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Realmlords

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Realmlords

UltraPwned Gaming · Published by UltraPwned Gaming

2 user reviews — 100% positive (2 reviews)

Last updated 28 Sept 2026

Realmlords is a fast-paced action roguelite bullet/spell-hell. Pick from 12 classes and 11 weapons, fight through elemental realms, crush Portal Guardians and Realm Bosses, survive Hoard Waves, and hunt seven unique Realm Lords. Co-op, artifacts, lore, tempering, and 10 difficulty tiers (so far).

Early AccessDJCTQ 6Co-op

£4.59

Lowest price we've ever recorded

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Price history

5 Sept 2026Lowest: £4.59 · Highest: £4.5912 Oct 2026

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

About this game

About This Game

Realmlords is a fast-paced action roguelite and bullet-hell / spell-hell dungeon crawler. Every run drops you into dangerous elemental realms filled with overwhelming enemy hordes, deadly hazards, powerful loot, brutal bosses, and legendary Realm Lords hunting you across the map.

Choose your class, master your weapon, and forge devastating builds through artifacts, abilities, equipment, scrolls, and upgrades. Dodge impossible odds, survive escalating chaos, clear spawner-filled arenas, defeat Portal Guardians, conquer Realm Bosses, and push deeper as difficulty spirals out of control.

FIGHT THROUGH THE REALMS

Battle across a chain of elemental worlds — Fire, Ice, Lightning, Earth, Poison, and Dark — each with unique enemies, ground hazards, bosses, and atmosphere. Every realm is built from three portal floors (1/3 → 3/3). Clear spawners, defeat the Portal Guardian, collect progression relics, and advance toward the Realm Boss at the end of each realm cycle.

Push far enough and unlock Realm Lord X — the ultimate difficulty tier where loot becomes god-tier, danger becomes lethal, and only the strongest builds survive.

12 UNIQUE CLASSES

Play as one of 12 distinct classes, each with unique strengths, stat scaling, and combat identity:

  • Warrior

  • Wizard

  • Archer

  • Paladin (starts with Reflect Shield)

  • Rogue

  • Druid

  • Dwarf Warrior

  • Gnome Wizard

  • Orc Wizard

  • Red Wizard

  • Necromancer

  • Bard

Whether you prefer crushing melee, precision ranged combat, spellcasting, summoning, support, or hybrid builds — every class offers a different path through the realms.

WEAPONS, GEAR & BUILD CRAFTING

Begin each run by choosing a starting weapon and grow into something monstrous:

Weapon Archetypes

  • Sword · Staff · Axe · Mace · Dagger · Shuriken · Trident · Bow · Boomerang · Wand

  • Musical Instruments (Bard — Lute, Flute, Drum)

Combat Gear

  • Full armor and accessory loot with randomized stats and rarities

  • One-handed and two-handed weapons — 1H attacks faster; 2H hits harder and blocks shield use

  • Shields with Block Chance — block physical and elemental hits when your resistances align

  • Magic Focus off-hand items for caster classes

  • Dual-wield for Warrior, Dwarf Warrior, and Rogue — alternating strikes with both weapons

Build Systems

  • Level up and choose from a huge pool of active and passive abilities

  • Collect scroll fragments, craft Skill Books, and unlock new powers mid-run

  • Equip Realm Boss artifacts on a dedicated hotbar for devastating activated skills

  • Temper gear at the anvil with mined ore for permanent item upgrades

  • Gamble unwanted loot for better gear — manually or with auto-gamble while you fight

ELEMENTAL COMBAT & ABILITIES

Realmlords is built for players who love screen-filling combat:

  • Fire, ice, lightning, earth, poison, holy, and dark projectiles and effects

  • Mana Surge — unleash oversized elemental attacks using your equipped weapon or spell type

  • Orbitals, whirlwinds, familiars, auras, beams, and more

  • Reflect Shield — orbit shields that bounce enemy projectiles back for full damage

  • Enemy spawners, pillars, blade traps, lava pools, poison hazards, and boss summon rituals

  • Rare, elemental, and boss enemies with escalating patterns and loot tables

REALM LORDS — THE ULTIMATE THREAT

Seven unique Realm Lords stalk the dungeon — one of each type per map, never duplicated. They are immune to all damage unless you wield a Legendary weapon earned on Realm Lord X difficulty.

Hunt them down, survive their assault, and claim massive rewards — if your build is ready.

