ADOM (Ancient Domains of Mystery)
game
•Updated Aug 2026SteamIndie GamesRPG Games

ADOM (Ancient Domains of Mystery)

Thirty years of accumulated design obsession, wrapped in an interface that will fight you the entire way. ADOM is one of the deepest RPGs ever built, and it does not care whether you're having a good time.

Get it$14.99

Where it ranks in Adventure

Scores 8.4 against a category average of 8.5 — below the Adventure average, ranking 322 of 559 Adventure games we've reviewed.

Scores

Score breakdown

How the overall score splits across the categories we review.

Design
7.5/10
Innovation
8.5/10
Value
9.5/10
Utility
8/10
Price
$14.99
one-time or subscription
Released
Nov 16, 2015
Platform
Steam
Developer
Thomas Biskup, Jochen Terstiege, Zeno Rogue, Krzysztof Dycha, Lucas Dieguez
Website
adom.de
Support
adom.de

More Steam / PC app reviewsMore Indie Games ranked by score

Quick summary

ADOM (Ancient Domains of Mystery) (Steam) — scored 8.4: Thirty years of accumulated design obsession, wrapped in an interface that will fight you the entire way. ADOM is one of the deepest RPGs ever built, ...

Pros

  • Corruption mechanic delivers genuinely hard risk/reward decisions found nowhere else
  • Extraordinary content depth — 400+ monsters, tens of thousands of items, hundreds of locations
  • A real overarching story with multiple endings, not just procedural dungeon-diving

Cons

  • Punishing difficulty with an unforgiving, poorly signposted learning curve
  • Heavy reliance on external wikis and spoiler documents to play competently
  • Dated interface with dozens of keyboard shortcuts and dense menus

Verdict

Is ADOM (Ancient Domains of Mystery) worth it?

ADOM is a monument, and monuments are not comfortable places to live.

What Biskup and his collaborators have built over thirty years is the deepest expression of the classical roguelike that exists in a commercially supported form — a game where the corruption system alone justifies study by anyone designing risk/reward mechanics, and where the sheer volume of interlocking content means hour fifty still holds surprises. The Steam release did the right work: three modes for three temperaments, a tileset that opens the door, weekly seeds and ghosts that build community without compromising the design, and a no-DLC promise that shames most of the industry.

It also refuses, fundamentally, to meet you halfway. The interface is a 1994 artifact with 2015 polish. The difficulty is opaque rather than merely hard, and the community's answer — read the wiki — is an admission that the game doesn't fully teach itself. Updates come slowly. Bugs linger. If your tolerance for friction is normal, this will feel like homework.

But that 86% approval across 1,252 reviews isn't people being polite. It's people who climbed the wall and found something on the other side that nothing else in the genre offers. Buy it if depth is what you're actually after, and go in knowing the first ten hours are tuition. Everyone else should keep walking.

Pros

  • Corruption mechanic delivers genuinely hard risk/reward decisions found nowhere else
  • Extraordinary content depth — 400+ monsters, tens of thousands of items, hundreds of locations
  • A real overarching story with multiple endings, not just procedural dungeon-diving
  • Three distinct modes (Story / Challenge / Exploration) serve very different players
  • Buy once, free updates forever — no DLC, no season pass, 30 years of support
  • ASCII/tileset toggle respects both veterans and newcomers

Cons

  • Punishing difficulty with an unforgiving, poorly signposted learning curve
  • Heavy reliance on external wikis and spoiler documents to play competently
  • Dated interface with dozens of keyboard shortcuts and dense menus
  • Visuals are dated even with the tileset enabled; no real art direction
  • Occasional bugs and long stretches between updates
  • Effectively keyboard-only; no meaningful controller or casual-input path

Pricing: $14.99

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Gallery

Screenshots

4 screenshots · tap to enlarge

What stands out

Key features

  1. Corruption as a Risk/Reward Engine: Power drawn from Chaos slowly mutates and deforms your character. This isn't a debuff meter. It's a design thesis — every strong option carries a permanent physical cost, and the game's most interesting decisions come from deciding how much of yourself you're willing to lose.
  2. Three Modes, Three Audiences: Story (save/restore, forgiving), Challenge (permadeath, weekly seeded competition against the world), Exploration (wishes, tourism). One purchase, three genuinely different games. This is the smartest thing the Steam release did.
  3. Systemic Density: Melee, ranged, and spell combat, plus skills, crafting, alchemy, religion and sacrifice, and a corruption system that touches all of it. The systems interlock rather than sit in parallel silos — sacrificing at an altar affects your god, which affects what you can survive, which affects how much corruption you can afford.
  4. Dual Rendering: Full graphical tileset or traditional ASCII, toggled freely mid-session. Not a compromise between old and new. Both, on demand.
  5. Player Ghosts & Weekly Seeds: Asynchronous multiplayer done with restraint — you find the remains of other players' failures, and everyone races the same seed weekly. Community without lobbies.

Full review

ADOM (Ancient Domains of Mystery) in depth

Bottom Line: Thirty years of accumulated design obsession, wrapped in an interface that will fight you the entire way. ADOM is one of the deepest RPGs ever built, and it does not care whether you're having a good time.

The Gameplay Loop

There isn't one. Not in the modern sense, anyway, and that's the point worth understanding before you spend money.

