Quick Summary
- 🎮 Platform(s): PC, PlayStation 5, Xbox Series X|S
- 📅 Release Date: TBA 2025 (as of writing)
- 🏢 Developer / Publisher: Alkimia Interactive / THQ Nordic
- ⏱️ Playtime: 15 hours (pre-release build/demo)
- 🧭 Genre: Action RPG, Open World, Fantasy
- 🧠 My verdict: 7/10 👦 Nameless Heroes
The Gothic Remake by THQ Nordic’s Alkimia Interactive is a modern reimagining of the 2001 cult-classic RPG Gothic. I’ve played Gothic since before I could spell “scavenger” without looking it up (don’t even ask we about those sound they make…). I still remember clunking around the Old Camp, trying to convince guards I belonged, while frantically saving every few steps because even a mole rat could end my run.
So when I booted up the Gothic 1 Remake Demo – Nyras Prologue, I wasn’t just looking for visual flair I wanted that same tension, that brutal, cold-sweat energy the original gave me.

“Nyras Prologue offers an early glimpse at the world, mechanics, and atmosphere of the full remake, built in Unreal Engine 5. However, it is important to note that this experience does not feature the intended progression, freedom, simulation, and immersion that the full game will provide. Instead, it takes place in a small section of the world with a limited set of mechanics, designed to give players a first impression of the remake’s visuals and combat.”
Official Developer Statement on the Demo
The remake is being developed by Alkimia Interactive and published by THQ Nordic. It’s built in Unreal Engine 5, aiming to modernize Gothic’s brutal charm without sanding down its rough edges.
This Gothic Remake review isn’t about the final game. It’s about the one-hour vertical slice Alkimia Interactive dropped during Steam Next Fest: a standalone story starring Nyras, a character some might barely remember from the original. It’s not a retelling of Gothic 1’s plot, it’s a prologue, a testbed. But even in its controlled scope, it tells us a lot about where this remake is headed. And let me tell you it’s not pulling any punches.
We are thrilled to invite you into the brutal world of Gothic 1 Remake with a standalone demo: https://t.co/dISJUNXBcx
— Gothic Game (@gothicthegame) February 24, 2025
Launching as part of #SteamNextFest, Nyras Prologue is a unique introduction to the unforgiving world of Gothic. pic.twitter.com/I16tZU5Eah
Combat Breakdown
Combat was the one thing I dreaded the most going in. The 2019 teaser had already soured expectations with its sluggish lock-on mess. But this? This is leagues better closer to the Gothic 1 & 2 lineage, with just enough modern fluidity to make it work.
The moment you swing a sword as Nyras, you feel the difference. There’s heft in every motion, and fights now depend more on reflexes and positioning than clunky input gymnastics. Hit detection actually makes sense, and dodging isn’t just an animation it’s a survival tool. I missed a dodge roll against a scavenger and instantly regretted it. The game punished sloppy timing just like the original would, but without the frustration of ancient controls.
It still isn’t perfect. Input response has the occasional hiccup, especially during close-quarters scrambles. But overall, the combat rhythm feels tighter and more honest than anything Gothic’s ever had.
Changes to Melee Combat
Here’s where the magic (not the spell kind) starts. Gothic’s original melee was borderline hostile to new players. Hitboxes were vague, controls were stiff, and half the time, the enemy would just moonwalk around your attacks.
The remake ditches that mess. Swings are directional, responsive, and feel properly telegraphed. Combos are manual, but snappy. I could roll behind a scavenger, land a two-hit combo, and bail before it countered. That kind of freedom never existed in 2001. Timing matters now not just stat progression.
Hit registration actually works. There’s impact. I saw a rat recoil when I smacked it mid-pounce, and it felt like I earned that space. No more random flailing.
Ranged and Magic Overhaul
Archery, thank the gods, is free-aim. No lock-on nonsense here. I grabbed a bow early on and actually wanted to use it which wasn’t the case back in the day. There’s no auto-aim, no artificial assistance, just a clean, manual shot system that rewards you for learning enemy movement.