REALM ANGER & HOARD WAVES

Grind too long and the realm fights back.

The Realm Anger Bar rises as you kill enemies, break spawners, open chests, destroy pillars, and mine ore. Hit 100% and the realm unleashes a Hoard Wave — a punishing surge of enemies that grows exponentially each time it triggers within a realm.

Anger persists across portal floors and resets when you conquer a realm and move on. It’s a pacing system designed to reward progression and punish stalling.

LOOT, LORE & LONG-TERM PROGRESSION

During Runs

  • Gold, keys, potions, food, hourglasses, magnets, and chests of every tier

  • Orbs and relics that unlock the next realm in your journey

  • Gear scaling with 10 difficulty tiers from Normal I through Realm Lord X

Between Runs

  • Character profiles that save your roster, difficulty unlocks, and progress

  • Lore Fragments — permanent account currency used in the Lore Archive to reveal the Realmlords story sentence by sentence

  • Achievements tracking kills, bosses, realms, lore chapters, and more

  • Steam Leaderboards to compete for high scores and realm-clear times

CO-OP MULTIPLAYER

Team up with friends in online co-op. Share the same dungeon layout, fight the same bosses, pool progression drops, and survive the hoard together. Greater Mana Surge can link players for coordinated burst damage.

KEY FEATURES

  • Fast-paced action roguelite gameplay with high replayability

  • Intense bullet-hell and spell-hell combat

  • 12 playable classes with unique bonuses and playstyles

  • 11 weapon archetypes and countless build combinations

  • 6+ elemental realms with unique enemies, bosses, and hazards

  • 3 portal floors per realm → Portal Guardian → Realm Boss progression

  • 7 unique Realm Lords and the Realm Lord X endgame difficulty

  • Realm Anger anti-grind system and escalating Hoard Waves

  • Deep loot: gear, artifacts, abilities, scrolls, ore, tempering, and gambling

  • Lore Archive, achievements, and Steam leaderboards

  • Online co-op multiplayer (Alpha) (Working Version Coming Soon)

  • Procedural dungeons, randomized loot, and endless build experimentation

JOIN THE COMMUNITY

Report bugs, share builds, discuss strategies, and stay up to date with future updates.

The realms are watching. How long can you survive?

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-4460 / AMD Ryzen 3 1200
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 960 / AMD RX 570 / Intel Arc A380
  • Network: Broadband Internet connection
  • Storage: 300 MB available space
  • Sound Card: DirectX Compatible Sound Card
  • VR Support: None
  • Additional Notes: SSD recommended. Keyboard and mouse required.

Recommended

Recommended:
  • OS: Windows 10 Version 1909 or newer
  • Processor: Intel Core i5-4460 / AMD Ryzen 3 1200
  • Graphics: NVIDIA GTX 960 / AMD RX 570 / Intel Arc A380
  • Storage: 300 MB available space
  • Sound Card: DirectX Compatible Sound Card
  • VR Support: None
  • Additional Notes: SSD recommended. Keyboard and mouse required.

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Realmlords — V4.6.4 Major Patch

    Realmlords — V4.6.4 Major Patch --- ### Performance - Significantly reduced lag during gameplay, especially in rooms with many entities on screen - Fixed gradual performance degradation that occurred level-by-level over long sessions - Fixed critical memory leak where enemy death animation elements were accumulating in the DOM - Fixed stale pathfinding cache causing AI slowdowns across level transitions - Cleared projectile, particle, and runtime effect arrays between level transitions to prevent accumulation - Optimized enemy AI pathfinding with room adjacency caching - Optimized fog of war rendering, enemy separation forces, and entity distance calculations --- ### Gameplay — Skill Trees - Skill trees now allow free investment across all three trees — no more forced single-tree commitment - Unlocking the next tier of skills now requires **3 points** spent in the previous tier (per tree) - Rebalanced attack abilities across all trees for every class — no single tree should dominate offensive options - Added new attack abilities to underserved trees: Wizard, Warrior, Paladin, Druid, and Bard all received new skills - Corrected skill icon assignments — all abilities now have unique, class-appropriate icons - Fixed broken/fallback icons across all classes including Bard Musical Spells - Arcane skills now correctly display purple-toned visuals; Bard abilities corrected for color theme - Skill tree hover text now correctly shows the required tier progress (e.g., "1/3 — 2 more needed") - Removed "Auto-pick abilities on level-up" toggle --- ### Gameplay — Items & Inventory - Fixed item generation scaling — items now properly scale in power as you progress through levels and realms - Starting weapons have been rebalanced with correct damage caps per weapon type - Fixed all classes incorrectly starting with 2 weapons (one equipped, one in the bag) - Fixed Common weapons of the same type persisting in inventory when auto-features are on - Auto-equip now correctly equips the ...
    Read full article on Community Announcements (jxrannok)
  • Patch NotesOfficial

