About the Game
Swordhaven is a fantasy cRPG inspired by Infinity Engine titles—Baldur’s Gate 1, Icewind Dale, etc.—as well as other classics.
You take up the mantle of a lonely adventurer on their way to the barely explored land of Nova Drakonia.
During your voyage, you are met by a dying man who trusts you with a peculiar artefact that will involve you in an adventure of a lifetime, and a plot that threatens everything you’ve ever known and loved.
Some of Swordhaven’s core features include:

Please add us to your Wishlist!
Wishlisting is very important for our game's visibility, but it also helps us determine which language we should prioritize for localization. If you wish to help us translate the game to your language, consider adding us to your Wishlist.Screenshots
18 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 23681427
Up to date
Thank you for all the reports, saves, and detailed feedback you've been sending us since launch. Patch 1.0.3 focuses on stability, quest progression, balance, and overall improvements, addressing many of the most common issues you've encountered during playthroughs.
{STEAM_CLAN_IMAGE}/44870142/48be6c14f4ff75df2adc552cb2bcc1cfccd2b183.jpg
We're continuing to actively monitor feedback and will keep improving the game with further updates. Your support and patience truly mean a lot to the team.
Patch Notes:
Yours,
AtomTeam
View on Steam
{STEAM_CLAN_IMAGE}/44870142/48be6c14f4ff75df2adc552cb2bcc1cfccd2b183.jpg
We're continuing to actively monitor feedback and will keep improving the game with further updates. Your support and patience truly mean a lot to the team.
Patch Notes:
- Fixed multiple dialogue softlocks and progression blockers across the game;
- Resolved issues with faction quests that could break if certain encounters were completed too early;
- Fixed several character dialogues and cutscenes that could freeze the game or loop endlessly;
- Corrected cases where dialogue choices remained available when they should only appear once;
- Improved quest flow in mines, caves, docks, and city districts;
- Fixed companion-related dialogue interruptions during forced cutscenes;
- Fixed several ability bugs affecting companions and teammates;
- Added damage bonuses to two-handed weapons;
- Fixed potion effects, including heavy attack potions and status interactions;
- Balanced potions, tools, and ingredient prices and durability;
- Fixed rare cases where weapons could disappear after certain combat interactions;
- Improved overall combat balance and loot fairness;
- Fixed companion stat issues and equipment handling;
- Resolved cases where companions became unavailable or stuck after entering buildings;
- Improved companion behavior in combat and scripted encounters;
- Fixed camera collisions and navigation issues in multiple caves, mines, and dungeons;
- Improved NavMesh and pathing in several problem areas;
- Fixed doors, interactive points, and misplaced objects on maps and minimaps;
- Fixed cases where the hero could move or sail where they shouldn't;
- Fixed loot tables in several locations, including mines, Beggars Corner, and outdoor areas;
- Added new loot items to specific enemies and encounters;
- Fixed inventory merge issues and outdated stolen items;
- Improved loot prices to feel more consistent and fair;
- Added missing item strings and status descriptions;
- Fixed notification issues and cursor hints;
- Updated and corrected portraits;
- Improved subtitle sync and fixed final voiceover issues;
- Adjusted ambient sounds and battle music for key moments, including the final battle;
- Fixed multiple sound effects not triggering correctly;
- Improved memo readability and UI text clarity;
- Added new icons for abilities, items, and key cards;
- Fixed multiple crashes, freezes, and softlocks reported by players;
- Improved overall game stability during long play sessions;
- Fixed rare save-related issues that could cause progression problems;
- Updated credits;
- Improved Kickstarter rewards handling.
Yours,
AtomTeam
- Added the feature that makes journal notes directly from dialogues
- Added new weapons, as well as icons and 3D models for some existing ones, e.g. the crafted crossbow
- Added a new Thieves’ Guild character near the arena
- You can now complete the Commander quest
- Increased the variety of enemies in sea encounters
- Added 18 new achievements (WIP)
- Fixed a bug where combat encounters in the North would not start
- Fixed a bug where enemies could spawn in the rest "Camp" location
- Updated the ship icon on the mini-map
- Fixed an issue with old saves and the turn counter that could cause combat to freeze.
