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The Sword of Voldiir

by Bottlecap Rabbit Games profile

(based on 2 ratings)
4 reviews3 members have played this game.

About the Story

Welcome to The Sword of Voldiir! This game is heavily inspired by a homebrewed Dungeons and Dragons campaign, so I hope you enjoy!


The story opens on a group of four mercenaries, brought together by the Twilit Sky Mercenary Guild, on the search for a lost relic: the Sword of Voldiir. The sword is ancient as it is powerful: there are stories dating back before written word of its power. And what power is that, you may ask? Why, it can cleave through magical barriers and is immune to most magics, an ability it is said to pass on to its wielder…

Our mercenaries are you, Aenwyn Rolen, Lorelei of Running Waters, and Cassian Winterluff. They had only met on occasion before being brought together now, and as it stands, they feel neutral about each other. Will a relationship blossom between two of our warriors, or will they become bitter rivals at the end?

It’s your story; how it will play out depends entirely on you.


FEATURES:

Dice rolls like a TTRPG.
Six statistics that can make or break certain situations.
Three races to play as with their own bonuses.
Three romance options, one of which switches to match your preference.
Adult scenes later in the game, should you romance someone or take a one-night stand.
Choices that matter.
Skill checks that are based on your statistics.
Character sheet menu for tracking what you choose.
A menu page to track your relationships with the others in your group.
TBD

Currently, I will be updating this game every 5,000 words or so; it will take place over four acts, each of which with their own happenings and skill checks. Currently, the game is in Act I.

Word Count: 8,511

Character Count: 53,002

Ratings and Reviews

5 star:
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4 star:
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3 star:
(1)
2 star:
(1)
1 star:
(0)
Average Rating: based on 2 ratings
Number of Reviews Written by IFDB Members: 4

3 Most Helpful Member Reviews

1 of 1 people found the following review helpful:
Keep it on the table, August 16, 2025
by Mike Russo (Los Angeles)
Related reviews: Review-a-Thon 2025

It’s a truism that RPG sessions are often way more fun to experience than they sound when you describe them to people who weren’t at the table. And it’s a truism because it’s true – even I, gentle reader, have seen an interlocutor’s eyes glaze over while telling them some totally awesome story about the Satyr I played in this Changeling game back in undergrad. Descriptions that sound great when improvised come off flat when it’s part of a presumably-rehearsed narration. Out-of-character friendships liven up the banter that can feel lame shorn of that context. The drama of uncertainty, of not knowing which way the dice are going to fall or what lurks behind that nondescript door, is way more intense to experience first-hand than hear about second-hand.

(Seriously, though, Harry Dedalus was the coolest fae in the San Jose Court, the stories are great).

The Sword of Voldiir is a choice-based game that touts its origin in a tabletop DnD campaign, and it’s a case in point. It’s definitely got some shaggy charm, with a cast of NPCs who seem to enjoy hanging out and razzing each other, and solid pacing that keeps the narrative ticking along. But the fantasy world and quest plot are mostly generic, the RPG-inflected mechanics aren’t that engaging, and the whole thing, especially the prose, is in need of some polish – I only played the free demo rather than shell out for the full version, so perhaps there’s a significant uptick past the parts that I was able to play, of course. But while I definitely would believe all the original participants of the tabletop game had a great time, on this evidence you kind of had to be there.

I’ll take my first and third critiques together, since they wind up reinforcing each other. While there are some flashes of originality in the character creation section – the races on offer are human, half-elf, and siren – the setup is one you’ve definitely seen before, with your character hired on to accompany three NPCs on a mission to recover the titular artifacts: the reasons, and its powers, are underexplained, as are the personalities of your crew (there’s a sidebar with some biographical info: the first one’s “quick-witted, smart, and conniving,” while the second is “intelligent, rather quiet, and alert”. The poor fighter, meanwhile, just gets some middling backstory, with no actual characterization listed. The story does go through some twists and turns, but there’s little narrative groundwork laid, so it can came off feeling like just one thing happening after another, and each incident is a trope you’ve definitely seen before (the one exception is the bit where you’re able to track down a bandit because she gave her real name, and declared the magic items she was carrying to customs, upon entering a city).

The classics are classics for a reason, of course, but making them sing is down to execution, and here’s where the omnipresent typos, eyestrain-inducing dark-red-on-black color scheme for links, and leaden prose prevent Sword of Voldiir from going down as indulgent IF junk-food. There’s just a little too much friction, a few too many details that jar – like the party members setting up a fire in the middle of an enclosed cave without worrying about smoke inhalation – and a few too many scenes that seem to be included out of a sense of obligation rather than because there’s anything compelling about them. Here’s a sequence where you check in on a companion after arriving at an inn:

“What have you been up to?”

