Erenshor on Steam - User reviews, Price & Information

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Erenshor is a single player RPG with the soul of a classic MMO - built for players who miss the journey. Partner up with Erenshor's signature SimPlayers and explore an open world where every reward comes with a story. Discover thousands of items, quests, raids, and secrets - all at your own pace.

Erenshor is a early access, rpg and adventure game developed and published by Burgee Media.
Released on April 14th 2025 is available in English only on Windows.

It has received 970 reviews of which 916 were positive and 54 were negative resulting in a rating of 8.9 out of 10. 😎

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Erenshor into these genres:

Media & Screenshots

Get an in-depth look at Erenshor through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows
  • Processor: AMD Ryzen 5 3600 or Intel Core i5-10400
  • Memory: 8 GB RAM
  • Graphics: AMD Radeon RX 6600 or NVIDIA GTX 1660 Super
  • Storage: 10 GB available space
  • Sound Card: Any
  • Additional Notes: Supports Steamdeck Hardware at 45+ FPS in most areas

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

29 hours played
Jan. 2026
Erenshor is a really good, ambitious, and carefully developed game that touches some people's hearts with a niche desire: to play a singleplayer MMO with bots. The game needs a bit more time to develop more content and the game needs some refinement. Erenshor is still an early access game and it's actively in development, so I have faith that the developers will fill in the gaps at a future point. Pros: ⦁ Erenshor has gameplay settings to allow you to make the game as easy or as hard as you want. You can open the main menu and directly change drop rates of items, XP rates, NPC damage, NPC health, and player movement speed. This needs to be mentioned on the game store page because I almost didn't buy the game since the game is advertised to be very hard ; however, the truth is you can make it as easy or as hard as you really want. ⦁ No subscription or microtransactions. ⦁ The gameplay is amazing. It basically has the foundations of World of Warcraft built into the game: the overall questing system, five classes that complement each other in parties, dungeons, raids, guilds, the overall world, and much more. Erenshor is basically a singleplayer World of Warcraft but with VERY well simulated other players. ⦁ There is a fully functional auction house where you can buy AND sell items. If you find an item that's worth 100 gold and you try to sell it for 1,000 gold, then it will not sell. You must be reasonable with your item prices if you want them to sell. ⦁ Simulated players/bots (AKA Simplayers) are so incredibly detailed that they truly feel like real players. They remember and mention past events. Bots will comment on gear you wear. The bots truly feel alive and they truly remember things. ⦁ Bots will immediately revive (and/or revive you) upon the end of combat. ⦁ Bots will level over time regardless of if they're actively in a party with you or if they are off doing their own thing. ⦁ If you invite bots that are your "friend" to your party, then bots will automatically teleport to your region, then run to you to join you. This saves a ton of time if a "friend" is on the other end of the world map. ⦁ When you're in a party with bots, the bots have infinite patience and will always follow you anywhere you go until you kick them from the party. ⦁ Bots are very immersive when it comes to upgrading their gear. Bots will automatically replace their gear with better items if they're not currently in your party. If bots are in your party, then when you kill an enemy and an item drops that is an upgrade for your party members, then the bots will announce the item is an upgrade for them. You can click and drag items in your inventory to give to your party members. ⦁ The game's performance is extremely good. I don't recall ever dropping below 60 FPS. ⦁ There is no fall damage. ⦁ The game world truly makes you feel like you're living in a fantasy world. Some trees are over 100 feet tall, and the branches and leaves are fully animated. ⦁ You can get a permanent light source very early in the game. ⦁ The UI is very good and well designed overall. It's simplistic in nature and not overbearing. ⦁ Agro/Threat is displayed for each monster ; however, I believe there should be an optional overhead option for this to display for all enemies simultaneously. ⦁ Treasure maps are a great gameplay feature. You rarely receive parts of treasure maps from creatures that you put together (it isn't a puzzle) to create a whole map that gives you coordinates (very easy to find) to open a treasure chest for incredible loot. ⦁ There is a wiki. ⦁ Guilds will be implemented very soon. ⦁ Raids are not yet implemented, but the first raid is planned to be released in Spring of 2026. In-Between: ⦁ Erenshor's default gameplay settings are set to be extremely grindy , especially in regards to XP rates. I personally recommend 5x XP rates. ⦁ The world is open world, but it's not a continuous open world map. The world in this design is very similar to Fable or The Witcher 2. I believe the game is made this way so that it is more performance-friendly considering how detailed the game is with the bots and such. Cons/Things that yet need implementing: ⦁ There isn't a menu to display your faction reputation. ⦁ An "N" on the regional world map when you press "M" would be helpful rather than relying on your compass while the world map is open. Currently you must