There’s a tactile sense to it. The string release sounds solid, and arrows hit with a meaty thunk. No floaty animations, no delay. It’s basic in the demo, but promising.
Magic didn’t feature in this slice Nyras doesn’t cast but based on dev notes, it’s coming. If it carries the same design philosophy, it could end up being the most satisfying iteration yet.
AI Behavior and Group Fights
Here’s where things get a little messy. Solo enemies are challenging. Rats, scavengers, even other humans they hurt if you mess up. But group AI still needs work.
I fought three scavengers in a tight space. Instead of surrounding me, they took turns attacking or worse, just waited their turn like it was a sparring match. Sometimes, enemies didn’t react to ranged hits unless I got too close. The devs clearly tried to preserve Gothic’s brutality, but the aggro system isn’t quite there yet.
Pathing is another mixed bag. Enemies can get stuck or run awkwardly around terrain. That said, the behavior feels Gothic. Aggressive. Punishing. But not smart not yet.
Gothic Remake Graphics
Booting up the remake was a gut punch in a good way. Unreal Engine 5 makes this thing shine. Lighting spills through cave cracks, torchlight flickers off wet rock, and fog clings to early-morning forests. It’s moody, heavy, and faithful to Gothic’s gritty soul.

They didn’t go overboard with bloom or cartoonish shaders. This world feels lived-in, harsh. The kind of place where stepping off the path could get you gutted. It’s beautiful, but not safe. Just like it should be.
Environment Rework
Alkimia didn’t just reskin Gothic’s world they reimagined it. But it’s still the Colony. I recognized the Old Camp’s outskirts even though I couldn’t enter, and the topography felt eerily familiar.
I found a sword hidden underwater near the start something you’d never expect in the original because diving was kinda useless. That one detail told me they’re thinking hard about how to reward exploration.



Atmosphere? Nailed. Birds scatter when you approach. Wind howls through gaps in the cliffs. Even in this limited zone, the world felt dangerous.
Character Models and Animations
NPCs look way better higher poly, real clothing textures, gear that actually reflects light. Faces are expressive enough, though a few animations (like lip sync or idle gestures) felt stiff or looped weirdly.
But they’ve got personality. Drax, the hunter, had that dry Gothic sarcasm down. The gate guard made me laugh out loud with how deadpan he was. It’s not about perfect facial capture it’s about tone, and the remake gets that right.

Animations in combat are smoother, but there’s room to polish. I saw one scavenger stutter-step mid-attack, which killed the tension. Still, it’s a step up from the stiff marionettes of the original.
UI And HUD
Here’s something subtle but huge: the HUD only shows up when you need it. No floating bars, no permanent UI clutter. Health, stamina, and mana only appear when you draw a weapon or take damage.
Inventory uses a grid now. Clean, mouse-friendly, and far from the clunky keyboard-only menus of old Gothic. There’s still room for refinement some item icons are tiny but overall, the interface feels modern without breaking immersion.