- Updated the movement point display in combat when penalties are applied
- Fixed a bug with the Underground Tunnels cutscene not triggering with older saves
- Fixed negative damage from the armor-stripping ability
- Optimized cases where the wrong amount of SP was spent due to height differences
- Added several new loot points for Clamreach, Grainhold, Noble, Adventurer and Priest dungeons (interiors and exteriors)
- Increased the number of arrows crafted in one attempt
- Added new maps for encounters in deserts and jungles
- Added an animated indicator of when arrows run out in the quiver
{STEAM_CLAN_IMAGE}/44870142/db44107552b64fd610220cc2daae8eda2b1f0546.png
Greetings, dear friends!
Thank you for the positive reception of the Early Access launch of Swordhaven. We greatly appreciate your trust in our team, and we are committed to bringing you more content to enjoy. Additionally, we are focused on addressing the issues you've uncovered and reported while playing.
The most glaring issues were addressed on day one thanks to your swift response, and many more substantial fixes are on the way. These include a wide range of problems, from mouse click delays and pointer offset on 4K resolution screens to rowdy chickens provoking aggressive fauna to assault villagers, as well as players being unable to reach a chest due to a pathing error, unfair crafting tool self-destruction rates, ammo shortages, etc.
{STEAM_CLAN_IMAGE}/44870142/0639b86348eb61e2d952f96547122a0e6bc9325c.jpg
As an example of this, here's an explanation of what your feedback influence crafting-wise:
The tool component used in crafting will have a definite use count. When you buy a brand new tool, it will come with a limited number of uses. Each crafting attempt with this tool will deplete one use point and will either produce the item you were crafting (if your skill check is successful) or not (if it fails). This system makes crafting more controllable, reduces reliance on randomness, and increases overall openness.
Of course, your feedback will be the defining factor in this.
Balance will take a bit longer to completely level out, but we're getting there.
First of all, we will enhance the default Normal difficulty, as we plan to add Easy and Hard modes with their own unique features soon. To achieve this, the Normal mode should be as close to ideal as possible. We understand that this is an ongoing process, so please feel free to share your thoughts.
More content is planned for Balance—and ultimately, fun—including ability-teaching masters, secret ability scrolls, and peaceful abilities that some of you asked us to incorporate. Hit, miss, and dodge rates, weapon technique values, and much more will evolve sooner, thanks to your feedback!
NOTE: Viltyb is not a bug. Trust us on this one :-)
A lot of work is being done to optimize the game for various hardware configurations. As a small team, we don't have access to many machines for playtesting our games, but the data that you provided has greatly compensated for that.
The low FPS bug present on certain machines, crashes on Linux, and other issues have mostly been resolved by now. As is the case with all our projects, the game will become more efficient on hardware with every update. That FPS count won't stay in single digits for long—trust us!
Another beautiful thing about Early Access is all the feedback we received from you in these few days. Quality of Life ideas like:
{STEAM_CLAN_IMAGE}/44870142/4a67c0eb676952f93ebce1e849505a8f9962d765.jpg
Honestly, there are more good ideas than we can list here, or this thread will grow to abhorrent size =) We are thankful to each and every one of you for all the great ideas.
We will keep working non-stop until most issues are dealt with, and parallel to that we will be continuing the development.
A major update will come in 1.5-2 months, and there you will get a large new chunk of content, including resolutions to quests you may have started in this version, new quests, new characters, dungeons, weapons, armours and items.
A much more thorough summation of what to expect from the first big update will come out later.
Patch notes:
Thank you for a great start to Swordhaven's story! Stay tuned for more.
Yours,
Atom Team
View on Steam
Greetings, dear friends!
Thank you for the positive reception of the Early Access launch of Swordhaven. We greatly appreciate your trust in our team, and we are committed to bringing you more content to enjoy. Additionally, we are focused on addressing the issues you've uncovered and reported while playing.
The most glaring issues were addressed on day one thanks to your swift response, and many more substantial fixes are on the way. These include a wide range of problems, from mouse click delays and pointer offset on 4K resolution screens to rowdy chickens provoking aggressive fauna to assault villagers, as well as players being unable to reach a chest due to a pathing error, unfair crafting tool self-destruction rates, ammo shortages, etc.
{STEAM_CLAN_IMAGE}/44870142/0639b86348eb61e2d952f96547122a0e6bc9325c.jpg
As an example of this, here's an explanation of what your feedback influence crafting-wise:
The tool component used in crafting will have a definite use count. When you buy a brand new tool, it will come with a limited number of uses. Each crafting attempt with this tool will deplete one use point and will either produce the item you were crafting (if your skill check is successful) or not (if it fails). This system makes crafting more controllable, reduces reliance on randomness, and increases overall openness.
