{"id":21117,"date":"2026-06-29T19:01:18","date_gmt":"2026-06-29T17:01:18","guid":{"rendered":"https:\/\/pcdoorz.com\/?post_type=pcd-post&#038;p=21117"},"modified":"2026-06-29T23:56:13","modified_gmt":"2026-06-29T21:56:13","slug":"review-vendir-plague-of-lies-a-hidden-crpg-surprise","status":"publish","type":"pcd-post","link":"https:\/\/pcdoorz.com\/bs\/pcd-posts\/review-vendir-plague-of-lies-a-hidden-crpg-surprise\/","title":{"rendered":"Review | Vendir: Plague Of Lies | A Hidden Crpg Surprise"},"content":{"rendered":"<p><strong>RECENZIJA <span style=\"color: #ff7b00;\">|<\/span> VENDIR: PLAGUE OF LIES<span style=\"color: #ff7b00;\"> |<\/span> OLD-SCHOOL RPG IN A SICK KINGDOM<\/strong><\/p>\n<p>Some RPGs arrive loudly, with trailers, previews, critic quotes and enough noise to feel important before the player even enters the first town. Vendir: Plague of Lies does not have that kind of entrance. It sits in a quieter part of the RPG space, away from the obvious PC headlines, carrying the kind of old-school structure that can easily be missed if someone only follows the biggest releases. It does not ask for attention with cinematic excess or expensive presentation. It asks for attention more slowly, through a sick kingdom, grim dialogue, party-based progression and the feeling that its world has more atmosphere than its visibility suggests.That is exactly why we decided to give it a proper pcdoorz review. Not because it is famous, not because the internet already made a clean verdict, and not because it looks like the next big RPG event. We are reviewing it because it has the old-school RPG nature that still matters: turn-based combat, class identity, party building, text-heavy questing, gear progression and a dark fantasy mood that feels honest. Vendir is rougher and smaller than the RPGs that usually dominate the conversation, but it has a pulse. It feels like a game made for players who still care about atmosphere, systems and a world that does not need to look expensive to feel oppressive.<\/p>\n<p><img decoding=\"async\" class=\"alignnone size-full wp-image-21106 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/Untitled-design-4-9.webp\" alt=\"\" width=\"1402\" height=\"683\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/Untitled-design-4-9.webp 1402w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/Untitled-design-4-9-300x146.webp 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/Untitled-design-4-9-1024x499.webp 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/Untitled-design-4-9-768x374.webp 768w\" data-sizes=\"(max-width: 1402px) 100vw, 1402px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1402px; --smush-placeholder-aspect-ratio: 1402\/683;\" \/><\/p>\n<p>Vendir does not try to look like a modern cinematic RPG filled with expensive faces, loud cutscenes and constant spectacle. Its strength comes from a different place. It gives the player a dark kingdom, party-based progression, turn-based combat, grim writing and a world that feels sick from the first serious steps. The land does not feel heroic. It feels poor, oppressive and damaged. Roads, villages, enemies, dialogue and quest descriptions all carry the same unpleasant weight. That matters because a smaller RPG cannot win through budget muscle. It has to win through mood, structure and commitment to its own identity. The game also carries traces of its mobile roots, but that is not automatically a weakness. Vendir feels compact, practical and sometimes modest in presentation, yet the core is not shallow. Under the restrained surface, there is a real old-school RPG attempt here: party building, tactical turn-based encounters, class identity, gear progression, quests, lore, and enough dark fantasy flavor to make the world feel more memorable than many cleaner-looking games. It is not a giant PC-first CRPG, but it understands the kind of RPG it wants to be.<\/p>\n<p><strong>a dark kingdom that gives the game its reason to exist<\/strong><\/p>\n<p>The strongest reason to care about Vendir: Plague of Lies is the atmosphere. This is a kingdom that feels tired, sick and politically rotten. King Elrik\u2019s rule gives the setting an oppressive center, and the game uses that weight well. The world is not dark only because the colors are muted. It is dark because people sound afraid, places feel worn down, and even ordinary conversations often carry the feeling that life here has already been pushed too far. That is where Vendir separates itself from many smaller RPGs. A lot of them have quests, classes and combat, but fewer create a mood that stays consistent. Vendir has that low fantasy sickness, the kind where poverty, fear and lies feel more important than heroic destiny. It is not trying to make the player feel like a shining savior every few minutes. It is more interested in placing the party inside a broken kingdom and letting the atmosphere do slow damage. This kind of tone fits old-school RPG design well. When the world is grim and text-heavy, every small encounter can carry more weight. A minor NPC, a dirty road, a simple quest description or a small piece of lore can do more than a cinematic scene if the mood is right. Vendir often understands that. It does not always have the production value to make everything feel grand, but it has enough atmosphere to make the journey feel worth taking. That is also the main reason this review exists. Vendir is not a perfect game, but it has a world with a strong pulse. For a smaller RPG, that is not a small achievement.