Dialogue choices are highlighted clearly. Tutorials are there, but minimal. It’s not hand-holdy, but it respects that some people haven’t played Gothic before. Balance feels close to right.
Music and Voice Acting
One thing I didn’t expect from the Gothic 1 Remake demo was how quickly it pulled me into its narrative rhythm. Nyras might not be the Nameless Hero, but stepping into his boots felt just as desperate. The opening didn’t waste time with exposition it threw me into the Colony with a rockslide blocking the path to the Old Camp and whispers of a Shadow Beast lurking nearby. The setup is simple: survive the night. But the execution? Pure Gothic.
Dialogue still hits that sweet spot between gritty survivalist realism and dry, cynical wit. Characters argue, mock, and complain like they’ve been stuck behind the Barrier for years which, in this world, they probably have. The tone is rough, sarcastic, and perfectly in tune with the series’ roots.
New Dialogues
I paid close attention to the writing, and the team’s restraint was obvious. No unnecessary exposition dumps. No over-written lines. Everything felt like it belonged in Gothic’s world. The dialogue isn’t lifted straight from the original but it doesn’t need to be. It sounds right.
Nyras himself is a mixed bag. His lines felt a bit stiff in the German version, but side characters like Drax and the outpost guard more than made up for it. I actually laughed out loud at a gatekeeper’s deadpan insult. That’s the Gothic I know.
There’s enough new material here to feel fresh, but nothing breaks immersion or reinterprets the tone too much. It’s still sarcastic. Still jaded. Still Gothic.
Voice Acting Quality
The voice acting surprised me. No phoned-in deliveries, no weird tonal mismatches. In German and Polish, there are returning voices from the original which instantly added authenticity. Even if you don’t recognize them by name, the delivery carries weight and familiarity.
English VO was new, and while not flawless, it held up. No meme-worthy performances like the original English dub from 2001. Some characters had better direction than others (Drax is probably the standout), but overall, nothing pulled me out of the moment.
That said, Nyras himself didn’t leave a strong impression (Maybe it’s supposed to be this way)/ His performance was passable, but lacked the rough charisma that made the original Gothic protagonist so iconic even without a name. Hopefully that improves in the full game.
Music and Soundtrack
The soundtrack nails the atmosphere. It’s not just background noise it shapes the world. The new compositions feel loyal to Kai Rosenkranz’s original work without trying to imitate it note for note.
There’s a clear effort to match music to location and pacing. Quiet stretches are understated, almost ambient, while combat tracks ramp things up just enough without becoming overbearing. It doesn’t scream epic RPG it hums it, like Gothic always did.
Prologue Structure and Story Hooks
Structurally, the Nyras Prologue is smart. It’s short about an hour but it makes every beat count. You’re dumped into a situation that mirrors the original Hero’s arrival but twists it just enough. There’s no open path to the Old Camp. No friendly guide. Just wilderness, threats, and a creeping sense of isolation.
Reinhard Pollice (Studio Head & Game Director, Alkimia Interactive):
“We did not interfere with the main plot, but corrected some secondary quests and deepened the knowledge of the factions.”
Pacing felt tight. Objectives were simple: fend off scavengers, find shelter, avoid that thing in the woods. But each step introduced new characters, hints of the larger world, and bits of environmental storytelling notes, burned-out camps, loot tucked into dead-end caves.
And lore-wise? It works. Fans who remember Nyras from the original as a crazed NPC now get to play his origin story. That connection alone was enough to hook me and it didn’t feel forced.
Systems and Progression
The demo kept systems lean, but hints of deeper mechanics peeked through. You get to manage inventory, equip basic gear, and scavenge for supplies. No skill trees yet. No trainers. But the bones of Gothic’s RPG depth are clearly there.
Even with the stripped-down scope, the way the game handles health, gear upgrades, and exploration choices feels familiar in all the right ways. You’re still scrapping for survival. Still looting everything not nailed down. Still making choices about which fight is worth the risk.
RPG Mechanics Revamp
There’s no level-up in the demo, but stats clearly exist under the hood. I could feel the difference between fighting barehanded and with a scavenged sword. Dodging worked better when my gear was lighter. That suggests agility and weight still matter a classic Gothic touch.

Dialogues offer options, though they’re mostly flavor in this demo. Still, the structure is there. It looks like full progression systems learning skills from teachers, raising stats manually will return in the final build.
And manual saving? Expected to be in the full game. The demo only used checkpoints, probably to avoid save-scumming the short playtime.
Loot, Equipment, and Economy
Loot matters again. I found a sword underwater just lying in a sunken nook if you bothered to look. That alone made me grin. It’s a reward for curiosity, not a map marker.
Vendors weren’t present in the prologue, so no real economy to test, but gear felt meaningful. Each upgrade improved survival odds, and the scarcity of healing items made every fight tense. No free health spam here.
If this balance holds, the final game could bring back that classic Gothic loop: scrape by, improve gear, start bullying scavengers that used to terrify you.
Crafting, Gathering, and World Interaction
Gathering is in. I spotted herbs, meat, and junk scattered around the environment. Some of it restored health. Some looked like crafting mats. No full crafting system in the demo, but the groundwork is there.

The world reacts. NPCs follow daily routines. Environmental detail suggests more to come locked chests, mining spots, things you should be able to mess with later.
Swimming and diving now have purpose. That one sword I found underwater? Proof the team’s thinking about verticality and exploration rewards.
Performance and Optimization
Let’s talk tech. The Gothic 1 Remake demo ran on Unreal Engine 5, and while it looked incredible, that fidelity didn’t come free. Performance wasn’t bad but it wasn’t flawless either. In quieter scenes, things felt smooth. The moment combat kicked off or the camera moved through dense foliage, though, I could feel the engine straining.
For a demo, it was stable. No crashes, no corrupted saves, nothing catastrophic. But there were occasional hitches, and players with mid-range setups might need to dial back settings to keep things fluid. The devs added a lot of sliders in the graphics menu to adjust it to your specs.
Gothic Remake Demo System Requirements
Minimum system requirements:
- Processor and OS: Requires a 64-bit processor and operating system; Windows 10 64bit or Windows 11 64bit.
- CPU: Intel Core i7-7700K or AMD Ryzen 5 1600X.
- Memory: 16 GB RAM.
- Graphics: 8 GB VRAM, AMD RX 6700 XT or NVIDIA GeForce RTX 2070.
- DirectX: Version 12.
- Storage: 10 GB available space.
- Sound Card: DirectX compatible.
Recommended system requirements:
- Processor and OS: Requires a 64-bit processor and operating system; Windows 10 64bit or Windows 11 64bit.
- CPU: AMD Ryzen 5 2600X or Intel Core i7-7700K.
- Memory: 32 GB RAM.
- Graphics: 12 GB VRAM, Nvidia GeForce RTX 3070 Ti, Nvidia GeForce RTX 4070, or AMD Radeon RX 6800 XT.
- DirectX: Version 12.
- Storage: 10 GB available space.
- Sound Card: DirectX compatible.
PC Performance Benchmarks
Tested on a Ryzen 7 5800X, RTX 3080, and 32GB RAM at 1440p, the demo held between 55–70 FPS on high settings. Dropping shadows or foliage density helped smooth out stutters. On a second system (RTX 3060, i5-12400), I had to tweak more aggressively settling on medium across the board for a stable 60 FPS.
UE5’s Lumen and Nanite features weren’t explicitly toggleable, but lighting effects hinted at their use. Image clarity occasionally suffered from aggressive anti-aliasing, which added a soft blur over fine details.
Bug and Glitches