    Realmlords — Version 4.6.3 Major Patch

    Realmlords — Version 4.6.3 Major Patch --- ## Skill Trees **Free Tree Investment** - Removed the 30-point single-tree commitment lock. You can now invest freely across all three trees for your class. - Tier progression still applies: 3 points must be spent in a tier before the next tier unlocks. **Attack Ability Rebalancing (All Classes)** - Audited every class to ensure no single tree holds a disproportionate number of attack abilities. - Archer: Ice Arrow moved to Marksmanship, Lightning Arrow moved to Trapper. Fire Arrow and Poison Arrow remain in Hunter. - Wizard: Added Inferno Mine (Pyromancy), Arcane Bolt and Arcane Surge (Arcane tree). - Warrior: Added Iron Slam and Bulwark Strike (Fortitude), Thunder Cleave (Arms). - Paladin: Added Celestial Orbs and Divine Bolt (Aegis), Crusader's Wrath (Crusader). - Druid: Added Primal Roar and Wild Claws (Shapeshift), Lightning Root and Earthquake (Wild). - Bard: Added Song of Wrath (Songs), Ballistic Note (Versatility). **Skill Color Accuracy** - Arcane abilities now use purple/dark projectile behaviors instead of yellow lightning. - Arcane Bolt uses a neutral blue spell behavior. Arcane Surge uses a dark purple wave. - Bard's Ballistic Note corrected from lightning-yellow to neutral blue spell. --- ## Skill Icons & Hover Text - Fixed Musical Spells ability using a broken fallback icon — now uses a dedicated musical note icon. - Fixed DarknessSpell abilities using a broken fallback — now uses a proper darkness icon. - Fixed ArcaneOrbital, EarthOrbital, and HolyOrbital icons using wrong or missing assets. - Fixed ArcaneResistance displaying a wrong icon. - Fixed VIT stat icon case-sensitivity issue on Windows. - Wand weapon mastery icon updated to a proper staff skin. - Added over 50 unique icon overrides to eliminate all duplicate icon groups across all 8 classes. - All new skills added in this patch have unique icons and themed hover text. --- ## Inventory & Auto-Sell - Manual sell (clicking "Sell" on an item) now alway...
    Read full article on Community Announcements (jxrannok)
  • Patch NotesOfficial

    Realmlords V4.6.2 Hotfix

    Realmlords V4.6.2 Hotfix SEASON 1 CONTINUES (NO ROSTER WIPE) - V4.6.2 is a hotfix on top of V4.6 / V4.6.1. Competitive ladder season ID remains 1. Existing Season 1 characters are retained when updating. - Title screen now shows V4.6.2 while leaderboards remain Season 1. - A future Season 2 will only begin when the season ID is officially changed in version.json. NECROMANCER - Innate Skeletal Summoning is no longer stripped when skill-tree passive flags are applied on load. - Necromantic Void now triggers from projectile kills as well as melee ability kills (consistent with the skill description). VISUAL FIXES - Player debuff vignettes (poison, freeze, burn, etc.) render in screen space again and are no longer pinned to the world map when the camera moves. - Mana Surge rainbow projectile trails draw on the mid-fx overlay instead of leaking world-camera transforms (fixes random "spell copy" streaks across the map). ACHIEVEMENTS - Key Master and Treasure Hunter achievement icons now use the correct key and chest loot art (no more fallback / unknown icon). SAVE DATA — KEYS - Keys no longer disappear after exiting to the main menu and reloading the same character. - Save snapshots now sync key counts from the player into the vault before writing, instead of overwriting the player from a stale vault. - Loading a continued run no longer resets the key vault when restoring from a snapshot. AUTO EQUIP & AUTO SELL (PER CLASS) - New class auto-gear profiles tailor weapon priorities and off-hand behavior to each class (what they can equip, default shield vs dual wield vs magic focus). - Auto-equip scoring respects Weapon Mastery, Shield Mastery, and Dual Wield Mastery investments from the skill tree. - Auto-sell keeps mastery-aligned weapon spares and loadout weapons; class-blocked gear is sold immediately. - Paladin class weapon bonus corrected — secondary bonus is sword (axes are not a Paladin weapon). AUTO-SELL RELIABILITY - Rarity tier auto-sell (Common, Magic, Rare, etc.)...
    Read full article on Community Announcements (jxrannok)
  • Patch NotesOfficial