Of course, your feedback will be the defining factor in this.
Balance will take a bit longer to completely level out, but we're getting there.
First of all, we will enhance the default Normal difficulty, as we plan to add Easy and Hard modes with their own unique features soon. To achieve this, the Normal mode should be as close to ideal as possible. We understand that this is an ongoing process, so please feel free to share your thoughts.
More content is planned for Balance—and ultimately, fun—including ability-teaching masters, secret ability scrolls, and peaceful abilities that some of you asked us to incorporate. Hit, miss, and dodge rates, weapon technique values, and much more will evolve sooner, thanks to your feedback!
NOTE: Viltyb is not a bug. Trust us on this one :-)
A lot of work is being done to optimize the game for various hardware configurations. As a small team, we don't have access to many machines for playtesting our games, but the data that you provided has greatly compensated for that.
The low FPS bug present on certain machines, crashes on Linux, and other issues have mostly been resolved by now. As is the case with all our projects, the game will become more efficient on hardware with every update. That FPS count won't stay in single digits for long—trust us!
Another beautiful thing about Early Access is all the feedback we received from you in these few days. Quality of Life ideas like:
- the option to switch units of measurement from imperial to metric;
- broader camera rotation speed slider;
- hotkeys for speeding up or slowing down battle animations;
- more HUD sizing and font sizing options;
- weapon switching;
- the not always intuitive location of the weapon technique menu;
- more sorting options.
{STEAM_CLAN_IMAGE}/44870142/4a67c0eb676952f93ebce1e849505a8f9962d765.jpg
Honestly, there are more good ideas than we can list here, or this thread will grow to abhorrent size =) We are thankful to each and every one of you for all the great ideas.
We will keep working non-stop until most issues are dealt with, and parallel to that we will be continuing the development.
A major update will come in 1.5-2 months, and there you will get a large new chunk of content, including resolutions to quests you may have started in this version, new quests, new characters, dungeons, weapons, armours and items.
A much more thorough summation of what to expect from the first big update will come out later.
Patch notes:
- Optimized pathfinding;
- Cursor visibility fixes;
- Main menu save-load UI bug fix. Turning off gamepad during loading no longer wrecks control scheme;
- Optimized FPS in dialogue screen and story screen;
- Improved localizations;
- Lockpicking bug fixed—lockpicks no longer disappear on success;
- Added new painted minimaps;
- Updated forest, water mill, Aldar's house musical tracks;
- Ability points now granted per level (temporary);
- Fixed unending attacking animation in real time;
- Scrolling in text encounters fixed on gamepad;
- Nulki questline fixed;
- Experience farm via Nulki fixed;
- Grainhold fence fixed. Now he buys stolen and illegal goods;
- Manual targeting in RT combat during pause fixed;
- Fixed wolf dodge sound effects;
- Improved real time combat flow and speeds;
- Mendog questline flags fixed;
- Localized pins for minimaps;
- Fixed pathing to certain containers that was inaccessible before;
- Fixed freezing during panic;
- Optimized texture sizes;
- Highlight object improved for higher resolutions;
- Fixed visual settings for Grainhold village (black water, wrong tree textures, etc);
- New item icons;
- ESC closes move item menu;
- Added tooltips for gamepad during sorting;
- Fixed combat freezing in Grainhold;
- World Map colours adjustment;
- Fixed Skink stun animation;
- Proofread English texts;
- Fixed the attack behavior of all goats;
- Vibration bug fixed (controller no longer jumpscares players).
Thank you for a great start to Swordhaven's story! Stay tuned for more.
Yours,
Atom Team
Current Release
Build 23681427
Uploaded Jul 10, 2026
System Requirements
OS
Windows 64-bit
CPU
Intel Core 2 Duo / AMD Phenom II
RAM
4 GB RAM
GPU
NVIDIA GeForce GTX 660 / Radeon HD 6670 2GB
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run Swordhaven.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
11.9 GB
Build
23681427
Password: cracked-games.org
You May Also Like
View AllDownload Swordhaven: Iron Conspiracy for PC with a direct link or via torrent. Get the full version of Swordhaven: Iron Conspiracy for free. Swordhaven: Iron Conspiracy is a RPG released by AtomTeam.