
Afallon is a single-player RPG with the feel of an MMO. Choose your class and race to forge a unique character, explore a large open world with diverse zones and biomes, and experience a living world that changes based on your actions.
Modeled estimate, not a reported figure. How we estimate →
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): 1.29/day in the week to Sep 2 → 3.86/day in the week after.
Reviews, worldwide (the counter carries no country): 0.8/day in the week to Jul 20 → 1/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
A singleplayer MMO. Explore a large open world, run dungeons, gear up, and take on challenging content with NPC Adventurers that play alongside you like real players. If you've ever wanted the feel of an MMO but without the need for other people, this is the game for you.
Large open world
Explore a large open world filled with quests, dungeons, gear to chase, and enemies around every corner. The controls will feel instantly familiar if you've played any MMO before. Click to target, tab targeting, move your camera with the mouse. No learning curve, just jump in and play.
Play your way
How you play is up to you. Stick with traditional MMORPG controls, or switch to Action RPG controls and aim your abilities yourself. There is no right way to play, it is all up to you.
Simulated players
The world isn't empty. NPCs called Adventurers roam the land doing everything a real player would. They quest, group up, fight enemies, loot gear, visit vendors, and equip upgrades. You can inspect their gear, invite them into your party, and take on dungeons together. They'll tank, heal, roll on loot, and even fail boss mechanics sometimes. They make the world feel alive without needing a single other person online.
Dungeons
Dungeons come with the Corruption+ system, a scaling challenge mode with a timer, increasing difficulty, and better loot the higher you push. If you want to test your build and your skill, you can keep climbing as high as you can handle.
Make the world yours
You decide how the world plays. When you create a new character you can change how strong enemies and allies are, and set your own multipliers for drop rate and XP gain. Build the exact experience that fits you, whether you want a relaxed run or a punishing challenge.
Early Access
This is a solo project built by one person and actively developed during Early Access. New content, features, and improvements are being added regularly.
Engagement
Reviews
Themes across 113 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
心情非常复杂。这款游戏显然是有风格、有巧思、有潜力的,但照着现在的框架走下去,我不确定会不会变得更好,摆在开发商眼前最显著的可能就是方向性问题:Afallon的终极形态——正如简介所说——到底是要做一款有MMO风味的单人RPG,还是无限接近一个上世代MMORPG的鬼服或私服。就目前而言,我的体验很接近后者。 学《魔兽世界》显然是对的,这点毋庸置疑。本作在方方面面都能看到魔兽世界的影子,特别是60级香草时代(经典旧世)的内容,人类、矮人的基础种族,机械外观的稻草人怪物,感染瘟疫的谷物、动物,亡灵军团构筑的城防,很难不让人想起在西部荒野、东瘟疫之地和纳克萨玛斯的冒险。不仅仅是设定,游戏内的交易系统、组队机制、5人地下城副本、挑战石碑等等,无不贴合以魔兽为代表的MMORPG的架构设计。 但这恰恰是令我困惑的点——开发商真的有必要将分配规则优先放进游戏里吗?特别是这种“贪婪/需求”的Roll装备机制(假设团队拾取一件高品质装备,同时选择需求的人将优先通过掷骰子确定所有权,点数高者得;如果大家都没有选需求,系统就会在选择贪婪的人里进行roll点,也就是说,需求、贪婪是两层优先级,玩家也可以选择放弃,不参与装备分配)?先不提这在实质的单人RPG里是多么没有必要,对于一个从未接触MMORPG的玩家来说,这种分配规则的理解门槛本身就过高了,但它对于增加所谓的RP感作用微乎其微。 如果你们想做的不是一个古早网游的私服版本,就不该什么糟粕都照搬进单机作品。就让玩家当那个“全需党”又能如何?目前游戏里最神烦的两个机制,就是这个装备分配和交易系统了。你跟游戏里的其他玩家角色(实际上还是NPC扮演的)相遇,对方会自动检索你背包里的装备进行交易,好处是报价比直接卖给商人NPC要高,但是这是自动弹窗,中后期只要碰上NPC玩家对方就会发起交易;你和这些NPC玩家组队,只要捡到装备就得挨个Roll点,多此一举不说,有时候真想要的装备还会Roll给NPC,如果对方穿上,大概率就交易不回来了(当然目前真正的毕业装还是需要跟商人换的)。