibility.The In Game Calendar- The map now shows the time and date next to your coordinates. It starts at 12:00 on the 13th of August, Year 1.- Every step is five minutes. Twelve steps make an hour, and 288 make a day. Months are thirty days and years are twelve months, running August, Avior, Velin, Kranak, Sauronelle, Atritudo, Albitudo, Licin, Vespar, Tuvon, Scaena, Fluxia.- Waiting with Z advances it too. I hope this all makes time feel more real.- Everything the world used to measure in turns is now told to you in hours and days. A mercenary contract is "7 days," a caravan arrives "within the next 4 hours," a destroyed dungeon repopulates in "7 days."- The intervals themselves were retuned to land on clean values while I was in there. Mercenary contracts went from roughly a day and a half to a full 7 days for the same gold, and they now warn you a day before expiry instead of about an hour. Autosave moved to once a week, and a purged dungeon takes considerably longer to come back at a week as...Read full article on Community Announcements (Lansdolli)Patch NotesOfficial
Presence System and Information Cleanup Weekly Update #9
Weekly UpdateHello! Welcome to our Ninth Weekly Update!We are looking in good shape for our August 13th 1.0 date. Hope you are all excited!NEW FEATURESThe focus this update is combat depth and clarity. The headline change is a new enemy targeting system called Presence. Up until now, when an enemy decided who to swing at, it was basically a coin flip between you and each of your companions. Now every character has a presence score working quietly in the background that weights how likely they are to be targeted, so fights should feel less random and more realistic.Mana costs on higher tier abilities have gone up. This was a deliberate balance pass to make mana actually matter as you climb the tiers, instead of being a non issue by the mid game.The rest of the update is readability and quality of life, continuing the march toward the polish level I want for 1.0. The death screen was reworked to include hints, your equipment now clearly shows who has what equipped, and descriptions/dialogues/books all got cleanups.Presence: A New Targeting System- Enemies now choose their target based on presence, a behind the scenes threat score, instead of picking at random. It applies to all of combat: normal attacks, special moves, and boss ultimates alike.- For now, presence is based on MAX HP. The idea is that a bigger health pool reads as a bigger threat, so a tanky character naturally soaks up more of the incoming hits while a squishier ally gets left alone more often. If your party has a 200 HP frontliner and a 100 HP companion, the frontliner will be targeted roughly twice as often (about 66% vs 33%).- This gives tank builds a real job in a fight beyond just having a big health bar. Building into max HP now actively pulls danger away from your fragile party members.- Taunt and any other forced target effects still work exactly as before and always take priority. If someone taunts, the enemy locks onto them no matter what the health pools look like.- This won't make the game ...Read full article on Community Announcements (Lansdolli)






