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Morhval: Ravenglaire

種別:ゲーム 発売日:2026年8月5日 日本語対応未確認
1,700円
Steamレビュー レビュー不足または未評価 66.7% 3件

Morhval: Ravenglaire is an old-school first-person sandbox RPG. Explore a procedural province, take contracts, delve into dungeons, master weapons and magic, trade, survive, and shape your own life in an unforgiving low-poly world.

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BUILD A LIFE IN A PROVINCE WHERE EVERY PATH IS YOURS
   Morhval: Ravenglaire is a first-person open-world role-playing game built around exploration, consequence, survival and interconnected systems. Inspired by the freedom and unpredictability of classic sandbox RPGs, it places you in a large, dangerous province where work, family, reputation, crime, magic and simple survival can matter as much as defeating monsters.
You begin at eighteen years old in the village of Hearthmere. Your parents have given you what little equipment and money they can spare, but the family pantry is running low. From there, your life is yours to shape. Ride toward a distant tavern in search of work. Study forbidden magic. Join a mercenary order. Become a thief. Buy a farm. Feed your family. Hunt monsters. Carry freight between settlements, Help people, exploit them, deceive them, or simply disappear into the wilderness. There is no single correct way to live in Ravenglaire.
A LARGE PROCEDURAL PROVINCE
   Ravenglaire covers approximately 250 km² and is regenerated for each new campaign while preserving its major authored story locations. Roads, settlements, taverns, lakes, wilderness sites, faction branches, abolitionist camps, events, points of interest and dungeons are distributed from the campaign seed, giving every journey a different geography. The province contains more than eighty dungeons, more than one hundred points of interest, dozens of settlements, many taverns, a long road network, the Nareth River and its crossings, lakes, coastlines and remote wilderness.
Travel through distinct regions including:
The cold forests and high plateau of Hollow Pines

The wet, corrupted woods of Blackroot

The open Volker plains and dry savannas

Thorn steppe and semi-desert frontiers

The Redglass deep desert

Grey eastern highlands and cold mountain forests

The Pale Verge at the edge of the snow

The green banks and oases of the Nareth River

A western coast with beaches and ocean fishing

   Procedural settlements are more than repeated clusters of houses. They can develop around agriculture, herding, hunting, logging, quarrying, trade, military activity or apothecary work. Their economy affects their buildings, merchants, available work, local demand and the character of the people who live there. Settlements may also follow different social policies and respond differently to your actions.
CREATE A CHARACTER
   Choose from Warrior, Rogue, Ranger, Alchemist or Occultist, or create a custom class by selecting your own strengths and weaknesses. Your character is defined by six attributes:
Strength

Agility

Intelligence

Endurance

Charisma

Speed

   Twenty-four skills cover weapons, armor, stealth, persuasion, lockpicking, six schools of magic and practical professions such as alchemy, farming, cooking, fishing, mining and smithing. Skills improve through use. Fighting with a bow makes you better with bows. Brewing potions develops Alchemy. Working crops develops Farming. Dialogue, crafting, exploration and combat all feed the same character progression rather than existing as isolated minigames.
   Skill checks use a visible d20-based system influenced by your skill, attributes and circumstances. Reaching new character levels grants attribute points, while mastering selected disciplines to 100 unlocks Prestige training. Individual spells, weapons, potions, meals and crops can be specialized through up to three Prestige levels, improving their power or efficiency at the cost of time, gold and a portion of the relevant skill.
FIRST-PERSON COMBAT WITH DISTINCT WEAPONS
   Fight in real time using short weapons, long weapons, blunt weapons, bows, crossbows or your fists. Weapons differ in reach, recovery time, stamina cost, impact, draw speed and critical affinity rather than functioning as cosmetic copies of one another.
Use knives, swords, spears, axes, maces, hammers, staves and specialized unique weapons

