Stoneshard on Steam - User reviews, Price & Information

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Stoneshard is a hardcore turn-based RPG about the harsh life of a medieval mercenary: travel with your own caravan, descend into procedurally generated dungeons, learn new skills, survive hunger and injuries - and remember, every mistake can mean death and loss of progress.

Stoneshard is a rpg, rogue-like and strategy game developed by Ink Stains Games and published by HypeTrain Digital.
Released on February 06th 2020 is available on Windows and Linux in 13 languages: English, Russian, German, Simplified Chinese, Polish, Italian, Spanish - Latin America, Turkish, Portuguese - Brazil, Japanese, French, Korean and Spanish - Spain.

It has received 30,062 reviews of which 22,298 were positive and 7,764 were negative resulting in a rating of 7.3 out of 10. 😊

The game is currently priced at 24.99€ on Steam.


The Steam community has classified Stoneshard into these genres:

Media & Screenshots

Get an in-depth look at Stoneshard 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 7/8/10/11 64bit
  • Processor: Intel i3 5050U or equivalent
  • Memory: 4 GB RAM
  • Graphics: GeForce GT 430 or equivalent
  • DirectX: Version 11
  • Storage: 1 GB available space
  • Sound Card: DirectX compatible sound card
Linux
  • OS: Ubuntu 18.04.2
  • Processor: Intel i3 5050U or equivalent
  • Memory: 4 GB RAM
  • Graphics: GeForce GT 430 or equivalent
  • Storage: 1 GB available space