bounce your eyes between two different UI elements to figure out what cardinal direction you're heading in relation to the world map. ⦁ The big WORLD map (not the minimap/regional map) cannot be interacted with in any way. It only shows a lay of the land with land names and nothing more. You cannot zoom in, zoom out or do literally anything. It's a 100% static image. ⦁ The minimap/regional map and the world map lack a lot of icons and begs for more information. The minimap only has icons to indicate your player, bots, region names, enemies, and friendly NPCs, but nothing else. There is no map indication for shops, banks, auction houses, quest givers, quest markers, or anything else. ⦁ The quest system could use more casual player-friendly options. There is a quest marker option in the main menu, but it only adds "?" and "!" markers to indicate quest givers; it does not give you any markers in the game world to indicate quest items, what monsters to kill, where to go, what to do, or etc. I understand the FAQ says quest markers are not planned content, but this is something I disagree with. This is crucial. Why can't it be optional? ⦁ Quests don't have any level recommendations. It's quite often that you can be in a low or mid-level area, and receive a quest to kill a boss that's 10-20 levels higher than you. ⦁ In combination with the majority of the cons in this list, I have found myself getting lost on numerous occasions as I'm looking for a bank, where I am on the world map, where to go for quests, and many other things. ⦁ Graphics are poor, but this game is not played for the graphics. ⦁ The game could use a control+click feature to deposit/withdraw items while the bank is open rather than clicking and dragging each item individually. ⦁ Detailed stats for your character are quite lacking. Weapon attack speed and damage don't adjust based on Strength/Dexterity, buffs/debuffs, or etc. Block chance and dodge chance is not displayed. Armor class only displays a number, but it doesn't say what it does. ⦁ There aren't combat indications regarding blocks/misses/dodges. ⦁ Enemy health is only displayed as a percentage. ⦁ There seems to only be one major city where there's a bank, many vendors, an auction house, and etc. It's basically the one and only hub in the game. ⦁ Singleplayer only. I wish you could at least play with one friend online. There is a mod to allow it, but I would love for it to be official content. Bugs: ⦁ Quests don't scale with the XP main menu slider. (Bug?) ⦁ Some object placements need fixing. ⦁ A few large objects have no collision (such as some trees, some cliffs, and etc.) ⦁ When you walk into a new region sometimes your character faces in random directions (like backwards), which can be disorienting and misguide you. ⦁ Rising Moon (Paladin aura tier 3) does not state it increases resists, but it does. ⦁ Bots will repeatedly say things like, "Yo, on me!" as if they're in combat when in reality they are only suffering from poison damage after combat. ⦁ When viewing a bot's inventory, the right ring slot icon will often be much larger than it should be. Ultimately, the game is already good and I am very excited to see what unfolds as this game is further developed even further.
217 hours played
Jan. 2026
I'm a retired raider from WOW, DAOC, RIFT, and a whole bunch of others. This game has a lot of really nice quality of life things to make it easy to pick up, easy to understand, and easy to play. There's some nuance with it being a "single-player" MMO, like how specific systems work with the so-called SimPlayers, but there's a good wiki to look it all up if it interests you. The gameplay is pretty simplistic, which lends itself to making a more atmospheric approach to game design that's reminiscent of EverQuest, or the early days of DAOC. I bought it a week ago and I've put 80 hours in. Definitely got my money's worth and then some. If it gets too grindy or too hard for your taste, you can adjust the settings to have a higher XP multiplier, or make the mobs not hit as hard, etc. Great game, and I look forward to where the developer goes next with the updates. Also he seems like a pretty chill guy, responds to chat quick in the Discord :)
83 hours played
Oct. 2025
Now that I've "finished" the game I'd like to write out some of my thoughts as part review and some things I'd like to see in the future. As a game trying to capture the classic MMO feel I think it really hits it out of the park. World, dungeon and encounter design felt authentic to the source materials. The out door zones all felt unique from one another with plenty of places to level up in. I appreciated that you would sometimes have to watch your back because even in a lower leveled area you might get ambushed by something much stronger. Most areas were of course safe but it was a nice touch. There weren't a ton of quests in the outdoor areas but the ones around were worth doing. There are enough different areas to level up that you could do a dozen play throughs and take some what different paths each time. My only real critique here is that while there all of these different spots to grind at you realistically just wouldn't do them because there were no loot drops. So they kind of just exist as window dressing currently. Old school MMOs had a ton of these kinds of camps and they existed as places to go because everything else was taken. It would be nice to see sim players at these types of places just to fill out the game world with more 'players'. Like it would be nice to see 1 or 2 groups at the Ogre camps in Soluna's Landing as an