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Watch trailer on Steam ↗Fantasy Realm: A Land Torn Asunder
Wildwood Game Studios · Published by Wildwood Game Studios · Official site ↗
5 user reviews — 100% positive (5 reviews)
Last updated 27 Sept 2026
CLASSIC ROLEPLAYING REIMAGINED Embark on an epic open-world adventure, in which you must unite the survivors of a fantastical apocalypse and strike back against the greatest evil the world has ever known.
£12.79
Lowest price we've ever recorded
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Price history
Indie, RPG, Early Access · 2018 · More £5 - £15 games
Embark on a thrilling journey to rebuild a torn-apart fantasy realm as Fantasy Realm: A Land Torn Asunder from Wildwood Game Studios, where your choices shape the fate of its people.
About this game
Embark on an epic adventure, in which you must unite the survivors of a fantastical apocalypse and strike back against the greatest evil the world has ever known. Combining elements of classical turn-based and modern open-world roleplaying games, Fantasy Realm delivers a unique yet familiar experience, the likes of which you've never seen before.
RECLAIM FALLEN KINGDOMS
Fight back against the undead hordes of Aelimeth's Legion, capturing territory province-by-province. Re-establish supply lines, upgrade regions, and bring order to a continent overrun by chaos.
OPEN-ENDED CHARACTER PROGRESSION
Customize your character as you play. 19 branching character classes, dozens of weapon-based skills, a variety of costumes, and a host of elemental spells are all at your disposal as you explore the expansive continent of Tol.
ASSEMBLE YOUR PARTY
Recruit up to six additional followers from the shattered nations, forge weapons and armour, and craft exotic spells, potions, and items from the resources you've captured. Open-ended class design ensures you will always have an answer to the threats you will encounter in the wild.
ADVENTURE AWAITS
The Legion of Aelimeth isn't the only obstacle in your path. Explore ancient temples, take on epic megabeasts, and disrupt hostile faction activity. Or simply take the day off and go fishing. The choice is always yours.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7/Vista/XP PC (32 or 64 bit)
- Processor: Dual Core 2.0GHz or equivalent processor
- Memory: 4 GB RAM
- Graphics: Direct X 9.0 compliant video card with 512 MB of RAM
- Storage: 1300 MB available space
Supported Languages
Latest news
AnnouncementsOfficial
Designlog 8.25: Post-Release Freedom, Dudes Hanging Out, and Super Saiyans
Hey all! Got a few new players in the past week, I hope you're enjoying yourselves!It's so nice to have the build out there. I have a ton of things that I couldn't touch before that build went out. The odd cut-off tree and butterfly-stuck-in-fence aside, the build seems to be working great. be sure to let me know if you run into any game-breaking issues though!i'm so stoked to be working on what i'm working on now. there's a ton of stuff, but i want to cover a few of them. i realize up until now it's been difficult to see where the game is going, so id like to try to put out more blog-style updates, especially considering the next build will be a ways off.Magical Stuffthe new elemental spell tree. blaze/fire spells pictured. we're currently playing with just that centre 'elementary' column.so i was sitting in the infusion centre, getting my blood neutralized and immuno goblins replaced, and i started to map out spells to pass the time(it takes 4-5 hours). out came pouring this crazy chart of what, in my mind, each element should have as a bare minimum. so the idea is we're going to be working with 4 core trees: Elementary, Intuitive, Wave, and Support Magics.Elementary is what everyone starts with access to, and what's in the game now. Intuitive magic will be more along the lines of fireballs in the example above. you concentrate the energy and hurl a ball of fire. whereas the core blaze 1 spell will change to a jet of fire that you flamethrow the opponent with. Intuitive magic will be magic that does not require a wand or a stave. Wave magics will be about multi-target and battlefield changing skills, and will require staves. Support spells will be state removal/resistance, element defense/absorption, and enhancing attacks with spells. Support spells will require wands. I love this separation, wand-casters being more assist-oriented and stave-wielders waving their stave and sending cascading waves of flame or whatever across the battlefield. Will definitely add mor...Read full article on Community Announcements (foxtronaut_crashsite)Patch NotesOfficial
Update 0.28 and 10th Anniversary Sale, Available Now!
