Warden of the Sunken Keep
Warden of the Sunken Keep - Steam Charts & Historical Stats
The sunken Aldermere Keep spews demonic miasma across the valley. Explore historical player activity and pricing for Warden of the Sunken Keep. Player-count data was last observed Sep 30, 2026.
Warden of the Sunken Keep player count and price summary
- Current players
- Unavailable
- All-time peak
- Unavailable
- 24-hour player change
- Unavailable
- Current US price
- $4.99
Player count last observed . Values marked unavailable are not estimated.
Media gallery 6 screenshots · 1 videos
Screenshots
Videos
Warden of the Sunken Keep Trailer
Game Insights
Buy Verdict
Decent deal at 0% off, but might drop further. Watch for better opportunities.
Activity Heatmap
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Price History
System Requirements
- OS: Windows 10 (64-bit)
- Processor: Windows 10 (64-bit)
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 / Vulkan-capable GPU with 512 MB VRAM
- Storage: 500 MB available space
- OS: Windows 10 (64-bit)
- Processor: Quad-core 2.5 GHz+
- Memory: 8 GB RAM
- Graphics: Dedicated GPU (Vulkan) with 1 GB VRAM
- Storage: 500 MB available space
Additional Information
Current Pricing
Additional Information
Developer Analytics
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About This Game
The sunken Aldermere Keep spews demonic miasma across the valley. Those who linger within it slowly lose their sanity and become monsters. Descend into the keep, find the source, and end the corruption in this retro fantasy turn-based roguelite.
Detailed Description
Aldermere Keep has sunk into the earth, and from its depths pours a demonic miasma that creeps across the valley. Breathe it long enough and your sanity bleeds away — until, like everyone who came before, you are remade into a monster. No one escapes it. Not the garrison. Not the townsfolk. Not you.
You are a Warden. And you have already begun to turn.
You are the danger. Race your own corruption.
Every turn you linger, the miasma tightens its grip — and a meter marks how much of you is left. Purifying draughts can push it back, but they are scarce and the fortress is deep. Descend too slowly and you fall for good; too fast and you die unready. This is not a quest to save the world. It is a race to reach the source of the miasma and end it before you finish turning.The Turning — a half-corrupted state
Before you become a mindless monster, you pass through the Turning: you keep your mind, but not yourself.- Your holy craft fails you. Half-corrupted, you can no longer wield the skills you trained a lifetime to master.
- Monstrous power awakens. Your withering body grows stronger, feeds on the fallen, and no longer hungers.
- You come to fear the sun. The very light that could burn the miasma away now sears your own flesh. Sunlight through a broken window, a sacred brazier, a glowing ward — each becomes your deadliest enemy. Snuff the torches. Keep to the dark. Become the thing you were sent to hunt.
Fling open a shutter to flood a room with light and burn a horde to ash — then remember you can no longer stand in it either. Light is a double-edged sword — and once you turn, its sharpest edge is turned on you.
Features
- Turn-based tactics with permadeath. Every step is a decision. Death is final — but each run teaches you the fortress.
- Corruption is a mechanic, not a cutscene. The miasma erodes you turn by turn, on a meter you watch fill. When it tops out, you are no longer wholly yourself.
- Fully dynamic lighting. Light and dark are the core mechanic, not decoration. Douse torches to hide; ignite rooms to fight. What burns the corrupted burns you.
- Risk & discovery. Unidentified potions, hidden branches, cursed relics. Gamble on the unknown — or play it safe and fall anyway.
- Deep content. 12 WARDENS · 90+ MONSTERS · 40 POTIONS · ~20 SKILLS & MONSTROUS POWERS · 10 MAIN FLOORS + 20+ OPTIONAL BRANCHES (Sewers, Greenhouse, Graveyard, Belfry, Hedge Maze, Ice House, Mausoleum, Underworld…).
- Streamlined, modern UI. A handful of clean, rebindable controls. No inventory busywork — auto-pickup and auto-equip keep you inside the fight.
What it is (and isn't)
Warden of the Sunken Keep is a coffee-break roguelite: sharp, tactical, and tough. A run is short, focused, and rarely the same twice. It is not a hundred-hour epic — it's a fortress you'll descend again and again, each time a little wiser, a little closer to the source before the miasma takes you.The miasma is eroding your sanity.
Reach the source before you fall.