SKALD: Against the Black Priory

A Commodore 64 Ghost Story With Real Teeth

by High North Studios AS

RPG gameSteam$14.99

Reviewed by the Rankeno RPG & Adventure DeskUpdated Oct 2026

SKALD: Against the Black Priory is a RPG game for Steam. Buy it for the prose and the dread, and don't expect XCOM. It scores 7.6 out of 10 — Good.

7.6Good#114 of 197 Indie games

How it scored How we score

  • Design8.0
  • Innovation6.5
  • Value7.5
  • Utility7.0

In one line

SKALD: Against the Black Priory is a well-written, genuinely branching cosmic-horror RPG that understands the difference between remembering an era and reanimating one — but its tactical combat is the weakest thing in the box.

Released May 30, 2024

The verdict

Buy it for the prose and the dread, and don’t expect XCOM.

What we liked

  • Distinctive, well-crafted writing with genuine branching consequence
  • Disciplined art direction that sells the C64 fantasy without eye strain
  • Cuts retro tedium while keeping retro texture — respects your time
  • SKaDE editor with Mod.io ships in the box, not on a roadmap
  • Light on hardware by design

What could be better

  • Tactical combat is shallow and often too easy
  • Inventory and UI friction, especially in crafting and camp systems
  • Short at 15–25 hours; some will find that thin for the price
  • Crafting and cooking feel bolted on rather than essential
  • Enemy variety and AI rarely surprise

Is it for you?

Best for

  • CRPG veterans who loved Ultima, the Gold Box games, or Darklands and want the feeling without the graph paper.
  • Narrative-first players who value prose quality and consequential choice over encounter design.
  • Lovecraft and grim-dark readers looking for cosmic horror that builds rather than announces itself.
  • Time-constrained adults who want a complete RPG arc in a couple of weekends instead of a couple of months.

More reviewed in Indie

Overview

Nostalgia is the cheapest currency in games. Slap a CRT filter on a Unity project, dither the shadows, cite Ultima IV in your Steam blurb, and a certain kind of player will buy sight unseen. Most of these games are cargo cults. They copy the pixels and miss the point.

SKALD: Against the Black Priory is not one of those games. Developed by Norway’s High North Studios — a studio that is, for practical purposes, one person’s obsession made manifest over the better part of a decade — and published by Raw Fury, it launched on Steam on May 30, 2024 at $14.99, with a stated ambition that borders on arrogance: to build a late-‘80s CRPG that plays like you remember those games playing, rather than how they actually did. That distinction matters enormously, and it’s where SKALD earns its keep.

The setup is deliberately unglamorous. You’re a mercenary on the storm-battered isle of Idra, hired to find a missing noble. Before long that errand has curdled into something considerably worse — a grim-dark procession of tragic heroes, ugly deaths, and a Lovecraftian rot working its way up from beneath the island. It is Darklands by way of At the Mountains of Madness, and it commits to the bit.

Positioning-wise, SKALD lands in a crowded but underserved niche. The CRPG revival has produced a lot of 100-hour epics — Pathfinder, Baldur’s Gate 3, Pillars — and very few tight, disciplined ones. At roughly 15 to 25 hours, SKALD is closer to a novella than a doorstop, and it is priced and paced accordingly. The Steam audience has been broadly warm toward it. That consensus is correct, if slightly generous about the combat.

Key features

  • Choice-Driven Narrative with Real Consequence: Branching dialogue and stat-gated skill checks don’t just reflavor scenes — they reroute quests, change who lives, and reshape endings. The writing is the star, and it’s good prose, not RPG-filler.
  • Authentic 8-Bit Presentation: Hand-drawn pixel art built on a Commodore 64-inspired palette, top-down across overworld, dungeon, and town, with an optional CRT filter. The art direction is disciplined enough to sell the illusion without the eye strain.
  • Multiple Encounter Resolutions: Fight it out on the tactical grid, talk your way through, sneak past, or hit auto-resolve. That last option is a quiet thesis statement about what the developer thinks the game is actually about.
  • Deep-Enough Character Building: A custom protagonist from a dozen classes, companions with their own agendas, and progression to level 20 across attributes, skills, spells, and gear.
  • The SKaDE Editor: A full campaign authoring toolkit with Mod.io integration, shipped in the box. Not a roadmap promise. Included.

Analysis

The Gameplay Loop

SKALD’s loop is old-fashioned in the best sense: explore, talk, decide, occasionally bleed. You move a party across a top-down world, hoover up journals and lore fragments, and find that almost every location contains at least one decision with a fork in it. The quest log is functional and legible — a low bar that a shocking number of modern RPGs still trip over.

What separates SKALD from its inspirations is subtraction. The Gold Box games and early Ultima entries were magnificent, but they were also loaded with friction that had nothing to do with design intent and everything to do with 1988 hardware and 1988 assumptions: mapping on graph paper, random encounter grind, obscure syntax, save-scumming as a core mechanic. High North kept the texture and cut the tedium. Travel is brisk. Information is discoverable without a hint book. The design respects that an evening has a finite number of hours in it.