<\/p>\n<p><img decoding=\"async\" class=\"alignnone size-full wp-image-21102 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_55472d3b72c87267dedd26735ad535f1ad2aeed7.1920x1080.webp\" alt=\"\" width=\"1420\" height=\"799\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_55472d3b72c87267dedd26735ad535f1ad2aeed7.1920x1080.webp 1420w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_55472d3b72c87267dedd26735ad535f1ad2aeed7.1920x1080-300x169.webp 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_55472d3b72c87267dedd26735ad535f1ad2aeed7.1920x1080-1024x576.webp 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_55472d3b72c87267dedd26735ad535f1ad2aeed7.1920x1080-768x432.webp 768w\" data-sizes=\"(max-width: 1420px) 100vw, 1420px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1420px; --smush-placeholder-aspect-ratio: 1420\/799;\" \/><\/p>\n<p><strong>old-school rpg dna without modern noise<\/strong><\/p>\n<p>Vendir is built around a party-based RPG structure that feels closer to older computer role-playing design than to modern action-RPG spectacle. The player travels, reads, talks, builds characters, enters turn-based battles and slowly shapes the party through skills, gear and decisions. It is not trying to become every type of RPG at once. It stays focused on the things that matter to its identity. That focus helps. The game does not need to chase cinematic excess because its best parts come from the slow accumulation of RPG systems. The player is expected to accept reading, party management, stat growth and tactical decisions as part of the experience. For some players, that will feel old-fashioned. For others, it will be exactly the point. The pacing is slower than a mainstream RPG, but it fits the setting. Vendir is not built for players who want constant motion and big production moments every few minutes. It is built for players who still enjoy moving through a world with text, choices, party roles and combat preparation. That makes it a niche game, but not a weak one. The most important thing is that Vendir feels honest about its size. It does not pretend to be something it cannot be. It works best when accepted as a smaller dark CRPG-style experience with a strong atmosphere and enough systems to keep the player involved.<\/p>\n<p><strong>turn-based combat with a real party structure<\/strong><\/p>\n<p>The combat in Vendir is turn-based, party-focused and built around the idea that character roles should matter. It is not visually explosive, but it has enough structure to feel like part of a proper RPG rather than a simple mobile combat loop. Classes, skills, gear and party synergy give the battles a tactical shape, and the player is encouraged to think about the group instead of treating every character as the same damage source. That is important for this kind of game. A party-based RPG needs differences between characters. A warrior, thief, necromancer or plague doctor should not only change the name of a skill list. They should change how the party survives, controls enemies and handles longer fights. Vendir does a good job of giving the player that old-school feeling of building toward a useful party identity. Combat is strongest when the player starts reading the party as a system. Who protects? Who weakens enemies? Who controls the pace? Who keeps the group alive? Who becomes dangerous after the right setup? Those questions are simple, but they are the kind of questions that make turn-based RPGs work. The system is not perfect. Encounters can feel modest, and the combat does not always have the dramatic punch of a larger-budget tactical RPG. But Vendir has enough mechanical weight to support the journey. It is not only atmosphere pasted over weak systems. There is a real RPG skeleton underneath.<\/p>\n<p><img decoding=\"async\" class=\"alignnone size-full wp-image-21104 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_08f254878303f877c69e2b7d61d8a8f1839a513d.1920x1080.webp\" alt=\"\" width=\"1420\" height=\"799\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_08f254878303f877c69e2b7d61d8a8f1839a513d.1920x1080.webp 1420w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_08f254878303f877c69e2b7d61d8a8f1839a513d.1920x1080-300x169.webp 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_08f254878303f877c69e2b7d61d8a8f1839a513d.1920x1080-1024x576.webp 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_08f254878303f877c69e2b7d61d8a8f1839a513d.1920x1080-768x432.webp 768w\" data-sizes=\"(max-width: 1420px) 100vw, 1420px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1420px; --smush-placeholder-aspect-ratio: 1420\/799;\" \/><\/p>\n<p><strong>the pc version works, but still shows its roots<\/strong><\/p>\n<p>On PC, Vendir benefits from a larger screen and a more comfortable space for long RPG sessions. The world, dialogue and party management all make sense