
Screenshots

Watch trailer on Steam ↗Morhval: Ravenglaire
Seven Weeks Studios · Published by Seven Weeks Studios
Content notice: Contains stylized fantasy violence, blood, corpses, murder, crime, hunger, disease, political oppression, social hardship, and dark fantasy horror themes. Mature subjects are presented primarily through text, dialogue, and quest descriptions. The game does not contain explicit sexual activity, nudity, or graphic visual gore.
5 user reviews — 60% positive (5 reviews)
Last updated 29 Sept 2026
Morhval: Ravenglaire is an old-school first-person sandbox RPG. Explore a procedural province, take contracts, delve into dungeons, master weapons and magic, trade, survive, and shape your own life in an unforgiving low-poly world.
£11.75
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Indie, RPG, Early Access · 2026 · More £5 - £15 games
About this game
BUILD A LIFE IN A PROVINCE WHERE EVERY PATH IS YOURS
Morhval: Ravenglaire is a first-person open-world role-playing game built around exploration, consequence, survival and interconnected systems. Inspired by the freedom and unpredictability of classic sandbox RPGs, it places you in a large, dangerous province where work, family, reputation, crime, magic and simple survival can matter as much as defeating monsters.
You begin at eighteen years old in the village of Hearthmere. Your parents have given you what little equipment and money they can spare, but the family pantry is running low. From there, your life is yours to shape. Ride toward a distant tavern in search of work. Study forbidden magic. Join a mercenary order. Become a thief. Buy a farm. Feed your family. Hunt monsters. Carry freight between settlements, Help people, exploit them, deceive them, or simply disappear into the wilderness. There is no single correct way to live in Ravenglaire.
A LARGE PROCEDURAL PROVINCE
Ravenglaire covers approximately 250 km² and is regenerated for each new campaign while preserving its major authored story locations. Roads, settlements, taverns, lakes, wilderness sites, faction branches, abolitionist camps, events, points of interest and dungeons are distributed from the campaign seed, giving every journey a different geography. The province contains more than eighty dungeons, more than one hundred points of interest, dozens of settlements, many taverns, a long road network, the Nareth River and its crossings, lakes, coastlines and remote wilderness.
Travel through distinct regions including:
The cold forests and high plateau of Hollow Pines
The wet, corrupted woods of Blackroot
The open Volker plains and dry savannas
Thorn steppe and semi-desert frontiers
The Redglass deep desert
Grey eastern highlands and cold mountain forests
The Pale Verge at the edge of the snow
The green banks and oases of the Nareth River
A western coast with beaches and ocean fishing
Procedural settlements are more than repeated clusters of houses. They can develop around agriculture, herding, hunting, logging, quarrying, trade, military activity or apothecary work. Their economy affects their buildings, merchants, available work, local demand and the character of the people who live there. Settlements may also follow different social policies and respond differently to your actions.
CREATE A CHARACTER
Choose from Warrior, Rogue, Ranger, Alchemist or Occultist, or create a custom class by selecting your own strengths and weaknesses. Your character is defined by six attributes:
Strength
Agility
Intelligence
Endurance
Charisma
Speed
Twenty-four skills cover weapons, armor, stealth, persuasion, lockpicking, six schools of magic and practical professions such as alchemy, farming, cooking, fishing, mining and smithing. Skills improve through use. Fighting with a bow makes you better with bows. Brewing potions develops Alchemy. Working crops develops Farming. Dialogue, crafting, exploration and combat all feed the same character progression rather than existing as isolated minigames.
Skill checks use a visible d20-based system influenced by your skill, attributes and circumstances. Reaching new character levels grants attribute points, while mastering selected disciplines to 100 unlocks Prestige training. Individual spells, weapons, potions, meals and crops can be specialized through up to three Prestige levels, improving their power or efficiency at the cost of time, gold and a portion of the relevant skill.
FIRST-PERSON COMBAT WITH DISTINCT WEAPONS
Fight in real time using short weapons, long weapons, blunt weapons, bows, crossbows or your fists. Weapons differ in reach, recovery time, stamina cost, impact, draw speed and critical affinity rather than functioning as cosmetic copies of one another.
