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Watch trailer on Steam ↗Fadeholm
Enoch, Horbin · Published by Infinite Opal · Official site ↗
5 user reviews — 0% positive (5 reviews)
Last updated 27 Sept 2026
Endless exploration and adventure awaits those fearless enough to enter. Survival is only the beginning! Fadeholm is a procedural generated virtual reality (VR) survival dungeon crawler designed in the same vein as old school Nethack and Rogue.
£8.29
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Price history
Action, Adventure, Indie, RPG, Early Access · 2018 · More £5 - £15 games
Embark on a perilous journey through procedurally generated mazes in Fadeholm, an action-packed indie RPG that blends old-school dungeon crawling with modern VR technology.
About this game
The first chapter, Upper Fadeholm includes:
- 3 levels of procedural(reproducible random) generated dungeon, expandable to 8 levels through game settings.
- Multiple unique monsters, each randomized with their own equipment, tactics, and behaviors.
- Randomized loot throughout the dungeon.
- Equipment held and worn by monsters is usable upon their defeat.
- Items become more powerful and enchanted the deeper the player travels
- Detailed item inspection system aids in determining the power and abilities of the loot discovered.
- Equipment held and worn by monsters is usable upon their defeat.
- Intuitive movement system:
- Touchpad movement (4-axis + controller direction control)
- Armswing locomotion (4 axis + HMD direction control)
- Teleport for jumping obstacles and quickly manuvering
- Player can mix and match modes to both controllers.
- Touchpad movement (4-axis + controller direction control)
- Interactive inventory system:
- eight active storage locations
- over the shoulder and hip slots “hot swappable’ allowing quick exchange of items
- belt slot provides access to various sized satchels for additional storage.
- independent shield slots on each arm to allow use of items while still employing a shield in combat.
- wearable headgear
- eight active storage locations
- Save Game support:
- Player can save their adventure at anytime and pick up where they left off later.
- Supports up to three different ‘Engrams’ (save games with history) to enable more than one person adventuring on a single Steam account.
- Player can save their adventure at anytime and pick up where they left off later.
- Seed (Dimensional Thread) based generation of content:
- Controls generation of dungeon, monsters, loot, etc.
- Each Thread generates a unique game play experience.
- Share a Thread with a friend and compete on the leaderboards, or just see who can explore the furthest!
- Controls generation of dungeon, monsters, loot, etc.
- Leader boards, both local and Steam. Rank yourself against your friends and the community. Each board based upon the specific dungeon (dimensional thread) selected.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel I5-4590, AMD FX8350 or better
- Memory: 4 MB RAM
- Graphics: Nvidia GeForce GTX 970, AMD Radeon R9 290 or better
- DirectX: Version 11
- Storage: 1400 MB available space
- VR Support: SteamVR. Room Scale 2m by 1.5m area required
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
TouchPad Movement and Breakable Objects
This update is the first step toward our Ogre milestone. See our Fadeholm Road Map for future developments! 6/1/2018 Baseline Update 1.1: Added TouchPad movement: Touch to walk, Press to run. Controller configurable through the Options Menu. Can be configured to work in coordination with Arm Swing locomotion to enable sprinting. Added option to halt player motion when jumping to make it easier to designate the desired jump location. Configurable in the Options Menu under Locomotion. Added breakable vases, barrels, and crates. Objects can be moved, rolled, thrown, slammed. Added haptic feedback to all dials, levers, sliders, and lids. Added four Tutorial panels to the Options menu to help explain game mechanics: Controls, Inventory, Combat, and Floating Text. Each of these panels provides basic explanation of user interface and game mechanics. Added steps to Tutorial to explain how to use the Satchel to expand player's inventory. AutoSave enabled: For deeper dungeons (accessed through Explore mode), progress will be saved every 3 levels starting with the 4th. Even upon death, the Fade can return to the ‘autosaved’ location. Fixed HMD improper fading during scene transitions. Fixed issue with weapons sometimes needing to be ‘re-grabbed’ in order to do damage after returning from the System(Steam) menu. Fixed HMD 'tilting'(batman effect) when restoring save games. Restored save games will now always be 'on the level'. Fixed issue with excessive inventory haptic feedback. Potions are now more fragile. Be careful, dropping them may cause them to break! Removed ability to wrist spam in combat to damage mobs. Valid combat swings must pass both a velocity and 'travel distance' check before they deal damage. Expanded distance player hands may be from each other to activate Item inspection. This should make inspecting items a little easier. (Don't forget to press UP on the touchpad too!) Book Adjustments: Can now trigger pull to get pages to turn. This option is in addition t...Read full article on Community Announcements (VRHorbin)






