








A different kind of RPG
Stygian: Reign of the Old Ones is a narrative-driven horror CRPG inspired by the pen-and-paper classic Call of Cthulhu and the works of H.P. Lovecraft.
After the Black Day, the city of Arkham was torn from the Earth and cast into an alien realm under unfamiliar stars. What remains is a city cut off from reality, where cults have risen openly, crime has filled the vacuum of power, and much of the population has already lost their minds.
You are one of the few who survived — following the trail of a mysterious figure known as the Dismal Man, searching for answers in a place that no longer obeys any familiar rules.
A Lovecraftian story that goes beyond
Stygian draws heavily from the works of H.P. Lovecraft, but it doesn’t stop at references. It builds on them. Familiar ideas are expanded, unanswered questions are explored, and new stories emerge from the same foundation.
Define who you are — and stay true to it
Stygian puts role-playing at the center of the experience. Your belief system, whether humanistic, nihilistic, rational, religious, or esoteric, influences how you see the world and how the world responds to you. Staying true to it can even help you recover sanity, while going against it may come at a cost.
You begin with one of eight character archetypes, each defining your origin, starting skills, and approach to the world, from Academics and Aristocrats to Criminals, Occultists, and Soldiers. These choices shape your strengths, open unique dialogue options, and determine how your journey unfolds.
Unusual companions
You won’t be alone in what remains of Arkham. A host of strange companions can join your ill-starred journey — from isolated, otherworldly beings to figures shaped by the horrors of the past. Each brings their own perspective on your actions and the world around you.
Tactical combat with consequences
Combat in Stygian is turn-based and deliberate. Positioning and movement matter, and careless placement can quickly leave your characters exposed. Encounters are dangerous, and preparation is limited. Consumables are powerful but scarce, often carrying long-term drawbacks such as addiction. Magic offers another option, but using it comes at the cost of your sanity.
Fights can be won through planning and control, but not every encounter is worth taking. Combat is just one part of the experience, and sometimes the better choice is to avoid it altogether.
Choice-driven role-playing
Dialogue, skills, and decisions shape how events unfold. Many situations have multiple solutions, and choices can permanently close off paths.
Sanity as a core gameplay system
Your mental state affects perception, dialogue, and available actions. Losing sanity doesn’t just punish you, it can unlock new options and change how the game unfolds.
Belief system with real impact
Your worldview influences interactions, dialogue, and how you recover sanity, adding depth to character development.
Multiple approaches to encounters
Combat is not the only solution. Dialogue, skills, and avoidance are often viable, and sometimes safer alternatives.
Turn-based tactical combat
Engage in position-based combat where planning and resource management matter, but every fight carries risk.
Power comes at a cost
Magic drains sanity, while substances and alcohol provide temporary benefits at the risk of addiction and long-term consequences.
Companions with permanent consequences
Recruit unusual allies who assist in combat and exploration, but they can be lost, killed, or become unavailable based on your decisions.
Lovecraftian themes expanded into new stories
Inspired by the works of H.P. Lovecraft, the game builds on familiar ideas to create its own interpretations and narratives.