Use knives, swords, spears, axes, maces, hammers, staves and specialized unique weapons
Draw bows manually and consume physical arrows
Reload crossbows between shots
Manage stamina while attacking, blocking, sprinting and traveling
Use Agility, armor and movement to avoid or survive incoming attacks
Crouch and move quietly to reduce detection
Pick locks, steal from containers and pickpocket NPCs
Coat weapons with alchemical poisons
Enchant weapons with fire, frost, lightning or life-stealing effects
Enemies include wildlife, bandits, raiders, cultists, necromancers, battle mages, undead soldiers, Grave Thralls, spiders, scorpions, cave worms and stranger creatures such as Mournwraiths, Hollowroots, stone guardians and anomalous manifestations. Some enemies summon allies, spread conditions, use spells, fight at range or require a different approach from ordinary animals and human opponents. Equipment has individual durability. Two copies of the same sword can have different condition, maximum condition and quality. Weapons, armor and tools wear down, can break, can be repaired with kits or by professionals, and can be fully restored at a forge.
MORE THAN FORTY ACTIVE SPELLS
Magic is divided into six schools:
Firecraft
Frostcraft
Stormcalling
Vitalism
Necromancy
Conjuration
Spells are not limited to differently colored projectiles. The magic system supports direct rays, missiles, cones, chained lightning, walls, persistent fields, summoned creatures, bound weapons, healing, regeneration, shields, movement abilities, detection, remote interaction, corpse manipulation, resurrection, banishment and battlefield control. Learn formulae from teachers and merchants, study individual spells to improve their efficiency, assign favorites and combat hotkeys, and specialize particular spells through Prestige.
High Athenaeum standing unlocks a personal spell-combination system. Combine two or three known official spells, choose an intensity, name the result and create a permanent custom formula. Compatible secondary effects are adapted to the primary spell’s delivery form, allowing combinations such as harmful traits on summoned creatures, elemental effects on bound weapons or mixed control and damage spells. A character may preserve up to twelve personal formulae in their spellbook.
PROCEDURAL DUNGEONS AND PHYSICAL EXPLORATION
Ravenglaire contains natural caves, mines, crypts, ruins, cisterns, buried courts, wells, chapels, monster dens and other dungeon archetypes. Their themes, inhabitants, resources and layouts change with the world seed. Dungeons can contain multiple floors, locked doors and chests, traps, corpses, ore veins, hostile camps, quest objectives, hidden valuables and themed treasure caches. Enemies persist, containers remember what was taken, and contracts can place specific targets, rescue objectives or recovered property inside existing locations. Explore for treasure, mine rare ore, follow rumors, complete organization assignments or enter simply because a dark opening appeared beside the road.
SURVIVAL, REST AND DISEASE
Ravenglaire is dangerous even when nobody is attacking you.
Hunger and fatigue rise over time
Sprinting, training and travel consume physical resources
Weather and environmental exposure affect survival
Poison and temporary conditions can weaken the character
Diseases such as grave fever, rotting wounds, arcane static, anomalous tremors and flu persist until cured
Potions, Vitalism and apothecaries can treat different conditions
Camp in safe wilderness locations or use rented and owned beds
Sleep until healed, manage food before resting and gain a temporary Well Rested bonus from proper beds
Carry a lantern into dark interiors and nighttime roads
YOUR FAMILY NEEDS YOU
Your parents remain part of the simulation after the opening. Their household consumes food every day, and the family pantry must be supplied. You can bring provisions home, send food from your inventory, pay merchants to deliver supplies, establish longer supply agreements and use limited family credit when resources run out. Hunger can weaken your parents, create debt and eventually cause permanent consequences if ignored for too long. You may also abandon them to their fate—but be prepared to live with the consequences. The family system turns ordinary work into something personal. A fishing trip, hunting contract, harvest or profitable freight run may matter because there are only a few days of food left at home.
WORK, CRAFT AND BUILD A HOME
Ravenglaire supports several practical ways to make a living:
Alchemy: Gather ingredients, learn recipes and brew healing potions, mana restoratives, antidotes, disease cures, poisons, environmental wards and powerful elixirs.
Mining: Extract coal, iron, copper, silver, Blackroot ore and rarer materials from the world and its dungeons.
Smelting and Smithing: Turn ore into ingots, forge weapons and armor, craft tools and repair equipment.
Cooking: Prepare bread, soups, stews and other meals using gathered, farmed or caught ingredients.
Farming: Plant, water, tend and harvest crops; save seeds and improve yields through skill and Prestige.
Fishing: Fish in rivers, lakes, ponds and the ocean, with different catch sizes and skill checks.
Enchanting: Apply magical effects professionally or attempt your own enchantments through skill-based tests.
Buy houses, claim an abandoned farm or purchase settlement property. Choose a primary residence, store equipment and resources, invite an eligible partner to live with you and commission improvements over several in-game days. Available improvements include additional gardens, chicken coops, pigsties, herb gardens, expanded pantries, household alembics, smelters, forges, enchanting tables, stables and fishing ponds. Different properties have different space and terrain restrictions, so not every improvement fits every home.