User reviews & Ratings

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

Dec. 2025
Great game but really only playable if you save scum. This game *badly* needs a quicksave (solution below). I get what they're going for but due to the difficulty curve, it's very easy to end up re-playing a bunch of basic prep over and over which is not fun. I'm not talking about re-doing a dungeon... I mean: walking around to talk to two people (because you couldn't talk to them before the sleep-save due to their work hours), leaving to collect berries, buying a plate, making food, finding a stick, making a med item, and then walking over to a POI for 10 minutes just to _start_ the dungeon. The third time you repeat those steps in one evening, you're going to want to bail and return this game. But don't bail just yet. Instead, save & exit, find the save file location (Users->AppData->Local->Stoneshard), and backup the whole character folder. Do this frequently. Then you can paste that sucker in when you get gang banged by fifty rats opening a door or whatever. Once you fix the game's missing quicksave, it really starts to shine. Frankly the dev needs to touch grass, normal functioning adults want to like this game... just let us. We have jobs, don't turn your game into work and don't let a small group of intense fans blow smoke up your behind. This is all especially true because not all skills/playstyles are viable, even getting creative (and again, repetition is how you discover this). Some of them are more like traps than skills, not because they're just 'suboptimal' but because you can straight up softlock using them (the solution for that is Cheat Engine btw). This is an extremely cool game, I do hope they reconsider the quality of life improvements as it progresses... but until then, save scum!
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Dec. 2025
When I started playing Stoneshard, I regretted having sat on it for 5 years. Then I was happy that I had sat on it for 5 years. And then I realized that its biggest problem is that it has been in development for 5 years. If you are intrigued by the game, and you want to discover it fully by itself, my cliff notes are: the most common complaints about it are really not that big of a deal, the game is delightful, and you will handily get more hours out of it than bucks you paid for, so for me it's a home-run of a recommendation; with the caveat that an otherwise addictive and super fun experience will arbitrarily nosedive around the halfway point in such a fascinating way that I feel compelled to expand upon it. I've been mulling it over, and I think the best way to categorize this kind of game is to call it a "quicksand survival". Stoneshard, much like Qud or Outward, are games with survival elements on which the fact of surviving requires little to no effort, just as if you were floating in quicksand: You will have no problem to keep up with food, hydration, shelter and basic upkeep, but any progress will require methodical and consistent effort, and any sudden moves will only make things worse. The most common complaint about this game is that dying is extremely easy, and that doing so can set you back a table flippingly large amount of time. From the outset you will need to be very careful, as each skill tree will require a decent amount of investment to see returns on and an enemy getting a lucky hit is all it takes to go from a routine fight to staring at your monitor in disbelief knowing that you are going to die on the next move, and there's nothing you can do about it. When was the last time you slept by the way? Oh, 2 hours ago? Ranged combat is something you will quickly learn to love in Stoneshard. Not only it will help you kite enemies and retain control of fights, but it also will secure a steady supply of money, food, and components for your character. In particular, pelts, which can be used to make bedrolls, which is how you save in this game; so it's not about cramming all you'll need in a backpack, but if you're smart and patient you can obtain, craft and utilize what's around you to make your game easier and more convenient, including more frequent saving. As the game advances you will find recipes that will further allow you to craft things on the spot, rewarding both your preparedness and a keen eye for improvisation. It will quickly become apparent that the game wants you to play it safe, take your time and plan ahead, and once you understand this it becomes a satisfying and addicting masterpiece. Gathering supplies, making preparations, taking contracts, dismantling your enemies with the help of traps, crowd control and layered tactics, heading back to town to cash them in and expanding your caravan, gaining levels and expanding your repertoire of skills will become a comfy and addictive loop that will keep you hooked for anywhere between 20 to 40 hours. And then you will hit level 10. The best analogy I could make to hitting level 10 in Stoneshard is being softly stirred from an amazing dream by the steady tone of the emergency broadcast system. You see, the game has a very strict tier system, meaning that for all the variety in types of gear and weapons, you will unlock new gear tiers based on your character's level. In this case, level 10 means you will start seeing enemies with tier 3 gear, which is much better than the tier 2 stuff you have on you but is also much more expensive, which will, in turn, compel you to move to the next major area in search of more money so you can keep up with the game's reactive difficulty. Makes sense, yeah? The problem is, while doing that you will accumulate experience. This will increase your level. The next tier cutout is at level 15. Oh look, you're already level 12. And just like that the realization will start creeping in that this game was not rewarding being patient and methodical, but that it wants you to budget a play time that, up to now, you had taken for granted. Trying to catch up and stay on step with your enemies will only inexorably cause you to have to catch up even harder before long. Oh look, you're level 13! It's not just the gear, though, as tier 3 enemies will come with their own set of skills. Suddenly keeping your distance and kiting will become increasingly difficult against groups of enemies that can dash half a screen and are immune to the crowd control you have been relying on up to now. Archery duels will consistently end with you on the losing side of an enemy that can dodge every shot while nailing every one of theirs thanks to increased stats and-- heeey, congratulations! You're level 14! Ah, don't worry, at least now you have enough to buy a full set of tier 4 armor right? What's that, you spent it all repairing the tier 3 armor that you thrashed fighting against them? Man, maybe you should go back and grind some money to-- OH WOULD YOU LOOK AT THAT EXPERIENCE BAR GOING UP! Instead of you feeling like you are leveling up and improving your character, it feels as if the world around you is the one outpacing you while rendering your tactics, skill planning and equipment obsolete as suddenly every damn bandit can afford absurdly expensive equipment and grinds out stats that would put quest minibosses to shame. Why are you still ambushing travelers, man? You could solo an entire den of undead on your own! Stoneshard is a game with impeccable foundations, exciting combat and incredibly satisfying game loop, whose extremely jagged and unrefined progression is liable to leave you in an extremely unpleasant "fucked if you do fucked if you don't". This is probably the most egregious and by-design way the game can screw you over, but it is by no means the only one, as unfocused or even simply mistimed character progression can greatly hamper if not completely cripple your playthrough. The game is a minefield of apparent progression traps that sometimes aren't, and some that you will only realize by the time you can't do anything about it but restart and do it better next try. All of the above comes to mean there is only one viable (or at least, greatly preferred) way to go about Stoneshard: to metagame the fuck out of it. The developers themselves have stated that they expect someone to do multiple runs of the game, and, at first blush, it does not seem like a terrible idea, since missions will be different, POIs will be on different spots, and certain special events may cause you to adjust your playstyle, but the story will be the same, major locations will be in the same place, the steps will be the same, hell, character progression will be the same, at least if you know what's good for you. You'll fight the same enemies the same way, only more optimized and stringent, closer to the very specific answer that this given puzzle requires; none of the zippy, wacky and freeform progression of Qud, none of the (mostly) pressure free "try again" nature of Outward. Stoneshard will punish you if you go too quick, and will punish you if you go too slow: the amount of challenge is no longer decided by how hard the player wants to push, but instead you will be forced into this low fantasy arms race so unsubtle and nonsensical that you can't help but wonder if it is just a product of being in Early Access for 5 years and the developers trying to make a game for the people who have been that long playing it instead of considering that someone might not want to basically play the same game several times until they play it "right". First half of the game is a 9/10, past the mid-game, a 4. I absolutely recommend it, with the caveat that you'll probably grow sick of it past the first act. 6/10.
Expand the review
Oct. 2025