“People watching.” She nods to the people sitting all across the dining room. “Interest folk who come here. I always enjoy watching them.”

“That’s fair enough. Have you seen anything interesting?”

“Plently.” She lets the conversation die there.

(There’s a pick-which-NPC-to-spend-time-with mechanic that appears that it eventually leads to a romance – I played the field to try to get to know all of them a bit, so in fairness it’s possible that if I’d stuck with one they’d start opening up a bit more).

As for the second item on the bill of particulars – I like RPG-style mechanics in IF, but Sword of Voldiir’s implementation doesn’t leave much room for the player. You do get randomly-rolled stats for your character, which I dig, and they do influence how some of your decisions play out, as well as coming to the fore in a couple of combat sequences. But their impact is obfuscated, as dice are only rolled behind the scenes, and your role in fighting is just to pick whether to use magic or weapons at the outset, with no information given about the options, and then click through turn by turn to see whether you die. There are various ways to make these kinds of mechanics legible to the player, from the simple expedient of showing the results of die-rolls, to graying-out options that aren’t available to you due to your build, or signposting where you’re getting more information because of a skill or background – and the RPG elements of the game would be stronger if some of these strategies were pursued. Heck, even the non-RPG bits suffer from a lack of player agency, with many choices literally coming down to picking which of three doors or passageways to go down, sans any context to make this anything but a stab in the dark.

Like I’ve said, all of this is stuff that would be eminently forgivable if it came up around the gaming table on a Thursday night – all the players would know what was going on at the system level, the low-key world building and action-oriented plot could make for a fun beer-and-pretzels experience, and the fact that the characters all talk about being “stoked” and curse a lot would just be an indication that the group is unwinding after a long day at work. Even the choose-a-door-any-door bits would indicate someone is about to have fun doing some graph-paper mapping! But it’s hard to make a tabletop campaign work as IF without deeper-seated changes than what Sword of Voldiir has to offer; adaptation, rather than direct translation, is what can breathe life into old grognard stories, and there’s not quite enough of that on offer here.

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Dungeons and D20s, August 9, 2025
Related reviews: Review-a-Thon 2025

Adapted from a Review-A-Thon 25 Review

Style: RPG/choice-select
Played : 7/20/25
Playtime: 30m

I have previously asserted that High Fantasy is not my chosen fabulist genre. Nor, to the extent that I have engaged TTRPG, is DnD my chosen system. To the extent I have engaged these things before… which, I live in this world in this time, don’t I? To the extent I have engaged these things it has been predominantly as a Rogue. Make of that what you will. Collectively, these dynamics suggest that High Fantasy DnD where I cannot play a Rogue is going to face an uphill climb with me.

Which was my experience here. Interestingly, if I squint a bit, I can see an experience just adjacent to SOV that would engage me. SOV sets the table with some interesting dynamics: possibility to romance other characters, including full gender selection; a plot that subverts dungeon crawl into a more dynamic scenario TAILOR MADE FOR ROGUING; legitimately interesting and diverse characterizations of two of your three companions. These bright spots highlighted something I kind of knew: when I TTRPG, I am much more enamored of the RP than the G. DnD’s mechanical systems (predominantly combat) I find pretty fiddly and uninteresting in their own right. They are a randomizer delivery system, whose main benefit is to unpredictably alter the story’s progression and provide RNG optimization puzzles to solve/survive.

Here, the implementation consistently (though not uniformly!) steered into those aspects that hold the least fascination to me. Let’s start with its exploration mechanism. At various points you are presented with multiple choices, directions to explore. Pretty consistently, there is no context to those choices, no knowledge that informs the possibilities. Meaning, you are going to need to try them all until you find the one that works. This is not inherently a bad mechanism, it emphasizes the ‘exploration’ nature of the setup. It is, however, not so rewarding when the construction is ‘dead end,’ ‘dead end,’ ‘objective.’ Would be nice to have incidental encounters, sidequesty wonders to experience, or even clues, anything to justify the diversions. Otherwise, what is the point of the choice? Instead, it becomes a fairly mechanical ‘try until success’ exercise.

