Rimelands: Hammer of Thor is a turn-based roleplaying game with stunning visuals and deep but simple game mechanics. Explore mysterious vaults and frosty landscapes littered with treasure and fearsome enemies.

You play as a young treasure hunter exploring abandoned vaults to appease her grandmother’s seemingly endless appetite for riches, while struggling to find more about her dead parents and shrouded past.

  • Simple yet deep mechanics
  • Three character paths, Barbarian, Assassin and Shaman
  • Dozens of talents to customize your character with
  • Both random-generated and pre-designed levels
  • Use blueprints to build new items

As the game is a roleplaying game, all the usual trappings such as experience, levels, quests and multitudes of items are naturally present.


The combat is turn-based in the same way as in many roguelike games: on each turn you move to an adjacent tile or perform a single action. Then, all the enemies visible do the same. The basic tactical choices depend on your character build: melee path characters’ tactics involve efficient use of weapons and talents, ranged characters will find to their advantage to keep mobile and plan their routes, while magic users need to keep track of their mana reserves.

Varying enemy types will require different strategies and some enemies will work together, so you’ll need to think carefully which opponents to tackle first and with which attacks.

We are taking efforts to ensure that the game mechanics are as transparent as possible, so you’ll always have a good grasp about the consequences of your choices. The main guideline is that if you fail, you’ll have a good understanding of what actions most probably lead to your demise.

Exploration And Story

The game features both random generated and pre-designed levels, latter of which will also include some light puzzle elements. There won’t be too many mazes, but people wanting to search any nook and cranny will find their efforts rewarded by additional treasures.

The main plot in the game will be linear and there won’t be any dialogue trees, but additional side quests will be there. We’re taking care not to drown anyone in the dialogue, so all the conversations in the game will be pretty short.

The mood of the story will be light, adventurous and slightly humorous, but with some more epic and serious undertones.