Phenomenal. Addictive. I haven't barreled down on a game like this since Kenshi. I was starting to wonder if another experience like this was out there waiting for me. I am grateful. If you like open-world, survival, depth, long-playthrough, rewarding gameplay loops ... this is a masterclass in game design. My first playthrough was 155 hours. So, a lot to enjoy here. One common critique seem to be: "The difficulty is excessive, unfair or off-putting." I made mistakes. Got surprised. Cornered. Mismanaged inventory. Zigged when I should have zagged. Got overwhelmed. Unlucky. Died. But overall, thought the difficulty was beautifully balanced to create tension that was engaging but surmountable. Never felt unfair. But, I can only speak for the build I was kind of nudged into by choosing Dirwin. Another common critique seems to be: "The save system disrespects the player's time." So, you save by sleeping. You get a "mobile" bed early on. Many POI's have beds. All the towns do. You can pack a bedroll that is somewhat expensive, one-use, and takes up a bunch of your inventory. This all makes sense to me. The game gives you a choice: - Be risky/cheap --- Don't pack your bags thoughtfully. --- Be stingy with consumables. --- Go out on long excursions into the unknown, run low on supplies, and maybe get merked near the end losing loot/experience/time. Or manage risk: ---- Stay within a few tiles of a bed/safety and head back for supplies/sleep. ---- Spend money/space on sleeping rolls/fodder/throw-ables/potions/pricey food. ---- Clean out half a dungeon, or see a mini-boss then retreat for sleep/save/loot drop/resupply. The dungeon will stay half-cleared. There were times when I was risky/cheap/impatient ... everything worked out ... and I felt clever. Then ... there were times when I didn't. It's a survival game ... your decisions matter. This leads to the third most common complaint I saw. "Hours traveling back to a POI." This one I am genuinely confused about. I don't think I ever traveled more than five minutes to get back to a POI. Middle mouse button > Scroll > Click on the other side of a tile > Your character will cross a whole tile in 30 seconds? I mean ... How far are ya'll walking to hit a dungeon? The whole map? ... Never stopping to rest? Idk ... sounds risky. These choices though ... they really make Stoneshard an incredible experience. Anyways ... Ink Stains! ... Damn ... You guys are awesome. Looking at your roadmap ... here's what I am personally most excited for: - New POIs - yes. - More tasks/quests/NPCs - Always! - Random encounters - Sounds fun. - More enemies - Sure. - Stealth - yeah - it's needed. - Story - Not necessary but ... nice extra. - Alchemy - yeah ... I want to make some of these consumables/throwables and not rely on vendor RNG. - More regions (DLC?) ... take my money :) What I didn't see though is: - More tilesets for the dungeons - This is where we spend a lot of time. More secret rooms. How about some rope-bridges. Dark rooms. Wet rooms. Banquet halls. Integrating some cave tile-sets ... sewers .. to connect different areas ... maybe we could "free" more hostages ... see more wizard lairs ... more carnage - Expanding on the excellent foundation you laid for Brynn - It needs some love. - Can I make my own character? Stuff I don't think you really need: - More ability trees/weapon types??? - You've already got eleven weapon types with loads of overlapping trees - it's already a lot to take in ... like ... a lot. More weapons/armor = Great ... you don't need many more trees. - Lockpicking - Ehhh ... minigames? ... That's not your vibe. Crowbar makes sense. Pass. - Maladies - uhhhh - I disable these in every game that allows me to. Please don't give me malaria and then force me to find the one plant that cures it. Not fun. Some constructive feedback: - Less "pottery" in the crypts please. Gets very tedious in the big ones. - Dial back the timers for "maladies" in the towns please. I don't mind helping them out but ... too aggressive. - Let me open my bag while looking in another inventory - Let the bag take priority. - Let arrows in my inventory go into another inventory (when opened) "shift" instead of the quiver. - It would be nice to have the ability to shift some build choices - Maybe not the full "mindwipe" style but ... come on ... let me pay a trainer to shift some of the skills that didn't behave the way I thought they would or ... just regretted picking. - You could also add a potion/trainer that allows us to "dud" a skill ... like ... we don't get the skill but it gets "filled" in so we can get to another skill blocked by it ... Sometimes I felt like I was throwing away skills that were redundant or overpowered by other ones to get to the stuff I really wanted. - Some inflexibility in the skill system can inspire another playthrough but ... right now ... there is too much rigidity. Overall, brilliant work here. The potential for expansion is massive. Amazing game. Unique. Superbly crafted. Please keep going!
Expand the review
Sept. 2025
I was wondering how to describe what I love about the game, and it's very difficult to put into words. You know what a fantasy adventurer is. In this game you play as an analogue that is grounded in historical reality. A mercenary. You don't fight because you want to save the world. If you save people you do it because that puts food on your table. Because life is expensive and you don't have a luxury of choosing a less dangerous line of work. And it is the most dangerous line of work there is. Do you know those medieval swordsmen with silly hats and clown pants, the landsknechts? I used to hate their look, and disliked any setting featuring that attire. Did you know that the reason they dressed like clowns was because the emperor of the holy roman empire explicitly exempted them, and only them, from sumptuary law that forbade others from wearing something not fitting their social status? His reasoning: these men live a short life and die a gruesome death, they deserve to have some freedom to wear what they want. The mercenaries took pride in this privilege, and wore ridiculous clothing as a badge of honor and a symbol of their status. That should also tell you what a real life adventurer's life was like. A sword or a breastplate was as expensive as a year's salary, and that gear is what feeds you. You aren't much different from any other man, and death is a certainty. You aren't immune to pointy sticks, so it doesn't take much for you to die in combat. Your employer will take any opportunity to get out of paying you on a formality. What money you do earn will be spent on recovering from combat and trying to avoid starvation. You don't have the luxury of taking the high road, you have to be callous and resourseful. Taking advantage of your employer's desperation, eating anything that you can get on the road, scavenging and hunting whenever you can. But. Unlike anyone else you are not bound by land or family obligation. Another word for your profession is a freelancer. And you are free. Go wherever you want, explore the world. If you are lucky to score a big contract, you get to eat like a king and drink like a camel until money runs dry. You may not have a wife, but in time your band becomes your family. And if nothing else, your work is exciting. Every fight can be the last, and every victory is a triumph. This game may seem unfair and unnecessarily cruel. And it is. That's the vibe. You are outnumbered and outmatched. You don't win by being stronger than you enemy, you win by investing way too much into preparing for the fight. Greed kills in this game more often than swords. Forget saving that potion for later, get used to bying more bandages than you need only to leave them behind when looting the spoils. The alternative is bleeding out to a humiliating death. Thread carefully, fight dirty, use everything at your disposal, and you may live to see another day. I can't recommend this game enough.
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Aug. 2025
Stoneshard is easily top 5 best RPGs on Steam. A brutally honest, complex, and masterfully crafted dark medieval fantasy that does not care about your feelings. This game will frustrate you, it will punish your mistakes, it won’t hold your hand, offer you mercy, or give you any kind of modern gaming comfort. If you’re used to casual, brain-dead games where the UI plays for you, walk away. Stoneshard is a dark and unforgiving RPG made for grown-ass people who enjoy suffering their way into greatness. Every dungeon you beat feels like a personal triumph, every death, a lesson. The atmosphere is incredible, the combat system is deep, and the build diversity is insane. I’ve put over 200 hours into this game, tested every possible build, and reached the endgame with all of them. They all work. The game is shockingly well-balanced for something this flexible. Now for the flaws: It’s SLOW. Like, painfully slow. I refuse to play this game without speedhack, 3x or even 5x, enabled through Cheat Engine. It's not even optional at this point, it’s mandatory. The devs need to add native speed control, because right now it's a joke how sluggish the pacing is. It's been in Early Access since forever. Five years and counting, and no 1.0 in sight. The scope keeps expanding, the roadmap keeps stretching, and it’s starting to feel like this game will be in EA until humanity goes extinct. Personally, I don’t mind, because each major update is a content bomb that always brings me back, but still, don’t expect closure anytime soon. Despite that, Stoneshard remains one of the most hardcore, rewarding, and intelligently designed RPGs I’ve ever played. Come for the suffering, stay for the dopamine. Score: 9.5/10
Expand the review

