
As darkness falls, monstrous Abyss creatures emerge. Command your units, gather resources from plants, and survive each night. Defend the Crystal from increasingly powerful enemies in this pixel art RTS defense game.
Modeled estimate, not a reported figure. How we estimate →
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About
Darkness Falls Again — The Return of “Abyss Night”
Centuries ago, the skies turned crimson and monsters poured into the world. That night, the world was nearly consumed by a force known as the “Abyss.”
Now, the catastrophe once sealed away by legendary heroes has returned.
Protect the Crystal. Darkness once again blankets the land, and each night, stronger monsters surge forth through dimensional rifts.
• Strategic Defense + Resource Gathering
Harvest plants and collect Gold to strengthen your units. You won’t survive by defending alone.
• Classic RTS-Style Controls
Select units and issue commands in real-time. Intuitive A-click attack move and right-click pathing system.
• Diverse Unit Combinations
Deploy six distinct unit types — Warrior, Wizard, Tanker, Berserker, Fire Wizard, and Ironshield — to build your strategy.
• Progressively Stronger Night Waves
Grow stronger each day to survive the increasingly powerful enemy waves that come with every nightfall.
• Pixel Art Aesthetic
Immerse yourself in a handcrafted medieval fantasy world brought to life through detailed pixel art.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
It's a sweet little game with potential, feels a little clunky to control, VERY unpolished, but overall satisfying to play. I decided to give it a recommend as long as you understand that it's a short game with rough controls lacking in polish, but a good concept from an indie dev. My biggest feedback to the developer: 1. I wish I could use WASD to scroll, and I wish I could adjust the scroll speed. Scrolling is the number one reason I almost gave up on it, as simple as that sounds. 2. A sound and alert visual when it's night time and the enemies are coming. 3. Controlling units is a pain. They get stuck on corners, and with a group of 5 or more, they jitter when coming to a stop which prevents them from attacking until they wiggle into a final position. Also, box select is inconsistent when in the top left quarter of the screen due to the large minimap and other UI elements which interferes with the clicking and dragging. Some other feedback: 4. The upgrades could be explained better. Left seems to be attack and right is HP. Upgrading HP seems to heal the units too. 5. It was a huge hassle to marshal all my plant slaying troops at nightfall and then send them back to their plant whacking at dawn. I think you ought to consider a marshal button that selects and gathers all units and then a dismiss action that sends them all back to what they were doing before they got marshaled. 6. I wish I could zoom out a little (or being able to select all units at once like I mention above may solve this need for me). 7. There's something delightfully difficult and satisfying about seeing the enemies crash through your defensive line and overrun you as you try to hold on. However, the positioning of the enemies in that regard seems more to do with squeezing and pushing the gameobjects, and sometimes the objects pop away if there's too much "pressure" in one spot, leading to it feeling a bit glitchy. I also wish the big defensive guys could stand their ground a little better. And the good: 8. I like the visual and audio presentation of the game. 9. I like the day night rhythm of the game, with the resource collecting and upgrading in the day, then fighting at night. 10. Something hard for me to describe - it's a charming little game with a small scope and focus that feels like it has personality and some of the right pieces to be fun. Feels a little unpolished/unfinished, but on the other hand I accept that it's just a tiny game. I commend the developer for their work at what appears to be their first release.
Nah. not fun
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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