A WORKING ECONOMY
Merchants maintain their own stock and buy different categories of goods. Item condition affects value, settlement economies affect demand, and the same character can earn money through exploration, crafting, trade, property production or organized work. Create supply agreements with residents and businesses. Accept standard offers or propose custom quantities, intervals, duration and prices. Buyers may accept, reject or make a counteroffer. Deliver goods manually, produce them from owned property or build a longer economic relationship through reliable fulfillment. Settlements can also offer loans. Debt accumulates when ignored, and property may become part of a settlement if you choose to resolve a serious obligation through ownership rather than gold.
HORSES, WAGONS AND LONG-DISTANCE TRAVEL
Travel is a major part of life in Ravenglaire.
Buy, sell and own multiple horses with different speed, strength, endurance and appearances
Choose an active horse and call it to your position
Ride normally through the physical world
Use accelerated travel while the landscape continues to pass around you
Use fast horse travel to known destinations when appropriate
Manage horse energy during journeys and allow animals to recover through time and rest
Buy a wagon and install it behind one of your horses
Accept freight contracts between settlements
Collect visible cargo, carry it across the province and deliver it before the deadline
Balance route length, cargo value, risk and the strength of the horse pulling the load
Travel can be interrupted by roadside events, predators, ambushes, stranded travelers and other encounters. The road is not a loading screen, it is part of the game.
TAVERNS
Roadside taverns have opening hours, innkeepers, food, rentable beds, travelers, rumors and work leads. They act as social and economic anchors across the province.
Sit down to gamble using several playable games:
Poker
Blackjack
Five Bones
Crown Dice
Tables have their own bankrolls, wagers and persistent sessions. You can win, lose or cash out rather than receiving a predetermined dialogue result.
PEOPLE, REPUTATION AND CONSEQUENCE
NPCs have homes, workplaces, schedules, factions, professions, knowledge and social memory. Ask for directions, discuss rumors, learn about ingredients and nearby settlements, make small talk, request work or hear about a personal problem. Personal favors can emerge from ordinary conversation. A resident may be telling the truth, exaggerating or manipulating you. You can investigate, take a side, complete the favor, expose a lie or live with the social consequence of a bad judgment.
Build trust and affection with eligible characters through personal conversations and choices. Relationships can become temporary, committed or domestic, and a partner may be invited to live at an owned residence. The world remembers crimes and hostility. Theft, assault and other offenses can create bounties, cause guards to confront you and make local residents avoid you for a time. Settlements without guards do not remain permanently locked against the player, but communities still react immediately when you violate their rules. NPC deaths, discovered locations, looted containers, defeated dungeon enemies, faction standing, contracts, relationships and quest outcomes persist in the save.
JOIN ORGANIZATIONS WITH DIFFERENT VALUES
Three major organizations provide long-term progression:
The Athenaeum: Magical research, dangerous artifacts, anomalies, spell services and restricted knowledge.
Ironwatch: Mercenary work, monster hunts, settlement defense, military equipment and martial training.
The Blackroad Compact: Theft, extortion, blackmail, lockboxes and criminal influence.
Admission depends on relevant skills. Completing organization jobs raises standing through several ranks, unlocking better contracts, merchants, discounts, services, equipment and specialized rewards. Betrayal, theft from members or repeated violence can lead to discipline or expulsion.
SLAVERY, ABOLITION AND CAPTIVITY
Ravenglaire contains deliberately harsh social systems. Some settlements permit slavery, while others oppose it. Slaver compounds, abolitionist camps, traders, guards, raids, ambushes and reputation systems exist physically in the world. The player may buy, sell or free an enslaved follower, transfer equipment to them, travel and rest with them, or help liberated people reach abolitionist protection. The player may instead work against slavers, raid compounds, release prisoners and build abolitionist reputation—or become notorious enough to attract retaliation.
Hostile groups can also capture the player. Captivity includes confiscated belongings, escape attempts, recovery of equipment and the possibility of waiting for another opportunity rather than treating defeat as an immediate game over. These systems are intended to create uncomfortable choices and lasting consequences, not a morally neutral commodity loop.
AUTHORED STORIES INSIDE A SYSTEMIC WORLD
Alongside procedural exploration and work, Ravenglaire contains authored quest lines with branching outcomes. The opening regions include stories about hunger, family, religion, forbidden letters, illness, political conflict, refugees, plague and the survival of entire communities. Choices are often physical and systemic rather than simple dialogue selections. You may need to search a real room, steal evidence, enter a cellar, track someone through the forest, gather medicine, escort a person beyond a gate, decide what truth to report or return days later to witness the consequence.
