
Seven strangers. One collapsed cave. No escape. A sci-fi mystery visual novel where every route to survival pulls you closer to a different companion—and a different lie. Will you unravel the mystery before the cave unravels you?
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Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 7 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Dr. Atlas Everly is a neuroscientist invited to research a strange property of a unique crystal found deep within an island cave. But when the expedition is cut off by a sudden cave-in, Atlas and six others are left trapped underground with no clear way out. At first, survival is the only priority. But the cave is not what it seems...
The deeper the group goes, the more strange clues begin to appear — and the more difficult it becomes to tell whether the danger is coming from the cave, from the group, or from the fear growing between them. To escape, Atlas must get closer to the other survivors, uncover what they know, and follow each route to a different fragment of the mystery.
Each route draws Atlas closer to a different companion, and through a different part of the cave. No single route gives you the full picture. To understand the truth, you’ll need to compare what you learn across multiple paths.
Advent: Dawn is a character-driven sci-fi mystery visual novel that blends psychological suspense, emotional storytelling, and a moving original soundtrack. Similar in genre to classics like Zero Escape, Umineko, Ever17, and Steins;Gate, it is built for readers who love intricate mysteries, difficult choices, intimate character routes, and twists that reframe everything that came before.
A flowchart built for mystery-solving: Jump back to key decisions, test theories, and uncover locked paths.
Light puzzles woven into the story: Solve light puzzles and riddles that are central to the core mystery of the cave.
Partial Voice Acting: Key scenes are voiced using a combination of voice actors and speech synthesis, with mouth animations and optional voice blips for unvoiced dialogue.
Original Soundtrack: A fully original soundtrack from composer Caleb Coles.
Branching routes leading to a True Ending: Your choices unlock character routes, alternate outcomes, and the full truth behind the cave.
Mystery, Myth, Murder & Mind Games: Themes of identity, memory, and ancient symbolism are woven into a suspenseful sci-fi mystery of survival, suspicion, and buried truth.
Length: Standard read: 12-16hrs. Methodical read: 16-22hrs. Speed read: 9-12hrs.
Advent: Dawn is set in the same universe as The VII Enigma, but it is a standalone title—you don’t need to have played the previous game to enjoy this one. That said, fans of our earlier games can expect some tie-ins and Easter eggs along the way.
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Reviews
[h1]Strange Case of Mr Frankenstein[/h1] What a strange playthrough this was. Took me a while to get through it, because it felt as if the game was holding a distorting mirror before me all the way to the abyss, distracting me with uncanny familiarities and slowing down my progress. For I was stopping every other step and writing down all the odd coincidences and synchronicities, checking if my perception had gone haywire, if I contracted some weird psychosis from all that purple glow. The feeling of déjà vu was at times too much, and I wasn't always sure if that was a good or a bad thing. Sometimes it felt as if I was under a neurological experiment, testing if I can be manipulated by all the bizarre recalls; trying to force resonance on me by stuffing the game with all the things that should appeal to a certain kind of player - on paper. But I'm getting ahead of myself. Let's start from the beginning. Advent: Dawn is Spire's third visual novel in this loose pastiche of classic Japanese VNs, and in some ways, it's their best one yet. In other ways, it's the most frustrating of them all. It takes place in the Enigma universe, but you don't need to have played that first game before this one as it's only a loose sequel; but now in that common anime package we've seen in Synesthesia. After the Enigma's grey dystopic ground surface world, and soaring to the bright colourful heights of cosmological abstractions in Synesthesia, we're now going underground, descending into the dark mythic underworld of shadows and ghosts, plunging deep into the womb of the Mother Earth. https://steamcommunity.com/sharedfiles/filedetails/?id=3768068245 As you can imagine, the setting alone almost dictates the change of genre as well, as being confined to suffocating enclosures with no exit is ripe for descending not just the circles of geological history, but also sanity; playing with tension, paranoia, claustrophobia, being face to face with shadow(selves) and ancient archetypes. In other words: mystery and psychological.. stuff. Right off the bat I've noticed better pacing than before and almost no, or very little, technobabble (there's no encyclopedia this time either). Needing to keep things hidden and veiled certainly helped reign in the more excessive tendencies towards the rigidly studious and technical exposition/info-dump in the form of sudden scientific lectures in the middle of the plot, of which Enigma was the worst offender. Make no mistake, this is still sci-fi in a way, with lots of intriguing concepts; which is again the biggest strength of this series of visual novels of ideas. I found