Update 0.28 is Here!Update 0.28 is out now! It ended up being a major update. I packed in everything I could, and then a whole lot more. I'm very excited to get this one out, as it represents a 'completed canvas' to me. Now I can go crazy with the paint and get these quests in. I had to stop myself before I started to add the 240 new spells I came up with while I was at the hospital the other day(they're sick, by the way, if you care).August also marks the 10 year anniversary of the start of development of this game! To celebrate, the game will be on sale for 34% off starting today, August 6th. The sale will last 2 weeks, so you've got plenty of time to grab it at the discounted price.Very stoked to have picked development back up after losing like a year and a half of code in 2019. Took a while to get back into it, but now that I'm fully acclimated it's full steam ahead. I am so motivated to get what's been planned next into the game. Main storylines for main towns and characters come to mind, but I've also been coming up with fun stuff like dog races, magic schools, wildlife daily schedules, verbal encounters, etc. etc. More to come.Update 0.28Major Gameplay Changes- Added a stamina system to sprinting- Added skill mastery system. Basic for now, skills and spells level up as you use them.- Overhaul of loot drops from chests, increasing variety and quality of items found- Balance and animation changes for low to mid level elemental spells- Balance adjustments to most enemiesEnvironmental Changes- Created an intricate weather system. Weather is calculated on a per-region basis, changes based on the climate, and can affect combat.- Overworld music now fades out when night falls, and night-time ambience plays. A really nice effect.- Added indoor/outdoor detection. Indoor lighting will now remain consistent- Minor adjustments to the variety of enemies found in some dungeonsCrafting Changes- Added 18 new wildlife enemy types that provide materials for crafting- Added wa...Read full article on Community Announcements (foxtronaut_crashsite)AnnouncementsOfficial
Upcoming Release: Version 0.28 Approaches!
Impending UpdateHey! I ended up going berserko-mode on the small update, now it's a medium update. Been playtesting for the past couple weeks, as soon as I'm done capturing all the lv30-40 resources you'll be able to get your grubby mitts on it.I wanted to pack in as much as possible into this one, because the next step involves tearing the world apart to completely renovate the overworld and caves. I've also been playing some games similar in initial premise(Death Stranding, Elden Ring). Coming up with a ton of little things this game does that nobody else has. With DS in particular, I'm reminded that when you choose to 'live' anywhere in a video game, the game dies. Skyrim also comes to mind. Nothing happens, nothing changes with the town.Once we get the non-essential NPCs in(version 0.30), this game is going to come to life. They'll have daily/monthly/yearly schedules, recruitment/followup stories, etc. It's really incredible to me how well this game plays without any people walking around. Breaking up the gameplay is going to make things really shine. The other big thing that will help with game flow is companion/town/port/resource storylines. These will provide the player with tons of opportunity and direction, without forcing any path. Stoked. Anyways, that's the future. For this version:Change List for Version 0.28- Added unique weapon graphics for each material of weapon- Overhaul of loot drops from chests, increasing variety and quality of items found- Added 18 new wildlife enemy types that provide materials for crafting- Added 3 new tiers of leather and silk armour- Added chitin armour(4 tiers)- Added crafting for leather, silk, and chitin armour sets- Added wand and stave crafting- Balance and animation changes for low to mid level elemental spells- Considerable increase to dust drops used in crafting ink, scrolls, and spellbooks- Balance adjustments to most enemies- Fixed a major issue preventing enemies from dropping loot when their loot tables included...Read full article on Community Announcements (foxtronaut_crashsite)Patch NotesOfficial
Developer Health Update
Hey all, About 6 years ago, I had a medical issue that left my legs permanently asleep-feeling. A couple years ago my hands started to go numb as well. In the past few months, it's become difficult to move my arms and hands, and I get tremors in my arms. This makes it pretty difficult to use a mouse. I'm still working on the project, but I wanted to let everyone know, since it seems to be getting worse. I've still got a minor update coming with unique weapon graphics and some new spell graphics, probably will be a couple weeks.Read full article on Community Announcements (foxtronaut_crashsite)Patch NotesOfficial
update and game theory
{STEAM_CLAN_IMAGE}/32269119/9698dc7907d32c61b1dacbcbe3070fc4c4083a42.png hey all! been prepping some things for an overhaul of the overland and underground. i think im going to do a minor release soon before i start tearing the land apart. update will include in-combat weapon graphics and skill/spell animations. each weapon looks different up to magmaglass as of now. -recent work- ive been doing a deep dive into the history of the games that influenced me over the past couple weeks. sakurai's On Creating Games series(the director for smash bros) has been a fun one to review. i watched through the whole animations section again, and ive been enjoying using that inspiration for the spell design. working with rpgm's default animation graphics set limits what one can do, but its not a restrictive scope. im going to approach working with spell animations more artistically than the other aspects of the game; no schedule or timeframe, no templates, no big grid of shit i have to do. just doing one animation at a time when i get a good idea im still thinking about a couple hours later. so we'll start to see more refined tier 1 spell animations, and unique anims for t2, maybe t3 and t4. the weapon graphics are fun. just got them in. i was just testing whether it was feasible and next thing i know it's done. visual differences when shit like when you gear up from copper to steel for a boss should be a lot more fun now. im starting to think about the ultimate abilities in the game more closely. the weapon and spell ults need to be way more accessible. im thinking lv 15-20 you should have an idea as a player of how to go get different ults. no work done yet, but its on my mind. once the overworld redesign begins the game will be torn apart for a while(this car aint going anywhere). so we'll do one, maybe two small updates before i commit to that. most of the work ive been doing has been in notebooks regarding: new wildlife, new/existing underground factions, wand/stave crafting,...Read full article on Community Announcements (foxtronaut_crashsite)