Draw bows manually and consume physical arrows

Reload crossbows between shots

Manage stamina while attacking, blocking, sprinting and traveling

Use Agility, armor and movement to avoid or survive incoming attacks

Crouch and move quietly to reduce detection

Pick locks, steal from containers and pickpocket NPCs

Coat weapons with alchemical poisons

Enchant weapons with fire, frost, lightning or life-stealing effects

   Enemies include wildlife, bandits, raiders, cultists, necromancers, battle mages, undead soldiers, Grave Thralls, spiders, scorpions, cave worms and stranger creatures such as Mournwraiths, Hollowroots, stone guardians and anomalous manifestations. Some enemies summon allies, spread conditions, use spells, fight at range or require a different approach from ordinary animals and human opponents. Equipment has individual durability. Two copies of the same sword can have different condition, maximum condition and quality. Weapons, armor and tools wear down, can break, can be repaired with kits or by professionals, and can be fully restored at a forge.
MORE THAN FORTY ACTIVE SPELLS
Magic is divided into six schools:
Firecraft

Frostcraft

Stormcalling

Vitalism

Necromancy

Conjuration

   Spells are not limited to differently colored projectiles. The magic system supports direct rays, missiles, cones, chained lightning, walls, persistent fields, summoned creatures, bound weapons, healing, regeneration, shields, movement abilities, detection, remote interaction, corpse manipulation, resurrection, banishment and battlefield control. Learn formulae from teachers and merchants, study individual spells to improve their efficiency, assign favorites and combat hotkeys, and specialize particular spells through Prestige.
   High Athenaeum standing unlocks a personal spell-combination system. Combine two or three known official spells, choose an intensity, name the result and create a permanent custom formula. Compatible secondary effects are adapted to the primary spell’s delivery form, allowing combinations such as harmful traits on summoned creatures, elemental effects on bound weapons or mixed control and damage spells. A character may preserve up to twelve personal formulae in their spellbook.
PROCEDURAL DUNGEONS AND PHYSICAL EXPLORATION
   Ravenglaire contains natural caves, mines, crypts, ruins, cisterns, buried courts, wells, chapels, monster dens and other dungeon archetypes. Their themes, inhabitants, resources and layouts change with the world seed. Dungeons can contain multiple floors, locked doors and chests, traps, corpses, ore veins, hostile camps, quest objectives, hidden valuables and themed treasure caches. Enemies persist, containers remember what was taken, and contracts can place specific targets, rescue objectives or recovered property inside existing locations. Explore for treasure, mine rare ore, follow rumors, complete organization assignments or enter simply because a dark opening appeared beside the road.
SURVIVAL, REST AND DISEASE
Ravenglaire is dangerous even when nobody is attacking you.
Hunger and fatigue rise over time

Sprinting, training and travel consume physical resources

Weather and environmental exposure affect survival

Poison and temporary conditions can weaken the character

Diseases such as grave fever, rotting wounds, arcane static, anomalous tremors and flu persist until cured

Potions, Vitalism and apothecaries can treat different conditions

Camp in safe wilderness locations or use rented and owned beds

Sleep until healed, manage food before resting and gain a temporary Well Rested bonus from proper beds

Carry a lantern into dark interiors and nighttime roads

YOUR FAMILY NEEDS YOU
  Your parents remain part of the simulation after the opening. Their household consumes food every day, and the family pantry must be supplied. You can bring provisions home, send food from your inventory, pay merchants to deliver supplies, establish longer supply agreements and use limited family credit when resources run out. Hunger can weaken your parents, create debt and eventually cause permanent consequences if ignored for too long. You may also abandon them to their fate—but be prepared to live with the consequences. The family system turns ordinary work into something personal. A fishing trip, hunting contract, harvest or profitable freight run may matter because there are only a few days of food left at home.
WORK, CRAFT AND BUILD A HOME
Ravenglaire supports several practical ways to make a living:
Alchemy: Gather ingredients, learn recipes and brew healing potions, mana restoratives, antidotes, disease cures, poisons, environmental wards and powerful elixirs.