the mystery build-up engaging, and the route structure had a big hand in it. Across 3 games, routes have been slowly deepening; there are now actual multiple routes burrowing deeper than before, into the forking tunnels, passages, caverns. Well, there is an attempt at illusion that you can get lost in these crevices and crannies, but actually you're guided by the narrative and semi-enforced order of play, ensuring you follow the predetermined story beats. Which are scattered throughout the cave, including different flavour and theme per route, various puzzles (yes!) - all carrying pieces of the mystery, paving the way for the true route. Sadly, the ensemble cast is woefully underutilised, as you can only take the girls spelunking, greatly cutting down any promise of really going into (mis)trust between characters.1 [h2]"I can't stop these forced echoes"[/h2] So far, so good, so what's with that dramatic opening? For the full understanding, I suggest you read the uncut review/analysis linked below. Suffice to say, I can see what the author was going for, new things were tried; but the execution is very uneven. The focus is more on the atmosphere this time that the inconsistent writing just can't carry. It goes from modestly evocative to stepping well into purple prose; which then becomes accented by relentless repetition.2 Every route has a theme, and to make sure you really get it, its main word is gonna be repeated ad nauseam to really lay it on thick. Beating people over their heads with technobabble is one thing, but doing the same with theme-babble is simply unbearable. Still, psychobabble was even worse, to the point that I even wished for technobabble to save me. https://steamcommunity.com/sharedfiles/filedetails/?id=3768067564 There are also phrases that mean meaning (translation: they mean nothing). Many such cases that seem like mixing words to sound 'literary' while sacrificing making sense. It looks like an attempt at emulating a certain kind of 'hauntingly poetic' writing by copying only the most surface layer, because it sounds 'cool', without intuiting why it works and resonates in your inspiration, but not in a superficial imitation - so you end up with clunky pseudo-poetic purple nonsense. There are numerous examples of this gesturing towards some deep feeling and substance instead of arriving at it more organically; so rather than reaching those pretend depths, the prose stays firmly on the surface, because that's the only layer it can simulate. [quote]More on psychobabble, purple prose; literalness; mimicry; butchering for 'clever' gotcha twists, read in [h3]>>[url=https://steamcommunity.com/groups/AnotherMeDreaming/discussions/3/591814056255660697/]the full text with detailed analysis.[/url][/h3][/quote] Especially frustrating is just how borrowed and mimicked this all feels, how strangely mixed and Frankensteined. To be sure, even Spire's previous games were eclectic pastiche, unabashedly taking from other works and closely following their recipes, but the scooping from many soups has reached a whole other level in this game. It's one thing to say one wears their influences on their sleeves, but quite another for them to be so obviously on the nose, to the point of pulling them, like wool, over your eyes, that made me think: where is the line between inspiration and imitation? I think this VN crossed it too many times. I can't remember when was the last time I played/read something that reminded me of so many games I played (and wrote about): words, phrases, images, visual motifs, used in very similar contexts. I thought I was having a perpetual déjà vu. It's the darndest thing.3 Regardless of the fact that I enjoyed parts of this VN and see what it tried to do, if I'm constantly thinking of other games while playing, then this is always going to feel more or less derivative in my mind. A flipside of all those déjà vu-s; instead of building connection, they start to create aversion. Something to think about, especially when this kind of mechanical combining and recombining has a certain artificiality to it; the Frankenstein monster is haphazardly stitched from disparate parts, but poorly synthesised, nor transformed into its own thing; its stitches are protruding, they want to poke my eyes out. The unholy hybrid is buzzing so loudly with others' voices, it's deafening, that it's hard to distinguish the creator's own authentic voice. Therefore, the amalgam will always feel disjointed, sentenced to forever be less than the sum of its parts. https://steamcommunity.com/sharedfiles/filedetails/?id=3772973569 Perhaps the best embodiment of all this is in the title - Advent: Dawn. Isn't it kinda *almost* like the SciADV titles? I caught myself reading it as Advent;Dawn.4 So close, but not quite. And that's how I see all these other perception tricks, all the mirroring, echoing, pantomiming, shadowing, simulated resonances, and most importantly, the game's merit. Close but not quite. Too much uncanny in the space between. And I'm afraid this gap is wider than it appears.. it might as well be a chasm ... because: "True resonance cannot be forged". [h3][quote][b]Follow [url=https://store.steampowered.com/curator/40848670-Drugoja-In-The-Dreaming/]Drugoja In The Dreaming[/url] out of the purple fog[/b][/quote][/h3]
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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
Hours played at review time, across 21 reviews with recorded playtime.
