Titans of the Past Brings Its Hardcore Dungeon Crawling to PC Very Soon

Written by Marcello TBL

Overviews
Titans of the Past

Before heading to bed, I figured I’d share this bit of good news about Titans of the Past, an intriguing first-person RPG built around a traditional roguelike structure.

The news is that the game, developed by a Ukrainian team, after two years of relentless work and, as everyone knows, under far-from-ideal conditions due to the ongoing conflict, has finally given us a full release date for their dungeon crawler, and it’s very close.

Titans of the Past

Developed by Devil’s Dozen Games, a small remote team working out of Ukraine, it aims squarely at players who grew up on Wizardry, Might and Magic VI–VIII, The Bard’s Tale, Eye of the Beholder, and later throwbacks like Legend of Grimrock. But now I tell you more about it.

A First-Person Blobber That Plays With Time

At its core, Titans of the Past is a first-person, party-based “blobber” where you guide a custom adventuring party through handcrafted dungeons packed with traps, secrets, and nasty enemy packs.

The world advances only when you move or act. That “time flows as you move” model sits somewhere between classic real-time RPGs and strict turn-based systems. You can stop, think, line up attacks, and reposition without pressure, but the moment you commit, enemies and projectiles resume their paths.

Deep Party Building, Class Constructor and Loot-Driven Progression

Devil’s Dozen is not shy about the numbers. Titans of the Past ships with:

  • 35 classes and 15 races, with races influencing both stats and which classes a character can access.
  • 35 skills, each with four mastery levels that add extra bonuses and effects.
  • 200+ spells, also with four mastery tiers, where upgrades can radically change behavior (for example, high-tier heals becoming area-of-effect tools).
  • Around 50 monsters, 200+ items, 100+ item affixes, and 30 mutators, boons and perks that shape each run.

Classes come with active Class Abilities, so even basic archetypes like front-line warriors have more to do than auto-attack, and the stat sheet is closer to a crunchy tabletop. HP, energy, crit chance, and multiplier, multiple attributes, cooldown modification, separate hit/miss rolls, blocking, resistances, and more all factor into how a build plays.

Loot follows an ARPG-style, procedural itemization model. Weapons and armor roll prefixes and suffixes appear in tiers and can be further crafted, encouraging you to reroll, chase best-in-slot pieces, and farm for incremental upgrades.

For dedicated theorycrafters, the team even built an unlockable Class Constructor that allows multiclassing and custom class design, effectively turning the game into a sandbox for build experiments once you’ve put in the time.

Adventures, Town-Building and Roguelite Structure

Beyond the individual dungeons, Titans of the Past wraps its runs in a node-based “Adventure” layer that looks more like a roguelite campaign map than a linear RPG world.

Each Adventure is procedurally generated and laid out as a route of nodes: dungeons, campfires, shops, events, and other stops, many of them modified by gameplay-affecting conditions that can raise the difficulty in exchange for better loot, experience, or resources.

Those resources feed into a separate town-building system clearly inspired by Heroes of Might and Magic. You construct and upgrade buildings in your home settlement, and that progression unlocks new races and classes in character creation, expands shop inventories, opens up additional spells and skills, and deepens the crafting options available between expeditions.

It’s designed as long-term meta-progression: even failed runs help grow the town and broaden what your next party can become.

Inside the dungeons themselves, layouts are hand-crafted, but enemy spawns, secrets, and mutators are randomized to keep replays from feeling identical. Combined with the content counts above, the developers confidently sell the game as something you can sink a lot of runs into without seeing the exact same configuration twice.

A Tough Old-School RPG From a No-Budget Ukrainian Team

Titans of the Past is very openly pitched to a hardcore, old-school audience that already knows the lineage it’s referencing. The team warns that the game is “tough as nails,” and it leans into that with complex systems, limited handholding, and a focus on party composition, synergy, and resource management.

Behind it is Devil’s Dozen Games, a small, remote group of around 11 developers working without external funding.

Since a lot of people have pointed out that I should mention when there’s AI-generated content, in this case, the devs, as they themselves clearly stated, used AI for the character portraits and the skill icons, it’s a minor thing that’s pretty easy to accept, especially given that we’re talking about a zero-budget project.

Built in Unreal Engine 5, Titans of the Past‘s goal is to sell enough copies to support future RPGs. The game targets PC via Steam on December 3, 2025, and in the meantime, you can give the demo a try.

ABOUT THE AUTHOR

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Marcello TBL

Italian Dad in love with Turn-Based RPGs and Indie Games. In 2018 he started Turn Based Lovers and now he can't live without it. A huge fan of RPGs in general, raised on the glorious video games of the '90s that shaped who he is today. Always hopeful that XCOM 3 will arrive one day.