example. As far as the dungeon I was really happy with the layouts. They were all unique and had their own vibes. I liked that CC is required in this game and that you have to be mindful when it comes to pulling and respawn timers. If you aren't careful its pretty easy to get overwhelmed and sent back to the well. As long as you understand the spawns and mechanics you can pretty much chain pull from level 1 to about 28ish. It wasn't until about then that I started having difficulty with mana management on my Paladin to keep up with all the taunting/debuffing. This was later remedied by a single Aura item. The enemies and bosses were fine. Not a ton of unique abilities but there was some add management needed and spells that needed to be interrupted. This isn't really a negative as its pretty standard for the old school MMO to be more about "tank and spank" style encounters. There were also bosses that that mechanics that required moving the boss around, trying to kill multiple targets around the same time, bosses that would spawn something that would either heal them or summon more adds that needed to be dealt with, bosses with massive AoEs that require you to think more about your resistances, a boss that splits into smaller versions of itself multiple times, bosses that requires you to complete zone objectives in order to summon them or weaken them. It was a nice mix of that older classic styles fights with some "newer" things thrown in as well. My critique of dungeons is going to be pretty similar to my one about the open world camps. Where are the sim players? During a few of the first dungeons you see sim players running around. I would see the occasional one in the third dungeon (Krakengard) but after that it felt like I was running instances in WoW and not running dungeons in an old school open world MMO. I would sometimes see sims standing outside a dungeon later on but they seemingly never went in. I also see them selling a lot of loot from these places that they never venture into. This combined with the open world made it feel like I started off in an MMO but then veered into a single player RPG. Of course it is a single player game but the vibe is supposed to lean more into the MMO realm and the things that come with that. In the future I'd like to see the Sims more around the world and in dungeons. I'd also like to see them actually hold down camps so that it didn't feel like you could just walk into any dungeon you wanted and head to whatever boss you needed for a drop with 0 competition. Player competition was a big part of early MMOs, even on pve servers. On that note I'd also like to see there be something like a Need/Greed system. The party sims are happy enough to say they need something but thats pretty much it. Being out rolled on gear is also part of the MMO experience. And yeah having a party at the camp you want and losing gear sucks but its that dealing with the 'human' element that was a big part of MMOs. The game would do well with some drama between the sims and the player IMO. Some other random thoughts I had written down that I wanted to touch on. 1. Mobs don't flee and I think that is a mistake. There are several items in the game that root or slow down mobs but they feel pretty useless. Having to snare and root runners was a skill expression back in the day and even letting just 1 mob run out of the room could pull an entire train on the group. 2. There are a couple items that are too good and unrealistic to exist in an MMO without being hit by a nerf hammer. a)The Forest Pendant is incredible for something you could get at like lvl 8. It will easily last you for like 20 levels if not more. I think I worse it on my Paladin until around level 32. b) Diamondine Mace. This has to be one of the most OP leveling weapons I've ever used in an MMO. I used it from around lvl 17/18 until my early 30s. You go from doing like 30 DPS to doing several hundred. Its like adding an additional DPS class to the party and outclasses and just invalidates any other Paladin weapon the entire time you use it. I don't think 2H weapons even out damage it for quite awhile especially when you also factor in the Diamondine Shield. The 90% proc chance combined with double attack is just too much. Again this is looking at it from MMO design. c) Sage's Trinket. This one item made the game go from worrying about mana management in the later stages to not having a single care. And that small window where I had to worry about my mana probably wouldn't have even existed had I known about it earlier. Complete game changer and probably the most powerful Aura in the game and something easily obtainable around lvl 24ish. d) Eon, Blade of Time. A truly disgusting weapon combined with high Resonance and Triple Attack. Fighting Astra was about 50/50 due to the AoE wiping my sims until Eon dropped and without changing another piece of gear I never had another group death. All of Astra's drops are good but none of the other weapons are going to warp the game as much. Its one of those weapons where encounters will need to be designed with it mind for the foreseeable future. 