I've been waiting for this one for quite a long time. This will probably be a long one, so sit tight. I just finished the whole thing now, and I've got so much to say. First things first: You might be wondering what "Includes speech synthesis" means. You know perfectly well what it means - AI voice. However, the game also contains some 100% human voice. I was confused by this, so I thoroughly questioned the dev on his Discord for what the distribution between AI and human voice is. Turns out, the dev retouched the voice lines with AI so much, he has no idea. He thinks the emotional voice lines are probably human voiced, but his best guess for the percentage of human voice is "a third, probably?". I then questioned him on how the voice actors feel about their AI clones doing some of the work. He stated that the voice actors loaned the dev some voice lines, which he then stuffed into an AI generator as training data, making the AI clones. He then counted up how many lines are attributed to each voice actor and their AI clone, and paid the VA whatever cost they demand for that number of lines. It sounds like the VAs are okay with it, since they're still getting paid. So yeah. If you're the sort who likes to figure out what voice line was made by AI vs what was made by a human, this game has you covered. And if you just want voice acing that sounds okay, the game has you covered there too - I think it's pretty good. There are also some voice blips to cover the unvoiced sections. With that out of the way, it's time for the fun stuff. The premise starts off as a sequel to VII Engima, though you don't need to know anything about that game to enjoy this one. All you really need to know is this: BOSC (this game universe's version of CERN from Steins;Gate) took control of the world after things went bad in the 2040s, and BOSC uses time travel to remain in control. Some Steins;Gate stuff happened, and the Enigma protagonist figured out how to disable BOSC's time travel devices permanently. BOSC fell apart after that, which leads to the post-BOSC world of this game. Furthermore, two characters from VII Enigma appear in this game, so keep an eye out. You should also know that some concepts from Synesthesia appear in this game. I'll go so far as to say that Ziek and Ayako from that game make cameo appearances, though that is disputable. The Synesthesia stuff only gets noticeable later on, in the last 10% or the game or so. As usual from this dev, this game has a particular scientific theme. VII Enigma was about time travel. Synesthesia was about consciousness. This game takes elements of the previous two games, and provides a new one: perception. I don't just mean sight, I also mean what you get from all your senses. Oh, and you can't do Amelia's route on the first playthrough. So don't even try. You have to complete some other endings before you can reach hers. The character routes are decent, but some kinda drag. Kimika gets two to herself, and you basically just get banter between her and the MC, which can get old. Things are great in the Amelia route onwards, though. The plot feels like the Xeelee Sequence in VN form, which is in line with what this dev has written so far. Characters are more of a side thing to the science and world building. It's some really good science, though don't expect outstanding characters, okay? There's a good chance you'll forget their names in a few months. The puzzles made by this dev are always either really easy, or obtuse. Take the first puzzle, for instance. The third line of the riddle you have to solve can really throw you off. Fortunately, there's a hint system if you don't want to bother. The other puzzles are pretty easy, though. If you're wondering if you'll have some thriller paranoia, don't. The other characters are perfectly cordial, and the MC tends to get angry over nothing at times. If you only want crazy anime girls, or fights to the death, or blood and murder, this VN ain't it. There is a lot of mystery though. I like this VN. It's some good stuff. Read VII Enigma and Synesthesia before or after this if you want more.