Contemporary roguelikes are built around a tight, legible loop: enter run, acquire build, die, unlock something, repeat. The loop is the product. ADOM's loop is closer to a campaign — you're managing a single character across an entire world map, a dozen quest lines, towns you return to, dungeons that persist, and a corruption clock ticking in the background that gives the whole thing a slow-burn dread most games in the genre never attempt.

That corruption clock is the best mechanic in the game and deserves a hard look. Chaos grants power. Chaos also mutates you — permanently, visibly, cumulatively. You grow extra limbs, lose senses, become something that can't wear its own armor anymore. The mechanical consequence is that ADOM's difficulty curve runs in two directions at once: you get stronger, and you get worse, and the skill of the game is arbitraging that gap. Most RPGs give you a power fantasy with a resource cost. ADOM gives you a power fantasy with an identity cost. Thirty years on, almost nobody has matched it.

The systems density is real and not padding. Alchemy, crafting, religion, sacrifice, skill training — these connect. Your god's disposition is a survivability resource. Your survivability determines your corruption tolerance. Your corruption tolerance determines which power spikes you can accept. Pull one thread and three others move. That's the mark of a designer who's had thirty years to sand down the seams between subsystems, and it's why the game still holds up against titles with a hundred times its budget.

Onboarding Friction Is the Central Problem

Now the bad news, and it's substantial.

ADOM is opaque by design and hostile by accident. Player reviews converge hard on this: the learning curve is brutal, the game leans on unmarked traps and unsignposted ambushes to kill characters you've invested ten hours in, and the practical solution the community has arrived at is read the wiki. Not "read the wiki for optimization." Read the wiki to know that a specific room type will end you.

There's a defensible version of this argument — discovery through death is a genre tradition going back to Rogue itself, and permadeath means nothing if the world is fully legible. But there's a difference between a game that withholds information and a game that punishes you for not having consulted an external document. ADOM lands on the wrong side of that line more often than it should. When the optimal play pattern involves a second monitor, the design has outsourced part of itself.

The interface compounds it. Dozens of keyboard shortcuts, layered menus, and an information architecture that assumes you already know where things live. The Steam release modernized the UI meaningfully — newcomers do say so — but modernizing a 1994 interface gets you a well-organized 1994 interface. The command vocabulary is still enormous. The first three hours are less "learning a game" than "learning a text editor."

Who This Actually Rewards

Push past that wall and the payoff is genuinely rare. The reason 86% of reviewers land positive despite airing every one of these complaints is that nothing else offers this much game. The variety of races, classes, skills, items, and quests isn't a bullet point — it's the reason a character build in hour forty still feels like it's revealing new options. The Chaos plot gives runs a destination rather than a score. Multiple endings mean the finish line isn't binary.

And Biskup's update policy — buy once, free updates, forever — is the kind of thing that's become quietly radical. There's no season pass. No cosmetic store. The game you buy is the whole game, and it's been getting bigger for three decades. The tradeoff, which reviewers also flag honestly, is that updates arrive on geological timescales. Long silences between patches are the cost of a one-person-driven passion project. Occasional bugs persist longer than they would in a studio product.

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FAQ

Common questions

Is ADOM (Ancient Domains of Mystery) worth it in 2026?

ADOM is a monument, and monuments are not comfortable places to live. Our experts scored ADOM (Ancient Domains of Mystery) 8.4 out of 10 — recommended.

Is ADOM (Ancient Domains of Mystery) good?

With a score of 8.4 out of 10, ADOM (Ancient Domains of Mystery) lands in our recommended band. Value is its strongest category at 9.5 out of 10. Design is the weakest at 7.5.

How much does ADOM (Ancient Domains of Mystery) cost?

ADOM (Ancient Domains of Mystery) costs $14.99. Its Value category scores 9.5 out of 10.

What do users like most about ADOM (Ancient Domains of Mystery)?

Corruption mechanic delivers genuinely hard risk/reward decisions found nowhere else. Extraordinary content depth — 400+ monsters, tens of thousands of items, hundreds of locations.

What do users dislike most about ADOM (Ancient Domains of Mystery)?

Punishing difficulty with an unforgiving, poorly signposted learning curve. Heavy reliance on external wikis and spoiler documents to play competently.

What platforms is ADOM (Ancient Domains of Mystery) available on?

ADOM (Ancient Domains of Mystery) is available on Steam.

Who makes ADOM (Ancient Domains of Mystery)?

ADOM (Ancient Domains of Mystery) is made by Thomas Biskup, Jochen Terstiege, Zeno Rogue, Krzysztof Dycha, Lucas Dieguez.

What are good ADOM (Ancient Domains of Mystery) alternatives?

The closest alternatives to ADOM (Ancient Domains of Mystery) are Monument Valley 3, Pine Hearts, Rusty Lake Hotel.

Is our ADOM (Ancient Domains of Mystery) review up to date?

We last refreshed our ADOM (Ancient Domains of Mystery) review in Aug 2026.

About this review

How we scored ADOM (Ancient Domains of Mystery)

ADOM (Ancient Domains of Mystery) was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 8.4. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Aug 12, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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8.4ADOM (Ancient Domains of Mystery)Steam