Vaewolf puts you in the boots of a young elf whose family is slaughtered by a Viking clan of werewolves. He survives, inherits the curse, and ends up taken in by a vampire elder. The hook is that all three natures live in the same body: an elven bow, a wolf’s brute force, a vampire’s dark magic, switched between in the middle of a fight. Milky Tea is aiming for early 2027, with Megabit Publishing handling release.
At a glance
Three playable forms, elf, werewolf and vampire, swapped freely during combat.
The studio announced an early 2027 release on its Steam page on 1 September.
PC, PS5, Xbox Series X|S and Nintendo Switch 2 are all planned.
The three forms of Vaewolf and how you swap them
Each form covers a defined role, and none of them does another’s job. The elf shoots from range with a bow. The werewolf soaks damage and breaks through the most heavily armoured enemies. The vampire casts area spells and applies status effects. Swapping happens mid-fight, which turns the choice of form into a combat action rather than a pre-run setting. A knot of armoured foes calls for the wolf, a lone archer up on a ridge calls for the bow, and reading the ground decides it on the spot.
Runs carry you through three distinct regions, as the genre tends to. Vaewolf leans on that form-swapping to dodge the repetition the format so often brings with it. Previews so far, RPGamer’s in August among them, dwell on that flexibility rather than on difficulty.
The studio summed its pitch up in three blunt lines on Steam on 1 September: half werewolf, half vampire, all vengeance. That gets the intent across, a power curve that climbs fast and a revenge story it makes no apology for.

Elven revenge across a Viking-era Lake District
The setting steps away from the Nordic backdrop this kind of story usually reaches for. Vaewolf unfolds in an alternate version of the English Lake District during the Viking age, which brings fells, lakes and fortified camps rather than fjords. Milky Tea draws everything by hand, with thick outlines, hard shadows and framing that pulls towards a graphic novel. Choosing northern England over the usual Scandinavian setting also gives the raids a different texture, closer to local folklore than to saga retellings.
The screenshots show two very different moods. Outdoors runs on ochre and brown across open ground scattered with shields and campfires. Interiors drop into black and red, with large glowing runes traced across floors and walls. That contrast does real work for combat readability, since the effects of all three forms stand out against backgrounds this stark.
Part of the story comes through the encounters as well. One dialogue sequence features a figure called the Witch Mother, crowned with antlers, who addresses the elf as a stray spirit come from far away. That narrative layer sets Vaewolf apart from the driest roguelites, where story often amounts to a thin excuse.

Why the press keeps reaching for Hades
80.lv covered the story trailer by describing the game as a Hades-style hack and slash, and The Escapist framed the 2027 arrival along the same lines. The isometric view, the run structure and the weight given to story all feed that comparison, and it is fair to say any indie action game built on runs now gets measured against Hades almost by reflex.
The comparison only goes so far. Where Hades varies your weapon, Vaewolf varies your body, which shifts the balancing question onto how often you can transform and what it costs you. Nothing public explains how that cost works yet, and it is the first thing to watch once a playable build appears. The indie scene is putting forward several takes on action at the moment, from the funfair brawling in our Knuckle Paradise piece to the sternest soulslikes around.
Release pencilled in for early 2027
The game is due on PC, PS5, Xbox Series X|S and Nintendo Switch 2, the Switch 2 version having been announced separately and picked up by Nintendo Everything. The Vaewolf Steam page still reads “Coming soon” instead of a date, which leaves the studio’s own window as the only guide.
Difficulty is the remaining unknown, and the studio has stayed quiet on it. A roguelite lives or dies on its curve and on what you keep between runs, two things absent from everything shown so far. Whether the three forms level up separately or share one pool of upgrades will shape how a run feels. The best-received indie action games of recent months hang on exactly that balance, as our False Hero review laid out.
Upcoming dates, releases, DLC and major updates, are all in our calendar.