Advent: Dawn is another gripping and deep VN by Spire Games, and it has a very similar style as the previous two games by this developer, in that the story is multilayered, characters are well-developed, there's plenty of science in the setting, and there are philosophical themes that get us thinking. It is a sequel to the dev's first game - The VII Enigma, but its story is standalone and doesn't require the knowledge of that game (but to those of us who loved that game, there are plenty of references). The story has our character, Dr Atlas Everly, and a few others arrive on a remote island, where deep inside a cave a secret research is going on, which is on a brink of some revolutionary discovery. However, a cave-in occurs at the start, and we along with 6 other characters are trapped in the cave, needing to get to know others and find a way to get out of this cave and to survive. Of course, things are never as simple as they seem, and there are many secrets to uncover - secrets of the cave itself and secrets being kept by each character. This VN plays very similarly to this dev's previous VN - Synesthesia. In some parts of the story, choices occur where we need to decide which path in the cave to take. But instead of sticking with one choice for the rest of the game, we get to come back to this fork and see the outcome of the other choices, eventually exploring all of them. And just as with that game, in here there is also a plot-related reason that explains how it's possible to witness all the paths in a single playthrough. It's a very interesting and unique take on the choice and consequence formula. I was gripped by the story from the very start, and it kept me interested the entire time, and overall I was blown away with both its mysteries and character development. Each character was interesting and felt like a real person (although admittedly Kimika at first seemed very out of place in a serious situation that was happening, but over time I grew to like her). There are plenty of questions throughout, which keep the intrigue of the story going, and there are some pretty great plot twists along the way. The story really makes you feel like the characters are going through hell and back during it and that none of the challenges on their way are in any way easy. The game pulled off that feeling of being trapped and in a hopeless situation perfectly. The only criticism I have really is in how some parts of the story feel like they drag on too much. At times it felt like what should've been a 5 minute scene or dialogue, ended up being overextended into a 30 or more minutes worth of circular rambling and too much internal contemplation. On some occasions it felt as though the main character was being too on the nose in telling us in his thoughts what we should be feeling. So I personally think the story could've done with trimming some of the fat in places. But in spite of that, as the overall package, I greatly enjoyed the story and it's exactly the kind of story, full of twists, turns and deeper meanings that I look for in games. The game has a beautiful art - characters, environments, and cutscene images are all excellent. In fact the character images are always blinking and slightly moving facial features, so it makes them feel alive. The music adds so much tension and emotion to each scene, just as with previous games by this developer. There is some voice acting too. It's mainly during the big scenes that the lines of characters are fully-voiced, which is understandable, as voicing the entire dialogue was likely very costly. Some of the voice acting does use A.I to mimic the voices of the actual voice actors, but according to the dev, voice actors were perfectly fine with this and were paid. Honestly, I couldn't even tell the difference and had no idea which lines were directly voice-acted and which were done with A.I. Great VN and well worth experiencing if you enjoy deep stories full of mysteries and intrigue. So far Spire Games is on a 3 out of 3 streak of excellent VNs.
Sadly, I could never fully get into this game. The premise of people trapped in a cave has some things going for it, and I do like the idea that the game's flowchart is the cave itself. That's creative. But the negatives outweigh the positives for me. My main problem is that the game is very repetitive. You pick one of three paths and all of them are mostly the same, just with a different character. All you do is go deeper into the cave as you chat with the character. This is always padded out with large expsosition dumps, backstory, and drawn out internal monologues. Rarely does anything interesting happen in the plot itself, making for a very boring experience. The twist in the end and the finale were decent, I guess, but they didn't save this ultimately lackluster experience for me.
I play a lot of VN game. usually i feel bored after playing it a few minute or hours. but the VN is so good, it keep me hooked. especially with the atmosphere. the pacing is good, the music also help to create tense, horror and fun atmosphere. the art is also good, i love small animation on the lips and blinking. it make character feels alive. and speaking about the character, i love all the personality on them. the all have different personality and their interaction feels natuiral
Just the right length, lots of fun, memorable characters, and just enough puzzle solving to get my brain working but not feel too difficult. Thoroughly enjoyed this one!