Mining: Extract coal, iron, copper, silver, Blackroot ore and rarer materials from the world and its dungeons.

Smelting and Smithing: Turn ore into ingots, forge weapons and armor, craft tools and repair equipment.

Cooking: Prepare bread, soups, stews and other meals using gathered, farmed or caught ingredients.

Farming: Plant, water, tend and harvest crops; save seeds and improve yields through skill and Prestige.

Fishing: Fish in rivers, lakes, ponds and the ocean, with different catch sizes and skill checks.

Enchanting: Apply magical effects professionally or attempt your own enchantments through skill-based tests.

Buy houses, claim an abandoned farm or purchase settlement property. Choose a primary residence, store equipment and resources, invite an eligible partner to live with you and commission improvements over several in-game days. Available improvements include additional gardens, chicken coops, pigsties, herb gardens, expanded pantries, household alembics, smelters, forges, enchanting tables, stables and fishing ponds. Different properties have different space and terrain restrictions, so not every improvement fits every home.

A WORKING ECONOMY
   Merchants maintain their own stock and buy different categories of goods. Item condition affects value, settlement economies affect demand, and the same character can earn money through exploration, crafting, trade, property production or organized work. Create supply agreements with residents and businesses. Accept standard offers or propose custom quantities, intervals, duration and prices. Buyers may accept, reject or make a counteroffer. Deliver goods manually, produce them from owned property or build a longer economic relationship through reliable fulfillment. Settlements can also offer loans. Debt accumulates when ignored, and property may become part of a settlement if you choose to resolve a serious obligation through ownership rather than gold.
HORSES, WAGONS AND LONG-DISTANCE TRAVEL
Travel is a major part of life in Ravenglaire.
Buy, sell and own multiple horses with different speed, strength, endurance and appearances

Choose an active horse and call it to your position

Ride normally through the physical world

Use accelerated travel while the landscape continues to pass around you

Use fast horse travel to known destinations when appropriate

Manage horse energy during journeys and allow animals to recover through time and rest

Buy a wagon and install it behind one of your horses

Accept freight contracts between settlements

Collect visible cargo, carry it across the province and deliver it before the deadline

Balance route length, cargo value, risk and the strength of the horse pulling the load

Travel can be interrupted by roadside events, predators, ambushes, stranded travelers and other encounters. The road is not a loading screen, it is part of the game.
TAVERNS
Roadside taverns have opening hours, innkeepers, food, rentable beds, travelers, rumors and work leads. They act as social and economic anchors across the province.
Sit down to gamble using several playable games:
Poker

Blackjack

Five Bones

Crown Dice

Tables have their own bankrolls, wagers and persistent sessions. You can win, lose or cash out rather than receiving a predetermined dialogue result.
PEOPLE, REPUTATION AND CONSEQUENCE
 

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評価・レビュー

全体レビュー レビュー不足または未評価 好評率 66.67% / 3件 取得:2026年8月29日 05:17

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注目度メトリクス

現在プレイヤー数 0人 最終観測:2026年8月29日 07:33(26日経過)
Steamフォロワー数 69人 最終観測:2026年8月24日 10:15(31日経過)

プレイヤー推移

データ蓄積中 24時間平均

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2件以上で集計 直近7日

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指標 現在値 観測状況
現在プレイヤー数 0人 最終観測:2026年8月29日 07:33(26日経過)
24時間ピーク データ蓄積中 履歴あり・更新待ち・直近7日 0件
Steamフォロワー数 69人 最終観測:2026年8月24日 10:15(31日経過)
7日フォロワー増加 2件以上で集計 履歴あり・更新待ち・直近7日 0件

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基本情報

発売日
2026年8月5日
価格
1,700円
価格区分
有料
開発元
Seven Weeks Studios
販売元
Seven Weeks Studios
対応OS
Windows
コンテンツ種別
ゲーム

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