Platforms
Windows, Mac, Linux
Engine
Custom Built
Developer
The Hideout
Official Page
Thehideoutgames.com
Contact
Send Message
Genre
Role Playing

Average Rating

8.3

Ratings closed

-

Manor of the Damned is a retro inspired action RPG that invokes the memories from the great console games of times past. The game has a deep storyline, intense action, puzzle solving and exploration. You play a destitute wandering vampyre who agrees to help rid a village of a raiding specpyre family. The game features multiple weapons, semi-destructible environments, retro inspired sound effects and graphics, an industrial music sound track, and vampyres that turn into spectres and feed on souls!

Manor of the Damned Huge Update and Sale!

2

Manor of the Damned Huge Update and Sale!

The Hideout has released a huge update to Manor of the Damned to include lots of your feedback and requests!

Jun 1, 2012 News
Manor of the Damned on OSX and Linux64 + Updates

0

Manor of the Damned on OSX and Linux64 + Updates

Manor of the Damned is now on all major PC platforms! Continue reading to hear more about recent news and upcoming changes.

Apr 12, 2012 News
New Rijn Updates and Releases

0

New Rijn Updates and Releases

News regarding game updates, the upcoming Linux and Mac releases as well as addressing some bugs.

Mar 16, 2012 News
Rijn The Specpyre Released on Desura

3

Rijn The Specpyre Released on Desura

You play a destitute wandering vampyre who agrees to help a rid a village of a raiding specpyre family.

Mar 8, 2012 News
Comments  (0 - 10 of 114)
Sanmei
Sanmei Aug 3 2013, 10:24pm said:

Is it just me, or does Lylith move about twice as fast as she does in this video? Youtube.com

I can't dodge her at all and she's really hard to hit. It's enough to make me feel like there's an item I'm missing or something similar. Seriously, watching this guy easily step out of the way of her attacks while she inerringly nails me every time makes me feel like something's either horribly wrong or I'm not meant to be able to beat her yet.

+3 votes     reply to
Sanmei
Sanmei Aug 12 2013, 3:57am replied:

Turns out if your version is 1.0.5, the boss is faster than she's supposed to be and you'll need 1.0.6, which I got by e-mailing the dev.

+2 votes     reply to
Syn9
Syn9 Oct 19 2013, 7:43pm replied:

Thanks for the post Sanmei. Version 1.0.6 has been uploaded and should be showing up for everyone soon.

+2 votes     reply to
Lucifalle
Lucifalle Oct 27 2013, 11:33am replied:

Is version 1.0.6 also available for the Mac? I'm just about to download the game but if there is a bug with version 1.0.5 then I guess I should wait.

+1 vote     reply to
Syn9
Syn9 Oct 29 2013, 7:15pm replied:

It will be very shortly. Possibly even tonight. I can PM you once the files have been approved by Desura.

+1 vote     reply to
ikovac
ikovac May 31 2013, 6:07am said:

I can't decide where to place this, hopefully it's fine here.
In Skylar's (auto?)biography , you used "tomb" in place of "tome". Clunky dialogue (monologue?) at places - "his mind used to be used".

+2 votes     reply to
Syn9
Syn9 Jun 24 2013, 12:41am replied:

Good point ikovac. Thanks for the feedback.

+2 votes     reply to
johndrinkwater
johndrinkwater Nov 5 2012, 8:50am said:

Too many locked doors…

+2 votes     reply to
AzagTh0th
AzagTh0th Oct 30 2012, 5:46am said:

please vote for russian language in game!

+1 vote     reply to
Syn9
Syn9 Oct 22 2012, 12:02am replied:

Thanks!

+1 vote     reply to
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Latest tweets from @thehideoutgames
Super productive two week #gamedev jam: complete. Fueled by caffeine, alcohol, and @KannibalenRecs Jan 12 2015, 2:59pm
"We need to put the dong back in" "That's only for fun mode" #gamedev #contextmatters Jan 11 2015, 6:24pm
May have taken all night and >700 lines of #cpp code, but #feelsgood when that scripting engine comes to life for the first time #gamedev Jan 11 2015, 12:30pm
Ah the pure euphoria of sustained creative flow. Makes up for all the time spent knee deep in nightmare implementation #gamedev #indiedev Jan 10 2015, 8:29pm
That moment where in-game dynamic map mutation / animation is finally working with undo/redo editor support. #gamedev #indiedev #allnighters Jan 4 2015, 9:13am
That moment where map editor logic is re-realized as in-game dynamic map mutation / animation. #gamedev #indiedev Dec 29 2014, 2:56pm
RT @TeaRascal: Congrats to all the games that were Greenlit today! Monsters & Monocles isn’t yet, so please keep those votes coming! http:/… Sep 3 2014, 8:55pm
Love collaborative #gamedev discussions that turn independent sparks into single coherent bonfires #indiedev Aug 26 2014, 11:28pm
@TheHideoutGames have previously used memcpy a lot (and ofc std containers) but in this case an in-place move/cull was elegant Aug 25 2014, 12:58am
(re?)learned about memmove today- high level langs are nice but they dont give the thrill (or meltdown) of c level memory mgmt #gamedev #cpp Aug 25 2014, 12:56am
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