on a desktop setup. RPGs with text, combat logs, gear decisions and skill trees usually feel more natural when the player can sit back and take time with them. At the same time, Vendir does not completely escape its mobile-origin design. Some interface elements and presentation choices feel practical rather than elegant. The game is readable and playable, but it does not always feel like it was born entirely around PC expectations. This is not a disaster, but it is noticeable. The important thing is that the PC version still gives Vendir a better chance to be appreciated by the audience that may enjoy it most. A slow dark party RPG benefits from patience, and PC players are often more willing to sit with systems, read lore, adjust builds and treat a smaller RPG seriously. Vendir may have grown from a mobile-friendly design philosophy, but its old-school RPG heart belongs naturally on PC. Movement is one area where the PC feel could be better. Vendir does allow walking through a hold key, which is important for a game with this kind of atmosphere. But it would still benefit from a proper toggle walk\/run option. Holding a key to walk is functional. A toggle would be more comfortable and more natural for long exploration, especially in a dark RPG where moving slowly through towns and roads actually fits the mood. That distinction matters. The problem is not that the game lacks walking entirely. The problem is that the movement options could respect the atmosphere more. A proper walk\/run toggle would help the player inhabit the world with less friction.<\/p>\n<p><img decoding=\"async\" class=\"alignnone size-full wp-image-21105 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_3d47c2a30a0d1c7c4837bf46ccd7d3e49d54216b.1920x1080.webp\" alt=\"\" width=\"1420\" height=\"799\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_3d47c2a30a0d1c7c4837bf46ccd7d3e49d54216b.1920x1080.webp 1420w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_3d47c2a30a0d1c7c4837bf46ccd7d3e49d54216b.1920x1080-300x169.webp 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_3d47c2a30a0d1c7c4837bf46ccd7d3e49d54216b.1920x1080-1024x576.webp 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_3d47c2a30a0d1c7c4837bf46ccd7d3e49d54216b.1920x1080-768x432.webp 768w\" data-sizes=\"(max-width: 1420px) 100vw, 1420px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1420px; --smush-placeholder-aspect-ratio: 1420\/799;\" \/><\/p>\n<p><strong>quests, writing and choice give the world shape<\/strong><\/p>\n<p>Vendir leans heavily on dialogue and questing, and that is exactly what this type of RPG should do. The game is not only about moving from one fight to another. It wants the player to speak with people, read situations, understand the kingdom and make decisions inside a world shaped by cruelty and lies. The writing has enough grit to support the setting. It does not always have the polish of a major studio RPG, but it has a strong tone. Characters often feel like they live under pressure rather than in a clean fantasy adventure. That helps the world feel more consistent. Vendir\u2019s dialogue-heavy nature will not work for everyone, but it gives the game more identity than a simple combat-and-loot structure would. Choice also matters to the feel of the game. Even when the consequences are not always huge, the structure pushes the player to think like an RPG player. Talk, decide, build, fight, return, question, accept a bad outcome or look for another way. That rhythm is old-school in the right sense. The game is strongest when the world, writing and systems work together. A quest sends the party into an unpleasant situation. The party grows through the consequences. Combat becomes part of the journey instead of a separate minigame. That is where Vendir feels most convincing.<\/p>\n<p><img decoding=\"async\" class=\"alignnone size-full wp-image-21103 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_21a7b6115470f19393fd6a25036f4317aa293164.1920x1080.webp\" alt=\"\" width=\"1420\" height=\"799\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_21a7b6115470f19393fd6a25036f4317aa293164.1920x1080.webp 1420w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_21a7b6115470f19393fd6a25036f4317aa293164.1920x1080-300x169.webp 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_21a7b6115470f19393fd6a25036f4317aa293164.1920x1080-1024x576.webp 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/ss_21a7b6115470f19393fd6a25036f4317aa293164.1920x1080-768x432.webp 768w\" data-sizes=\"(max-width: 1420px) 100vw, 1420px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1420px; --smush-placeholder-aspect-ratio: 1420\/799;\" \/><\/p>\n<p><strong>atmosphere does more than the graphics<\/strong><\/p>\n<p>Vendir is not a graphical showcase, and it should not be judged as one. It does not have the animation depth, lighting complexity or environmental richness of a high-budget RPG. But it does have a consistent visual mood, and that is more important for this specific game. The art direction supports the idea of a sick kingdom. Muted colors, grim environments and a heavy tone do enough to place the player inside a darker fantasy world. The game does not always look beautiful, but it usually looks correct for what it is trying to express. That is a different kind of success. Sound and music support that direction as well. Vendir works best when the player accepts it as an atmospheric RPG rather than a technical one. It is not trying to impress through spectacle. It tries to build a mood through repetition, texture, writing and the feeling that the kingdom itself is hostile. That is why the atmosphere is the main reason to recommend the game. Not every system is exceptional, and not every visual detail is strong, but the overall tone has real force. The world feels unpleasant in a way that suits the story and gameplay structure.