Beyond the authored storylines, work can be generated through:
Settlement service contracts
Dungeon clearing and retrieval jobs
Rescue and missing-person assignments
Predator hunts and bandit camps
Deliveries and recovered supplies
Personal favors
Organization contracts
Supply agreements
Freight routes
Abolitionist and slaver conflicts
Arena campaigns
AN EARLY ACCESS SANDBOX BUILT TO EXPAND
Morhval: Ravenglaire is a solo-developed Early Access RPG. Its visual style deliberately embraces low-poly models, coarse textures and the atmosphere of late-1990s 3D games. The focus is on freedom, simulation, replayability and systems that interact with one another.
The current game already supports a large procedural province, authored and generated quests, combat, magic, professions, survival, family responsibility, factions, properties, horses, wagons, freight, relationships, crime, arenas and morally difficult social systems. Development will continue to expand the province, deepen existing mechanics, add content and improve performance and presentation.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel Core i5-4460 or AMD Ryzen 3 1200
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 750 Ti 2 GB or AMD Radeon R7 360 2 GB, with OpenGL 4.6 support
- Storage: 5 GB available space
- Additional Notes: SSD recommended. Lower-end systems may require a reduced resolution and lower graphics settings.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel Core i5-8400 or AMD Ryzen 5 2600
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 1060 6 GB or AMD Radeon RX 580 8 GB, with OpenGL 4.6 support
- Storage: 5 GB available space
- Additional Notes: SSD strongly recommended for faster world generation, save loading, and transitions between areas.
Supported Languages
Latest news
Patch NotesOfficial
Small Last-Minute Adjustments!
A few small changes ended up slipping through unnoticed during the larger 0.3 update. I caught them afterward, along with a couple of small things that still needed a final pass, so I’ve pushed a quick follow-up update to clean them up! Added Mark and Recall as new Conjuration spells. Mark can now save a return point in the exterior world or inside normal dungeons, while Recall returns you safely to that location. Added small faction delivery errands between branches, with low Standing rewards and a preference for sending players toward places they have not discovered yet. Added missing spellbook icons for the new spells and the remaining Hollow Star profane spells. Mark and Recall now also have their own visual effects and Conjuration-style spellbook artwork. Any Athenaeum faction NPC can now offer spell instruction, instead of only a few specific NPC roles. A few small related UI and consistency fixes were included as well!Read full article on Community Announcements (SempToshiba001)AnnouncementsOfficial
MORHVAL 0.3 — Dragons, Living Territories, Faction Warfare & Beyond the Veil
First of all, I want to apologize for this update arriving later than I originally planned.0.3 became much, much bigger than I expected.Every time I thought I was close to finishing it, I found another system that I wanted to expand, another rough edge that needed work, another bug that bothered me, or another part of MORHVAL that simply deserved more attention.At some point, this stopped feeling like a normal update and started feeling like another layer of the game being built underneath everything that was already there.But now that it is finally here, I can also say that I am extremely proud of this update.There is so much in 0.3 that I will probably still forget to mention something in this post!A lot of the systems that define what I eventually want MORHVAL to become — a world that keeps moving, deteriorating, recovering, fighting and creating stories without waiting for the player — have taken a major step forward.DRAGONS ARE NOW IN MORHVALThey are here.There are three different dragon lineages in Ravenglaire:CinderhornsSkyrendsThorncrestsAnd each lineage can appear at different stages of life: Young, Adult and Ancient.An Ancient Dragon is not simply a larger Young Dragon with a different name.Age changes what you are dealing with, and Ancient Dragons are intended to sit among the most dangerous enemies currently in MORHVAL.Dragons are also persistent creatures rather than ordinary enemies endlessly generated around the player.Individual dragons exist in the world and their deaths matter.And finding one does not necessarily mean it immediately decides to fight you.This entire system was built around the idea that seeing a dragon in the distance should feel like encountering an animal that actually exists in Ravenglaire — except that animal is enormous, can fly, and may be capable of turning you into charcoal.Killing dragons also opens an entirely new progression path.Dragon Blood and Dragon Scales have their own uses, including new equipment and alchemical po...Read full article on Community Announcements (SempToshiba001)Patch NotesOfficial
Update 0.2.9 — Nailcross, City Allegiances & Stability