    Realmlords V4.6.1 Hotfix Patch

    Realmlords V4.6.1 Hotfix Patch Notes Rendering — Native Pixi WebGL - Removed the legacy Three.js gameplay stack entirely. All world terrain, actors, projectiles, fog, doors, hazards, and ores now render through native Pixi WebGL only. - Replaced the old multi-pass GPU pipeline (PixiInstancedPass, separate HUD pass, world-buffer composites) with a single PixiGameplayView using one stage and one present() per frame. - Fixed a black-screen regression where gameplay UI appeared but the world stayed black due to a gpuPixiPass / gpuPixiInstancedPass mismatch. The active renderer is now window.pixiView. - Removed CPU-to-GPU world-buffer conversion paths that painted the offscreen p5 buffer and uploaded it as a fullscreen texture every frame. - Removed the tail-fallback canvas composite when GPU hazard or mineral counts were low. World content is now fed directly as Pixi sprites through PixiWorldInstanceCollector. - RealmlordsTextureLoader now binds source images directly for GPU textures and only creates offscreen canvas copies when p5 still requires them. - PixiP5Shim foreground effects now pool and reuse containers, sprites, graphics, and text instead of destroying and recreating them every frame. - HUD and mid-FX Canvas2D layers now upload to the GPU only when marked dirty after painting instead of refreshing textures every frame. - Renamed rendering internals to PixiWorldInstanceCollector, PixiGameplayRenderer, initPixiGameplayView(), and CONFIG.gpu.pixiWorld. - F3 performance overlay now reports Pixi sprite statistics correctly instead of undefined instanced-pass fields. - Removed the Three.js npm dependency and vendor copy from the build pipeline. Performance - Reduced per-frame GPU uploads and allocations during combat-heavy scenes. - Skipped unnecessary offscreen world-buffer clears when pixiWorld is active. - Reduced redundant compositing work by using a single WebGL present at the end of each frame. Druid — Bear Form - Renamed Bear Transformation to Bear Form acr...
    Read full article on Community Announcements (jxrannok)
  • Patch NotesOfficial

    Realmlords V4.6 Patch Notes

    Realmlords V4.6 Patch Notes - V4.6 is still Season 1. Competitive ladder season ID remains 1. Existing Season 1 characters are retained when updating. - Title screen now shows V4.6 while leaderboards remain Season 1. - A future Season 2 will only begin when the season ID is officially changed in version.json. VISUAL FIXES & DRAW RELIABILITY - Realm Hoard anger warning no longer displays a giant red rectangle on the dungeon floor. Warning effects are now limited to a screen-edge vignette. - Spinning blade traps and other floor hazards now render reliably in GPU mode with Canvas2D fallbacks while textures load. - Hazard and mineral GPU rendering has been hardened with texture validation, retry paths, and procedural fallback rendering. - World-tail rendering now includes broader fallback handling to prevent hazards and minerals from disappearing. - Harmful ground effects such as lava pools and burning ground now render beneath enemies, ore, loot, spawners, pillars, and players. - Elemental and debuff hit feedback is now screen-edge only. Fixed floor tiles lighting up from lightning, fire, hazards, or enemy attacks. - Wizard and class spell projectiles keep their native spell art. Weapon enchants add an outer glow only — the projectile body does not recolor. - With two weapon enchants equipped, projectile, melee, and weapon glow layers alternate between enchant colors. - Bard musical note projectiles keep spell-colored bodies; enchant glow applies to outer layers only. PERFORMANCE & GPU (PIXi WEBGL) - Gameplay rendering consolidated on the Pixi WebGL pipeline. Legacy Three.js world pass and duplicate GPU fallback paths removed. - Fixed world map size mismatches (hardcoded 4096 vs actual map size) that caused invisible walls and misaligned parallax. - Dungeon floors now expand macro-tile walkability so visible floor matches collision — no more walking on painted ground that blocks movement. - Map-edge clamping no longer runs inside procedural dungeons; only walkable ...
    Read full article on Community Announcements (jxrannok)

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