We aim to build a rich RPG with a deep story and emmersive combat system that allows the player to experience empowered magical skills and raise and undead horde to conquer and enemy that is legion.

Being evil is good
You are a necromancer. In this story you will learn what it is like to play as the bad guy for a change. Killing peasants and raising them as zombies in your horde is not only OK, it is highly recommended and highly entertaining.

Combat will be a dynamic shifting scenario where enemy classes and strengths will require the player to make tactical decisions on which minions to take into combat.

Will you reanimate a footman to hack and slash your foes? Will you reanimate a skeleton archer to attack your enemies from afar? Will you sacrifice your own blood to summon a powerful Abomination to lay waste to all who stand before you?
You decide what suits your play style.

Destructible Environment
Some items are destructible and will allow you to proceed through the world. Use a zombie to break down a door, a footman to break through a stone wall, an archer to shoot a pulley to lower the drawbrdge or tear down a magic barrier with a sorcerer.

Undead Minions Skills
The aim is to learn how to expand your Grimoire and learn to summon undead classes from experience earned through combat or by stealing knowledge from another necromancer.
Once learned, the player can upgrade these undead minions to imbue their weapons with elemental damage or emit an aura to damage and debuff enemies.


  • Real-time Tactical Combat
  • Dynamic Weather
  • Day/Night System
  • Partially Destructible Environment.
  • Harvest the Souls of your enemies
  • Harvest the Blood of your enemies
  • Use Blood Sacrifice to use powerful blood abilities.
  • Reanimate corpses and build an undead horde
  • Literally build your minions body part by body part
  • Command an undead horde
  • Range of undead classes with different abilities e.g. melee, ranged or magic.
  • Upgrade path for each undead character class
  • Summon an Abomination
  • Cast death-oriented spells to weaken and destroy your enemies.
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New Logo

It has been too long since the last update. I apologise for that, but a whole lot of real world stuff got in the way of LOD development this year.

The last six months has been crazy with weddings, holidays, moving house and hospitals. I was really sick for about four months and I was unable to work on the game at all.

It has not been all bad though. I have had some time to step back and think about the bigger picture.
We have refined the vision for the project which led to reshuffled priorities and a slightly revised scope.

In that time I also took on some contract work to acquire some more skills and raise a little money for future development.

This will be a general overview of the last few months and the the learnings I took away from my contract jobs.

Turn & Burn

We made the decision to scale down the story elements. Whilst story and NPC dialogue will still be a big part it won't be as big as the Witcher 3 or Dragon Age: Inquisition.

You can expect a more open and nonlinear experience that encourages exploration with a focus on combat, claiming locations and raising an undead horde.

We are calling this approach "Turn & Burn" and it's more inline with the combat and environment destruction features many of you have asked for.


I have been working with Scott to improve the character pipeline.

Initially we decided to to handcraft each character to best achieve the style we were going for and to be as efficient with rendering as possible.

Essentially this means there would be 1 x skinned mesh renderer per character. Unfortunately at a part time pace it would take Scott years to achieve this.

We have created a wardrobe system that assembles pieces at runtime i.e. body, head, clothing, armour, hair, etc.

This meant that we are able to create a wider variety of characters with only a handful of assets. Of course this comes with a slight performance cost when it comes to rendering characters, but it's worth it.

Artificial Intelligence

After spending more time with Behaviour Trees I feel I have a better grasp on how to write more flexible behaviours now.

I have been able to improve things like sight and enemy targetting without writing a whole bunch of code.
I was even able to optimise many of the behaviours at the same time.


I am in the middle of overhauling animal animations to use root motion. This just means that direction and speed is baked into the animations so they look more natural.

This should solve the problem where animals appear to be are skating or sliding across the ground.

User Interface

I have adopted a less cluttered design for user interface and spent some time improving performance and handling with better support for lists.

I am hoping that these changes solve the issue with buttons and draggable items not being very responsive

Unfortunately we have no images to share with you yet because many of the game features are still in the middle of the transition.

However, we are focusing on delivering a more polished alpha build by the end of the year.

A big thank you to those who contacted us here at Sandbox D7 in recent months with well wishing and never gave up on us.

That's it for another update.

You can follow us on Twitter or Facebook for all the latest news, pictures and updates.
You can get involved in the discussion on the Forum or track our progress on Trello.

Watch the latest dev videos and technology demos on YouTube

Thanks for the support
Sandbox D7 Team

Sandbox D7
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Dev Diary #19 - Scythe Mechanics, AI & Expanding the Team

Dev Diary #19 - Scythe Mechanics, AI & Expanding the Team

News 2 comments

In this update we talk about Scythe Mechanics, Scythe Customisation, AI improvements and taking on new team members.