<\/p>\n<p><strong>a hidden rpg with real value<\/strong><\/p>\n<p>Vendir: Plague of Lies is not a secret masterpiece that suddenly destroys the rest of the genre. It is rougher than that, smaller than that and more limited than that. But it is also much better than its low visibility might suggest. It has a strong mood, a real party-based structure and enough old-school RPG design to make it worth discussing seriously. The game\u2019s biggest strength is atmosphere. Its second biggest strength is commitment. Vendir does not chase a modern blockbuster identity it cannot support. It stays closer to dark fantasy, party combat, skill growth and questing. That gives it character. Its weaknesses are also clear. The PC version could feel more refined. Some presentation elements still feel too modest. The interface can be functional rather than elegant. The lack of a true walk\/run toggle is disappointing for a game where slow exploration fits the mood so well. But these problems do not erase the game\u2019s strengths. For players who enjoy dark old-school RPGs, Vendir deserves a look. It may not become a broad classic, but it has enough soul to stand out inside its own niche.<\/p>\n<p><img decoding=\"async\" class=\"alignnone size-full wp-image-21101 lazyload\" data-src=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/vendir-plague-of-lies_2021-12-14_001.webp\" alt=\"\" width=\"1420\" height=\"799\" data-srcset=\"https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/vendir-plague-of-lies_2021-12-14_001.webp 1420w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/vendir-plague-of-lies_2021-12-14_001-300x169.webp 300w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/vendir-plague-of-lies_2021-12-14_001-1024x576.webp 1024w, https:\/\/pcdoorz.com\/wp-content\/uploads\/2026\/06\/vendir-plague-of-lies_2021-12-14_001-768x432.webp 768w\" data-sizes=\"(max-width: 1420px) 100vw, 1420px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 1420px; --smush-placeholder-aspect-ratio: 1420\/799;\" \/><\/p>\n<p><strong>who should play it<\/strong><\/p>\n<p>Vendir: Plague of Lies is for players who like slower RPGs, party building, turn-based combat, dark fantasy worlds and text-heavy questing. It is for players who do not need every RPG to look expensive. It is for people who can accept modest presentation if the atmosphere and systems are doing enough work underneath. It is not ideal for players who want a cinematic blockbuster, constant voice acting or fast action. It is also not the best choice for players who dislike reading or who need every PC control and interface element to feel modern and smooth. Vendir asks for patience, and it rewards that patience mostly through mood, progression and old-school RPG structure. The best audience is clear: CRPG fans who want something dark, smaller and less obvious. Players who enjoy hidden RPGs with atmosphere may find more here than expected.<\/p>","protected":false},"featured_media":0,"template":"","meta":{"_acf_changed":false,"site-sidebar-layout":"default","site-content-layout":"","ast-site-content-layout":"default","site-content-style":"default","site-sidebar-style":"default","ast-global-header-display":"","ast-banner-title-visibility":"","ast-main-header-display":"","ast-hfb-above-header-display":"","ast-hfb-below-header-display":"","ast-hfb-mobile-header-display":"","site-post-title":"","ast-breadcrumbs-content":"","ast-featured-img":"","footer-sml-layout":"","theme-transparent-header-meta":"default","adv-header-id-meta":"","stick-header-meta":"","header-above-stick-meta":"","header-main-stick-meta":"","header-below-stick-meta":"","astra-migrate-meta-layouts":"set","ast-page-background-enabled":"default","ast-page-background-meta":{"desktop":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center 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center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}}},"categories":[],"tags":[409,368,377,386],"pcd_game_link":[],"class_list":["post-21117","pcd-post","type-pcd-post","status-publish","hentry","tag-atmospheric","tag-crpg","tag-fantasy","tag-isometric"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>review | vendir: plague of lies | a hidden crpg surprise | pcdoorz<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/pcdoorz.com\/bs\/pcd-posts\/review-vendir-plague-of-lies-a-hidden-crpg-surprise\/\" \/>\n<meta property=\"og:locale\" content=\"bs_BA\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" 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