这一来二去,增不增加RP感不说,玩家可是真真正正在一款单机游戏里体会到网游中被SPAM轰炸的感觉了,我完全没有看出这样的设计是何意味。 任务系统也有一些恼人的设计,它几乎复刻了网游中那种故意浪费时间的任务设计,游戏中有一段剧情是要清理一处洞穴外围的蜘蛛和蜘蛛卵、拯救矮人、开辟道路,最终目的是为了深入蜘蛛洞穴去击杀岩巨人Boss,如果是单机游戏,这些事完完全全可以做成一条任务线,但这游戏偏不,它显然有意而为,故意将一条任务线拆分成了按序接取的任务链——玩家要想完成整套任务,必须先接任务去救矮人,然后交任务,再接杀蜘蛛的任务,然后交任务,再接烧毁蜘蛛卵的任务,然后交任务,再接去附近取炸药的任务,然后再交任务——一个简单到不能再简单的剧情,路程像老太太的裹脚布般抻长了3-4倍,还都是在一条道上打转。要知道,玩家不是在玩一款《Pay2Win》这样本身旨在嘲讽网游氪金生态的讽喻游戏,而是真的希望从Afallon中获取其独特的乐趣,而这样魔怔地复刻网游的糟粕特征,又何乐之有呢? 仅从3美元左右的定价来看,似乎这些缺点无可厚非,毕竟游戏本身的剧情、地图、任务,还是具有独创性且足够丰富,即使是在EA的早期阶段,已经有足够大的地图、足够丰富的场景,足够多的野外Boss、地下城和剧情任务了。前面提到的蜘蛛洞穴任务线,随着任务进展,敌人会被矮人盟友取代,游戏生态会随着玩家的功绩而永久变化,这无疑是一大亮点。此外还能购买地标,获取投资收益,从长远看并不缺乏潜力。 但我希望开发商能够充分重视前文提到的缺点,因为这不是在开发网游,即使再像MMORPG,单机和正式的网游都不具有可比性,那些真正能够留住网游玩家的,不是纷繁复杂的副本难度因子、无限叠加的限时大秘境、过了版本立刻变废品的装备首饰,而是真正建立起羁绊的战友、朋友,活生生的人,是抛开社交系统机制后的社交体验和社会关系本身,而这些东西单机无法复刻,也无需生搬硬套。如果能将世界观、动作系统、剧情设计得充分饱满,对于单机玩家而言本身就足够了,MMO风味只是锦上添花,我相信这才是MMORPG玩家常说的“我们比你们多一个世界”的根源和底气。
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Japanese, Portuguese - Brazil, Portuguese - Portugal, Russian, Spanish - Latin America, Traditional Chinese, Italian*languages with full audio support
Hours played at review time, across 113 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Feel's like an introvert's WOW. A lot of potential here. I hope this game succeeds so that the dev will add a lot more content.
This or Erenshor? [b]Erenshor[/b]: - More focus on the interactivity of sim-players - More classes - Grind is literally that of an early MMO: even with XP multiplier put to the max, it still takes tens of hours to get 1 level when you're lvl. 35+ - Great modding community [b]Afallon[/b]: - Basically no grind, you can easily get the lvl. 30 mob cap super easily by just doing the quests - Better and more frequent world events and "challenges" that are basically horde modes with a "survive for x amount of time" goal - More modern quest design, with super simple quest makers to hand-hold you - World Ascension: you can upgrade the world to "heroic world teir" which makes the game way more difficult, but you get better rewards. - way more class skills and abilities, to the point where multiple playthroughs of the same class is viable because you can unlock multiple different skill paths. Unlike erenshor where you need a wiki just to find out where you grind the scrolls for the class abilities... after you get to that level. If you're an experienced MMO/CRPG player and just want that "social" feeling without being social, go with Erenshor. If you want the gameplay experience of a MMO without the social aspects and the harsh grind, get Afallon. If you're like me, and enjoyed Erenshor but felt like it could be a little more casual? This is perfect for you! They're both really good games in their own right, regardless, and I'll be playing both!
Excellent game so far for what has been implemented. I only have two minor complaints. The first, being a lack of ability to sort your inventory. The second is a lack of a bank or storage system. RPGs and MMOs have many items to grind/collect and that players like to store too. I find the absence of a system like this in the game as of yet a little puzzling. With all the updates I have seen, the game gets better and better so I imagine it will only be some time before the two things I mentioned are hopefully implemented to some capacity. Would recommend to buy even now.