A new update for Morhval: Ravenglaire is now available.This update expands one of the systems I have wanted to develop for a while: making the cities of Ravenglaire feel less like static locations and more like places whose future can actually be influenced by the player.NailcrossNailcross is a brand-new city introduced in this update, and one of the first settlements built around the new City Stability system.Cities now have their own stability, representing how safe, functional and prosperous they currently are.A stable city can maintain guards, merchants, services and local institutions. As stability falls, crime becomes more common, businesses may disappear, services can shut down and the city gradually becomes a much less safe place to live.And the player can directly influence this.Fight for the Cities — or Against ThemYou can now become involved with individual cities and take Civic Assignments to help improve their situation.These jobs can involve things such as:dealing with local threatsrecovering missing suppliesprotecting caravansrescuing citizenshunting known criminalssecuring dangerous locationshelping maintain order around the settlementCompleting these assignments can strengthen the city and improve its stability.But you do not have to be the hero.Players who choose to associate themselves with the Blackroad can take the opposite approach.Instead of helping cities recover, Blackroad assignments allow you to deliberately weaken them — attacking their infrastructure, disrupting trade, helping criminals and gradually pushing settlements toward collapse.At sufficiently high standing with the Blackroad, it can even become possible to participate in the destruction of an entire settlement.This also introduces a more meaningful choice between the two sides.Supporting the cities closes certain doors with the Blackroad, while committing yourself to the Blackroad will make the organized settlements of Ravenglaire increasingly hostile toward you.The goal is for ...Read full article on Community Announcements (SempToshiba001)Patch NotesOfficial
Controller & Horse Racing Improvements
Hello everyone! A small follow-up update is now live, focused mainly on controller usability and a few improvements to horse racing. A special thank you to Dethdagon66 for continuing to test the controller support and reporting some of the rough edges introduced with the latest update. That feedback helped me identify several things that worked technically, but still didn't feel natural enough when actually playing with a controller. Improved Controller Map Navigation The world map has been reworked again for controllers. Left Stick now controls a free cursor across the map. The cursor softly snaps to nearby destinations, making locations easier to select. Right Stick pans the map. L2 / R2 zoom out and in. Map movement now follows a more natural direction. Destinations can be inspected and confirmed entirely with the controller. Fast travel navigation has been adjusted to work consistently with this system. The goal is for the map to feel like an actual controller interface rather than a mouse interface being indirectly controlled with a gamepad. Text Scaling & Interface Fixes Increasing the interface/font size could cause some dialogue boxes and other windows to extend beyond the screen. UI windows now recalculate their layout when text size or resolution changes, and large interfaces are constrained to the visible screen area. Scrollable content will remain accessible instead of pushing the interface offscreen. Horse Racing Improvements Horse races also received a few adjustments: Camping/resting is now disabled while a race is active, preventing an unintended stamina exploit. Your current race position is now displayed during the race, such as 2/6 or 5/6, and updates as positions change. These are relatively small changes individually, but they should make both controller play and horse racing considerably smoother. Thanks again to Dethdagon66 for the detailed feedback, and to everyone playing and reporting issues during Early Access!Read full article on Community Announcements (SempToshiba001)Patch NotesOfficial
Update 0.2.8: Full Controller Support, Contract Boards and New Bounties!
Hello everyone!Update 0.2.8 is here, and this one brings some pretty significant changes to how Morhval plays.Full Controller SupportAs requested by Dethdagon66, Morhval can now be played entirely with a controller.This includes regular gameplay, combat, inventory management, dialogue, maps, fast travel, character menus, shops, journals, spell menus, saving and loading, camping and other interfaces throughout the game.The UI now automatically reacts to the input method being used. Controller prompts replace mouse and keyboard prompts when playing with a gamepad, the mouse cursor disappears when it is not needed, and menus have been reworked to properly follow controller focus and scrolling.I have been testing this primarily with a DualSense controller, and Steam Input support is also configured to help with Nintendo, generic and other compatible controllers.Contract Boards and BountiesBoards can now offer proper bounty contracts that send you after dangerous targets throughout Ravenglaire. These are not limited to ordinary bandits. Contracts can involve criminals, poachers, rogue spellcasters and dangerous creatures.There are now many different possible bounty targets, including wolves, bears, giant spiders, crocodiles, scorpions, rogue alchemists, hedge mages, bandit veterans and more.The contract interface itself has also been cleaned up considerably, making jobs much easier to read, accept and track.More WeaponsSeveral new weapons have been added to the world, particularly for less conventional characters.There are now multiple types of slings, along with new fist weapons, fighting gauntlets and fistblades.This gives characters who do not rely on traditional swords and bows considerably more equipment to find and experiment with.Interface and Quality of LifeA lot of smaller work went into making menus behave more consistently.Controller selection now properly follows scrolling lists, inventory categories correctly transfer focus to their contents, dialogue menus ...Read full article on Community Announcements (SempToshiba001)