Great Things in 2017

Great Things in 2017


A quick update about the Pre-Alpha releases and the feedback we have received and a look forward at what 2017 will hold.

New Pre-Alpha, Zombie Skin, Weapon FX, Destructible Environment

New Pre-Alpha, Zombie Skin, Weapon FX, Destructible Environment

News 2 comments

In this update we cover the changes made to Flesh Crafting (Inventory Screen, Zombie Skin, Weapon FX, Magic Projectiles), AI Combat Fairness, Destructible...

Masks, pauldrons, gauntlets and the Void Scythe

Masks, pauldrons, gauntlets and the Void Scythe

News 3 comments

In this update we talk about the equippable items you will find in Lord Of Decay and we also talk about your magical weapon that can change shapes. The...

Comments  (0 - 10 of 29)
damianturnbull CreatorSubscriber

I know we've been silent for almost 3 months. That's unacceptable.

The project is still moving ahead. We've just had some real life stuff to deal with lately.
We'll clear this all up in the next update really soon.

Reply Good karma+2 votes

Any chance of becoming a lich? After all, this is the dream of all good necromancers.

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damianturnbull CreatorSubscriber

Hi ImperatorSolarius. Becoming a lich is a common theme with necromancers, but in Lord Of Decay we are going down a different route.
You will be able to summon a Lich Abomination with blood magic.
I don't want to give away too much just yet, but you will acquire some Void skills quite early in the game that are similar.

What exactly do you want to do as a lich? What are the gameplay benefits?

Reply Good karma+2 votes

nice to see a game cover this aspect of the setting
for the people who always play death knight/ necromancer :)

Reply Good karma Bad karma+3 votes
damianturnbull CreatorSubscriber

We feel the same. So many games focus on playing the sword-wielding do gooder.
We were craving an experience of what necromancy could really be.

Reply Good karma+3 votes

Great progress so far! I decided to give this a look and I'm glad i did! Tracking, don't stop developing this great piece of gaming! ;)

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damianturnbull CreatorSubscriber

No chance of stopping.
We're just getting started :)

Reply Good karma+1 vote

I just discovered this in-developpement game and I am SO exited about it. To let you know, when I finished skyrim, I downloaded the "unlimited summons" mod just to be able to create my own army of darkness and impose my will on Tamriel, but this game will be closer than anything I've played so far to that. I wish you good luck and thank you for it!

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damianturnbull CreatorSubscriber

You'll be pleased to know that there will be similar epic skills like the "unlimited summons" mod in the game.
Stay tuned

Reply Good karma+2 votes

Question! Are the cities in this game fully destructible? Or planned to be? Because I like the idea of building a massive undead horde and just tearing a place apart with it

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damianturnbull CreatorSubscriber

I'm actually excited to play something like the experience you describe. While we cannot provide a fully destructible environment I am now thinking of how to extend the current system to be more satisfying...

I will think on it and probably post a dev log on the forum for discussion.

The initial post is here Bit.ly if you would like to read.

Reply Good karma+3 votes

Thank you for the answer! Though I can't burn a city down I'm still looking forward to leaving it a lifeless husk.

If you are interested in the concept I mentioned there is a game that will have that. It's called Kenshi and you'll be allowed to burn a city down to it's foundations and watch as villages and the like fill the void. It's in late Alpha moving into Beta currently

Reply Good karma Bad karma+2 votes
damianturnbull CreatorSubscriber

Many people have expressed the urge to rush into a populated area and burn it to the ground and tear it up. I am sorry to say we won't provide that kind of freedom.

Specific types of objects are destructible by certain weapon types e.g. barricades can be destroyed destructible by undead swordsman (melee), magic barriers can be destroyed by undead sorcerer (magic), pulleys and switches can be destroyed by undead archer (ranged), etc.

One thing we will add soon is the ability to break down doors of huts and other buildings to harvest the souls of those who cower within :)

Reply Good karma+1 vote

the term your looking for is Razing the town to the ground

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Lord Of Decay
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Sandbox D7
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Just clearing out some blocking issues and then we’ll do a proper dev log on #IndieDB. I underestimated how diffic… T.co

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Refactoring some of the game systems has taken longer than we thought. We're working on an update to show off some progress soon.

Jan 3 2018 by lordofdecaygame

Developing this skill system is easily the most difficult thing I have ever worked on

Dec 11 2017 by lordofdecaygame

The new animal models look great & I’ve rolled in some efficiency tricks for rendering at greater distances #gamedev #lod

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I'm hoping to complete the upgrade of all male/female animals with new fur and animations this weekend #indedev #gamedev #indiegamedev

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