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