3. I really feel like Resonance either needs a much lower cap or drastically reduced on items and unaffected by upgrading. It feels a lot like Spell Crit % in other games with the addition that it also works with Heals and Procs. It just feels like its way too easy to stack and really lets you steam roll over everything. My paladin is mostly in blue gear using Eon (20k HP, 1750 AC), with 0 purple, and my sims have 1 to 2 blues each and I can do 0 stone Eldoth with no issues. A boss that can max hit me for around 14k. I think a big part of that is just how good Resonance is (and also Eon). It also makes every other stat on the item meaningless up to a certain point. When looking at upgrades nothing else, outside of worn/special effects, really matters. It feels like a stat that pre-raid we should only be hitting around 15-20% at max. 4. The music is really good imo. 5. I'm really enjoying the lore. I honestly didn't pay much attention for the first while but then started reading the random lore pages and item descriptions and was pretty impressed by the world building. I'm excited to see how teaming up with Ripper is going to work out. tl:dr Very good game. Captures classic MMO vibe with a lot of love and respect for the source materials. Some MMO elements need turned up and some potential nerfs/adjustments for future design sake. Looking forward to future updates and seeing where the game goes.
518 hours played
Oct. 2025
I manage to break my sim players by patching the game: dev takes my save file, finds the problem and puts out a patch fixing the issue in under a hour. 10/10 would break again.
42 hours played
June 2025
First of all, thank you. That feeling — the one you had with your first MMO, where the world felt impossibly big, and every ding of XP meant something? I thought that was gone. Lost to time. But somehow, Erenshor brought it back. And not in a shallow way. In a way that matters. This game doesn’t just imitate the golden era of MMOs (1999 to 2004). It resurrects it. You log in, and the world feels alive. Other players (or eerily convincing AI) run by on their own missions, shouting WTS/WTB, camping mobs, grinding quests, or just chilling in town. It's so convincing, you find yourself checking if they’re real. It’s that immersive. And your party. That’s where it hits deep. You can build a team from the party builder. See who’s LFG. You can keep them with you. You can watch them grow alongside you, level by level, dungeon by dungeon. They’re not just tools; they become your people. I’ve had to bench someone and felt bad about it. It hits those pseudo-social ties in the same way old guilds used to. It’s wild. Progression is slow, as it should be. You’ll actually use your level 2 spells before you hit level 3. You’re not getting steamrolled by upgrades. Instead, you learn your flow. You earn your abilities. I’m 45 hours in, and I just hit level 20. Twenty hard-fought, satisfying levels. Every piece of gear was hard-won, every skill earned through trial and error. And yes, the gear shows up on your character, looking rad and letting people see your story. I’ve had whispers from characters just to say they liked my loadout. That kind of thing sticks with you. And let’s talk about camping. The joy of finding a good grind spot, setting up shop, and having one of your party go out to pull mobs while the others rest and recover. It’s perfect. The rhythm of classic MMO group play is alive and well here. No other modern game dares to recreate it, but Erenshor does and nails it. Quests? No GPS. No glowing breadcrumbs. You read the dialogue, follow clues, think things through. It’s a game that respects your brain and your time without ever feeling hand-holdy or opaque. The world? Massive. And you better believe there’s no map unless you choose to enable it. You learn by being there. You explore, adapt, memorize landmarks, and eventually just know your way around like you used to know West Karana or Greater Faydark. And there’s minimal fast travel. You just died and respawned in Port Azure? Tough break, son. Run your happy ass back across the continent. It’s brutal, but it’s fair. It makes the world feel real. This isn’t just a nostalgic throwback. It’s a full-on, handcrafted, loving recreation of what made MMOs magical in the first place, with none of the modern nonsense. It doesn’t chase trends. It doesn’t apologize for being deep, patient, and slow. It dares to be what the genre forgot: immersive, demanding, rewarding. Erenshor is, without question, one of the most special games I’ve played in years. If you were there back in the day, if you remember what it felt like to fall in love with an MMO, this will hit you like a freight train of serotonin and tears. Don’t miss this one. Seriously.

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Frequently Asked Questions

Erenshor is currently priced at 19.50€ on Steam.

No, Erenshor is currently not on sale. You can purchase it for 19.50€ on Steam.

Yes, Erenshor received 916 positive votes out of a total of 970 achieving a rating of 8.88.
😎

Erenshor was developed and published by Burgee Media.

Yes, Erenshor is playable and fully supported on Windows.

No, Erenshor is not playable on MacOS.

No, Erenshor is not playable on Linux.

Erenshor is a single-player game.

No, Erenshor does not currently offer any DLC.

No, Erenshor does not support mods via Steam Workshop.

No, Erenshor does not support Steam Remote Play.

Yes, Erenshor is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Erenshor.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 03 June 2026 06:15
SteamSpy data 09 June 2026 07:16
Steam price 13 June 2026 12:50
Steam reviews 11 June 2026 20:07

If you'd like to dive deeper into the details about Erenshor, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Erenshor
  • SteamCharts - Analysis of Erenshor concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Erenshor compatibility
Erenshor
Rating
8.9
916
54
Game modes
Features
Online players
85
Developer
Burgee Media
Publisher
Burgee Media
Release 14 Apr 2025
Platforms