I really want to leave a positive review since the game has potential, but it is way too raw even for Early Access. Afallon features a really beautiful world, decent quests (written fine), and pleasant background music, but that is about it. I played under an hour and already have a ton of complaints about the game. The UI is senselessly terrible: buttons and text are all different sizes and styles, while the quest list, other windows, and map are disproportionate and cannot be hidden. You can adjust the size of these windows (though not transparency), but since the fonts inside are all over the place, the UI still looks like an eyesore and lacks consistency. When party NPCs hit enemies, damage numbers pop up chaotically, and as soon as you turn away, these numbers flash across the screen. After selecting an NPC, their stat bar stays on screen even if you walk far away. Some actions require pressing E, while others trigger with a simple click, breaking interaction consistency, or even trigger automatically on their own as a bug without any click. There is a loot window, but no hotkey to pick up everything. There is a basic inventory, but it has no sorting or filters, and you cannot tell item rarity from the icons. Loot tooltips are semi-transparent with hard-to-read fonts (and yes, every paragraph there is mismatched too). These UI issues show the game's core flaw: no clear structure or system. Instead of a solid foundation, features are just thrown together randomly. Gameplay is average at best, but there are strange flaws that make the game feel weird in a bad way. Of course, it is EA, so it is completely understandable why the game lacks many systems and features common to the genre it tries to emulate. That is not what I am talking about. For example, the combat notification does not always show up, falling from a height also triggers the combat message, and there is no aggro sound effect. Summoning spells cannot be canceled manually, and it is unclear if there is a countdown timer anywhere (I did not see one on screen or in tooltips). I played as a necromancer, and if you summon two skeletons, you cannot unsummon them outside of combat and just have to wait. Waiting sucks because these skeletons constantly make super annoying sounds. The AoE targeting effect looks like a cone, which made me think at first that it was a directional attack, not an AoE. I figured it out later, but aiming with this effect is still uncomfortable (you usually expect a circle on the ground near the cursor, not such a bulky opaque volume). There are just plain weird decisions. For example, the spell bar is locked by default. This means you can drop spells onto it, including replacing them, but you cannot remove them. To be able to remove them, you have to go into the settings. The same goes for the A and D keys, which default to camera turning, so you have to dig through settings to change it. Obviously, not all players are used to this, and it would make sense to add this choice directly to the character creation screen. Speaking of character creation: why the selection of assets is so bare-bones is beyond me. The faces barely differ from one another anyway, so why they couldn't add more options is completely unclear. To make matters worse, the character portrait just displays a generic face and hairstyle that don't even match the character you built. Honestly, having no portrait at all would be much better than this. I want to mention the map separately. Sure, the world looks beautiful in terms of effects and assets, which are done quite well. But when it comes to functionality and logic, questions remain. Mob habitats are located way too close to settlements, and in one village, friendly NPCs and vendors are literally mixed together with aggressive rats in an active combat zone, which looks bizarre. There are also issues with mob placement logic and the overall layout of zones, including climate zones, but expanding on all of that would take too long. I will just add that invisible walls appear in unexpected places throughout locations, which is another odd decision. While you can tolerate the issues above and generously forgive the flaws because of Early Access, the constant stuttering really ruins the experience. The game freezes for a couple of seconds if you walk a bit, probably to load areas, but overall FPS also drops and micro-stutters appear depending on the number of summoned skeletons and, to a lesser extent, invited NPCs. My setup is slightly below recommended, but I set the graphics to medium and it did not help. Afallon left a very mixed impression. It feels like someone took a nice-looking world with interesting creature design from somewhere, while everything else was made haphazardly without understanding basic UI rules and game UX. I do not feel like the game was made poorly on purpose, but at the same time I am not confident it will be polished in the future. I hope it reaches a proper, non-fake release. Time will tell.