Bugs? Nothing game-breaking, but yeah, they’re there.
One green gobing wat completely ignoring me. Another enemy froze mid-pounce like it forgot what it was doing. NPCs sometimes clipped into campfires or stared blankly into space during dialogue.
Animations had some hitches lip sync drifted in longer conversations, and ragdolls occasionally freaked out when dying near slopes. But again, for a demo, this was more amusing than frustrating.
The most annoying bug I hit? Getting stuck between two rocks after a dodge roll. No way out. Had to reload. Not tragic, but something the devs will need to squash before launch.
Optimization Settings and Tweaks
If you’re running the demo and want smoother performance, here’s what helped:
- Drop Shadows to Medium: Huge FPS gain with minor quality loss.
- Turn Off Motion Blur: Cleaner image, less disorientation.
- Foliage Density to Medium: Still looks good, runs better.
- Resolution Scale at 90%: Barely noticeable drop in sharpness, noticeable boost in performance.
There’s no built-in benchmark tool yet, but the settings menu is surprisingly robust. And importantly, the demo lets you adjust graphics on the fly no need to restart.
My thoughts on Gothic 1 Remake

This demo had me grinning like an idiot. Not just because of nostalgia though that hit hard but because Gothic is back and it actually plays well.
The visuals are stunning. From the misty cliffs to the flickering caves, it nails the oppressive tone Gothic fans live for. Monsters? Brutal. A single scavenger can end you if you’re not careful. That’s exactly how it should be. And that voice acting? Drax and the gate guard carried the whole demo’s personality. I caught myself replaying dialogues just to hear the delivery again.
But what really clicked was the combat system. It’s not some flashy Souls-like and dodge-for-the-win or mindless button-masher. It’s Gothic manual, weighty, a little rough, but skill-based. Every dodge, every hit, every mistake matters. I died because I deserved it. Then I came back smarter.


It’s a remake that respects what made Gothic great. And yeah, I’ll be waiting for the full release. Day one.
Once the full game drops and i’ve spent at least 40-50 hours in it, I’m updating this guide with faction breakdowns, full gameplay analysis, and probably a dozen posts dissecting Old Camp politics. For now, this demo gave me everything I wanted and a little hope that Gothic might finally get the love it always deserved.
P.S. Don’t forget to check this FAQ from the Community Manager of Gothic 1 Remake Demo | Nyras Prologue
You can download demo from the official steam page
Yes, the Gothic 1 Remake is in development by Alkimia Interactive and published by THQ Nordic. It’s scheduled for release in 2025 on Windows, PlayStation 5, and Xbox Series X/S platforms.
The Gothic 1 Remake will be available on PlayStation 5 upon its release. Pre-orders are open on various platforms, including Amazon.
Yes, the remake retains the open-world nature of the original game. Players can explore a hand-crafted, organic world that reacts dynamically to their actions.
The game’s map is approximately 30% larger than the original, offering more detailed graphics and a richer environment.
The Gothic 1 Remake has been rated “Ages 16 and over” by the German USK rating system.
Yes, “Arcania: Gothic 4” was released in 2010 as a spin-off of the Gothic series. It was developed by Spellbound Entertainment and published by JoWooD Entertainment.
Absolutely. The development is ongoing, with a demo titled “Nyras Prologue” released on February 24, 2025. The full game is slated for release later in 2025.
The remake is being developed by Alkimia Interactive and published by THQ Nordic.