Similarly, combat was rendered not as an open-ended, interactive challenge. Instead, it was a series of die rolls (without opportunity to change approaches mid-combat!) that just played out. That parenthetical part is crucial to what I perceive as the appeal of of TTRPG combat. The ability to try wild things, to adjust based on how things develop, heck to run away before grinding to death on bad rolls. Here, you get one choice at the start, then die roll your way to a finish. Happily, my playthrough I survived all encounters, however if truly left in the hands of cold Dame Fortune, it seems unsatisfying death, as a result of no choices on my part, was a real possibility. Randomization is not the compelling part of these mechanisms, its the agency to mitigate and optimize the random effects that are. That feels missing here.

Where the work is most alive, is when interacting with NPCs. Lorelei and Aenwyn are both rendered as pretty specific personalities, whose agency and drives are nicely varied. In this short demo, Cassian suffered a bit, feeling more like Lorelei-minus than a unique thing of his own. It feels like the romance is teased in this early going, but not really fruit-bearing yet. This is fine, enough of the romance mechanics are introduced that the flavor is there, and while not cutting new ground (yet) is certainly serviceable enough. Non-romantic character interactions are pleasant enough too, in particular when the opportunity reveals more NPC character. Other, non-mechanic-tied choices feel a bit better too. Things like player-driven investigative approach, whether to lean into DnDs brand of casual murder or not, these spice up the proceedings in a welcome way.

So yeah, a mixed implementation bag for me, but none of that is my overriding impression of the work. Hovering over it all is what I can only describe as a “first draft feel.” The work is rife with typos, awkward grammer and coding bugs. I captured examples of these as I went, and communicated samples to the author. Beyond a wealth of spelling, verb tense and clumsy wordings, there were some specific technical issues: a gender variable appearing untranslated in text, even an alarming warning about unclosed markup. It all added up to an unpolished vibe, that could’ve benefited from playtesting and more editing.

So, where do we land here? For all prospective audiences, I would recommend another round of polish, bugfix and editing. For a DnD-philic audience, this seems to reasonably hit expected beats, and augment it with character and plot development in a nice way. For me, those augmentations are more interesting than the game’s bones, which just tells me there is a more squarely targeted audience out there.

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1 of 2 people found the following review helpful:
D&D inspired adventure, July 8, 2025
Related reviews: independent release

The Sword of Voldiir is a D&D inspired text adventure made in Twine, where you play as a mercenary with the task of recovering the eponymous sword for riches and reputation. Like in true D&D fashion, your quest is not without trials and tribulations: what seems to be a quick and easy task turns into an ambush that almost leaves you in your breaches, and a series of fights to recover what was stolen. And this is where the demo ends (about halfway through the story, looking at the word count - which is also where I stopped).

The D&D influences are obvious in this one, from how you create your character, to the turn-based combat, and the general flow of the story (aka get together, agree on a plan, try to execute it, something goes wrong, and repeat until you succeed). Though it streamlines the more obtuse rules of the game: you don't need to worry about your walking abilities, or spell slots. Which is awesome, because D&D combat can be pretty tedious.
However, it might be a bit too simplistic: at the start of a fight, you only pick your weapon and hope for the best. Even though the fight itself is turn-based, and you see the health bar tick away as you hit your enemies, you can't change your weapon or develop a strategy between turn. I think it's a bit of a shame, because variety in actions make combat fun! Even if you end up only smashing your sword, the option to have a choice is what makes it interesting.

Story-wise, it also felt a bit rushed at times, especially outside of the "beat" moments (going from one scene to the next). I think it makes sense when playing a campaign when playing with other people because scenes can drag on and on and on, and you don't want to linger on the side of the road when the big baddie still need to be defeated (and we're already 5 sessions in and nothing of note has happened). But in this context, I think it removed a bit of the charm of the adventure.
What about an encounter on your way to the city after being robbed for a meal and a listening ear? Maybe even letting you borrow their rusty sword because the forest you need to cross can be treacherous (and BAM tiny combat)?
Or between Act II and Act III, during the week before getting the sword back, why not getting your affairs in order, maybe buying equipment or scouting the building? Similarly to getting information around the city when tracking the woman who robbed you.

While it wasn't really my cup of tea, I can see some solid bones inside. I think it needs a bit more muscles on it, like adding more player agency (in the combat, during the story), so the player isn't just strung along, but an active participant of the story, or fleshing out some "down" moments, to make the combat/action/exploration more energetic (like the meal scene in the inn). Dare I say... maybe a puzzle?

Just a final point for dark mode users, the palette is not super accessible.

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