13 Hours played, (Now 15) I feel like I can give a proper review now. (I will update this review as time goes) The good: - Npc bots now have levels that scale around yours. So progression feels real. - World modifiers! And they work on existing saves now! - Affixes on keys! No shot! - Gearing is extremely addicting, and spells are very simple but very fun to use. - Gems are easy to get and to put into your gear. - Mounts are easy to get. - The world quests are really fun and quests are simple enough to be enjoyable. - Leveling feels like it respects your time. - I LOVE the heck out of the Corruption system. It's so beyond fun and makes every key level push truly worth it. - Keybinds are easily customizable! - Armor, spells, weapons, and the world feels very cozy to me. I've been playing WoW for 21 years now and feels somewhat familiar. Maybe even a bit of Kingdoms of Amalur feeling. - You can now buy property and gain money every 5 minutes for owning it! - THERE IS NOW AN ADVENTURE GUIDE BUILT IN GAME! You can actually see boss spells and such now by default. You can also see loot they drop and the drop % chance of items to help with target farming. The neutral: - The max player level is 60. Not good. Not bad. - The bots are functional, but sometimes fail to avoid mechanics properly. - There are a total of 4 dungeons currently. Not a whole lot of variety, but it's okay. - A lot of the map is still inaccessible. It's fairly large currently, but it just abruptly prevents you from going far north or south. - The UI is customizable but sometimes frames do not remember the position you moved them (Like the corruption timer ui) - You can enchant gear with Enchantments you buy from vendors. The location of these vendors are never told to you, and based on my findings the enchantments are very limited. - Enemies when they die have a white puff of smoke. It's not terrible, but its also not very satisfying. The bad: - BOTS ARE TIMED. Every bot has a timer and when it runs out they are automatically booted from your party.(Patch 0.15 made bot timers default to 60 minutes AND you dying no longer totally fails a dungeon. HUGE W CHANGE!) - There is a whole ton of WIP features that the game heavily relies upon (Like talents are even WIP. That's how you build your character!). - Bots are cool but fighting for loot in a singleplayer game feels terrible. There's no way to force bots to auto pass on loot I need. I need a Master Loot option! - There's a lot of camera and movement jank. - There are no healer or tank specs. You must be self reliant on your own lifesteal / health potions, and you often do far more damage than bots, so expect to tank just about everything all the time. - You cannot de-stack items. Inserting a Heart of Corruption into a corruption altar will consume however many items are in that stack. It's really nasty. - Stats don't explain themselves to new players. There's no description of them when creating a new character. (A mouseover option would be nice) Extra notes and the verdict: The game is extremely addicting. In my first 24 hours I had 11 hours on it. That speaks volumes to how fun it actually is. I want this game to succeed. I cannot wait to see what the Dev does. This game is made by one person and they seem very passionate. The dev even said playable Healers are coming, and communicates very often with the community. You can even post in the discussions if you don't believe me. I'd be willing to buy a soundtrack or something to support development of this game. I'm really enjoying it so far. Please consider giving this game a chance. I made guides for Corruption and Dungeons to help new players!
I would describe this as a middle ground between Erenshor and WoW. It tends to play closer to WoW with dynaminc movement, dodges, and leaps. It also has better graphics than Erenshor. It is earlier in development though the world isn't quite as flushed out. It does have a scaling dungeon / gearing system.
I'll probably update this review later with more detail. But as it stands, there's too many very ugly and cheap and crude-feeling fake offline MMO games like Erenshor and Gedonia, with graphics so trash looking it detracts from enjoying the game. Afallon is NOT totally out of the woods with that yet, in that character design/customability is aweful and some building, dungeons and designs are awful too, like those games. HOWEVER, it's loaded with tons of bells and whistles to enhance the graphics like you wouldn't believe, some of the environments, where clearly it seems most of the graphic work went into, are utterly amazing and brilliant. Very creative and feels INSPIRED, as opposed to just tacked on. The different environments really sell the game and do it justice. It makes it tolerable to play. As for a fake offline MMO, it's one of the best I've seen so far, definitely a tier above the aforementioned two games. There's a lot of unwind here, like the classes and talent/skill options, the gear/loot system, questing, world quests, dungeons, towns, player "NPCS" running around doing their own thing (no chat-box yet but you have some dialogue options including temporarily recruiting them, inspecting their gear and inventory), and crafting! (I hear housing is planned.) The game world itself seems OK in size. I like really big worlds. This one is reportedly about the size of Skyrim, for those interested. I feel this game has huge potential, it's already shining pretty good. Just keep in mind it's going to feel "cheap" and "janky" at first and in some areas, but as you "get out there" it's a lot of nice eye-candy given the lower-poly style. Really good, the dev(s) should be very proud, they're going in the right direction. WIP of course being Early Access, but there's some good fun to be had here and I dig it. Definite thumbs-up here anyone interested in a higher-quality indie "offline MMORPG" type game.
Game needs a LOT of work. It's beyond barebones right now, and honestly kind of insulting to charge for it atm.
Мы вместе занимаемся крафтом, собираем ресы, проходим инсты. Команда всегда рядом даже на готовке еды или на занятии любой ерундой типа скриншотов. Хил хилит, танк танчит, дд дамажат. Никто не подгоняет, не указывает на ошибки. Спасибо, я расплакался. Мне дали друзей, которых у меня никогда не было. PS дайте возможность переименовать их и я буду счастлив навсегда.
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