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Frequently Asked Questions

Stoneshard is currently priced at 24.99€ on Steam.

Stoneshard is currently not on sale. You can purchase it for 24.99€ on Steam.

Stoneshard received 22,298 positive votes out of a total of 30,062 achieving a rating of 7.31.
😊

Stoneshard was developed by Ink Stains Games and published by HypeTrain Digital.

Stoneshard is playable and fully supported on Windows.

Stoneshard is not playable on MacOS.

Stoneshard is playable and fully supported on Linux.

Stoneshard is a single-player game.

There are 2 DLCs available for Stoneshard. Explore additional content available for Stoneshard on Steam.

Stoneshard does not support mods via Steam Workshop.

Stoneshard supports Remote Play on Phone and Remote Play on Tablet. Discover more about Steam Remote Play.

Stoneshard 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 Stoneshard.

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 26 January 2026 00:32
SteamSpy data 25 January 2026 08:18
Steam price 28 January 2026 12:43
Steam reviews 27 January 2026 09:45

If you'd like to dive deeper into the details about Stoneshard, 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 Stoneshard
  • SteamCharts - Analysis of Stoneshard concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Stoneshard compatibility
Stoneshard
Rating
7.3
22,298
7,764
Game modes
Features
Online players
634
Developer
Ink Stains Games
Publisher
HypeTrain Digital
Release 06 Feb 2020
Platforms
Remote Play