Nice relatively short Mystery VN in vein of Infinity series. Tries to combine best parts of previous VNs from same dev, The VII Enigma (to which this game is, basically, sequel) and SYNESTHESIA. Same sci-fi setting as former, same graphical and gameplay design decisions as later. I really liked five first main routes (75% of game, basically) due to slow disclosure of characters and cave's many little secrets. Flowchart is combining time and space points this time and acts as in-story interface for navigation too, so that part felt cool for me. Each route also got some sort of unique atmosphere and "thinking" thing (be it point and click segment, simple puzzle or just "choose wisely" moment). For example, while there are three "girl" routes in game, only one could be said to be somewhat romantical, compared to many other japanese and Japan-inspired mystery VNs which make protag into some sort of Shrodinger Cat Casanova. And true route got that one "somewhat harder puzzle climax" which some cool ADVs lack. Probably biggest disappointment for me is bad (sorry, DEAD) endings design. I somewhat understand why most of these were added, but they all are simple "wrong choice - go back" type of thing. I think I had that problem with previous game from this dev too. I just prefer VNs having more complex, convoluted endings paths akin to Fate/Stay Night, or just adding some juicy, gory or creepy CGs into these, for good measure. Last quarter of game felt somewhat weird, maybe a bit rushed. I mostly got ideas and concepts which dev tried to convey with that, but I think from narrative point it could have been handled better. I could compare ending to that of Ever17 (by which Advent: Dawn was in a way inspired) and many people in my circle of VN readers agree that such ending was some sort of Deus Ex Machina with little actual input of characters. But since Ever17 is still accepted as cult VN, I don't see this how this puts Advent:Dawn into disadvantage. If you liked The VII Enigma and/or SYNESTHESIA, there is little to no question that you will enjoy this new game from same dev thoughtfully. If you are fan of mystery VN/ADV genre as a whole, this game may feel somewhat secondary and cheap, compared to stuff from big companies or even some kickstarted indies, but still be overall interesting experience. If you are neither of these, when you probably misclicked steam page and got lost... Hush, flush, go play popular mystery ADV games before returning here :P
This is a comprehensive (but spoiler free) review of Advent: Dawn. TLDR: It is very good. The best I have read in a long while. The biggest achievement is how many layers of mystery were hidden in the story, and the reveals that tie them all together is crazy. It's the type of story that gives you the answers, but also has lots of hidden details, and others truths to explore and theory craft on your own once it's complete. I think it's best thought on and read slowly because i think youd miss a lot on a speed read. The story itself is a puzzle, and one which the answers are explained, but only partially. THE GOOD: - The flowchart is a great addition, it's easy to use and is integrated into the story in a clever way. It makes navigating the routes easy yet engaging. - The characters also have a depth to them you wouldn't expect early on. - The art overall is effective. Some things are a like weird and not great, others are very good. Overall, the art is solid, but not a standout. - The music is one of the highlights. theres some really memorable tracks, and most are filled with atmosphere, tension, or emotion. - The UI and presentation / easy of use is very good. - The mystery and layers to the story is next level. I'll say no more for spoilers. As i said earlier though, read carefully, and be sure to read the hidden epilogue. THE NOT SO GOOD... - The voices are meh. They help get a sense of the characters early on which is good, but the blips can be annoying. You can tweak these settings easily tho, so it's not an issue to get it to your liking. - The writer tends to start his stories very trope heavy, but they evolve further into their own identity as the story goes on. So just be wary of that. - The puzzles are quite basic. They aren't bad, just basic. If you're looking for an immersive puzzle game, this isn't it. OVERALL: If you you like multi-route mystery vns, I highly recommend.
Yet another banger by Spire games. Fun characters, interesting story and a pretty good feeling flowchart. It has a good length (Playtime of about 16h for 100% for me) that doesnt leave anything too open but doesnt overstay its welcome either. Definitely looking forward to the next game!
I have enjoyed my time so far. I especially have found the character portraits and voice acting to be high-quality, from what I've seen so far.
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