Where the Writing Earns It

The narrative is the reason to play, and it’s worth being specific about why. SKALD’s prose has voice — a dry, fatalistic register that treats violence as consequence rather than spectacle. Companions arrive with agendas that don’t align neatly with yours. Skill checks fail, and failure produces story rather than a reload prompt. The cosmic-horror escalation is patient; it earns its reveals by grounding the first act in mundane, provincial politics before pulling the floor out.

Crucially, the branching is real. Players consistently report divergent quest resolutions and endings, and the game is short enough that a second run is an actual proposition rather than a theoretical one. That’s a design synergy most 80-hour CRPGs can only fantasize about: brevity makes replayability viable.

The Combat Problem

Here’s where the verdict parts company with the more effusive takes. The turn-based grid combat is fine. It emphasizes positioning, morale, and area spells, and the design allows for moments — a well-placed choke point, a morale break cascading through an enemy line — where it sings. But the tactical vocabulary is thin. Enemy variety is limited, the AI rarely surprises, and a meaningful chunk of encounters can be solved by pointing your frontline at the problem. A visible portion of the Steam audience calls it shallow or simply easy, and they’re not wrong.

The auto-resolve button is the tell. Including it is a mature, player-respecting decision — it’s well suited to cleanup fights and it keeps the pacing tight. But it’s also the developer conceding that the combat is not always worth your time. That’s an honest concession. It’s still a concession. If you came looking for the tactical rigor of Battle Brothers or Wartales, calibrate down.

Interface and Friction

The UI is the other soft spot. Inventory management carries real onboarding friction — the systems layer of crafting, cooking, and camp preparation is more fiddly than it is rewarding, and it never quite integrates with the pace of the rest of the game. Menus are legible but clicky. Launch-window stability drew complaints, and the inventory and systems layer remains the roughest edge of the design. Crafting, ultimately, feels like a system included because RPGs have crafting, not because SKALD needed it.

Visuals & performance

The art is the best-executed thing here after the writing. The C64-inspired palette imposes brutal constraints — limited colors, chunky resolution, hard dithering — and the hand-drawn work turns those constraints into atmosphere. Storms read as storms. Dungeons feel properly subterranean. The illustrated portrait and cutscene work is a standout, doing more with sixteen colors than most indies manage with a full gamut.

The optional CRT filter is the right call: authentic scanline warmth for purists, off by default sanity for everyone whose eyes are older than the aesthetic being honored. The chiptune-adjacent soundtrack matches the period without becoming a novelty.

As a design matter, performance is a non-issue by nature: a 2D pixel-art game of this scope is light on hardware, and there’s little in the pipeline to strain even modest machines.

Platform nuances

On Steam, this is a mouse-and-keyboard game to its bones, and it doesn’t pretend otherwise. Point-and-click navigation and menu-heavy inventory work are built for a cursor, and the dense, text-forward presentation rewards a desktop monitor over a handheld screen. Controller support exists but the inventory and skill-check screens are where it strains — expect more cursor-emulation than native mapping.

Steam Deck play is plausible given the light hardware demands, but the small-text problem is real; expect zooming or squinting. The Mod.io integration for SKaDE campaigns is a legitimate long-tail value proposition on PC, and the kind of thing that keeps a niche RPG alive for years.

Final verdict

SKALD succeeds because it knows exactly which game it’s making. It is a story built on an RPG chassis, not the reverse, and every design decision — the brisk travel, the auto-resolve button, the twenty-hour runtime, the level cap you actually reach — flows from that priority. The combat is the price of admission rather than the attraction, and it’s to the developer’s credit that it admits that rather than padding twelve hours of mediocre fights into the middle act.

What stays with you is the tone. The dread accumulating under Idra. The companions who make choices you don’t like. The endings that feel earned rather than selected. That High North built this with a team you could fit in a small car makes it more impressive, not less — though the roughness in the inventory and systems layer betrays the same constraint.

This is a confident, cohesive, well-written RPG that respects both its ancestors and your calendar. It doesn’t reinvent the genre, and the tactical layer and UI friction keep it out of the top tier. We rate it a solid Good, and recommend it to the right audience: readers first, tacticians second.

Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
High North Studios AS
Publisher
Raw Fury
Released
May 30, 2024
Platform
Steam
Price
$14.99
Genres
Indie, RPG

Questions about SKALD: Against the Black Priory

Is SKALD: Against the Black Priory worth it?

SKALD succeeds because it knows exactly which game it's making. Our editors scored SKALD: Against the Black Priory 7.6 out of 10, which puts it in our Good band.

Why does SKALD: Against the Black Priory score 7.6 out of 10?

With a score of 7.6 out of 10, SKALD: Against the Black Priory lands in our Good band. Design is its strongest category at 8.0 out of 10. Innovation is the weakest at 6.5.

What do our editors like most about SKALD: Against the Black Priory?

Distinctive, well-crafted writing with genuine branching consequence. Disciplined art direction that sells the C64 fantasy without eye strain.

What do our editors say is SKALD: Against the Black Priory's biggest weakness?

Tactical combat is shallow and often too easy. Inventory and UI friction, especially in crafting and camp systems.

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