
3D adventure game telling the story of a lost knight, searching her way out of the strange and twisted lands of the Abyss. Safe journey to you !
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Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
マップの作りが甘い部分があり、マップ外に行けてしまったり、フラグを飛ばして進めてしまい詰んでしまう箇所もありましたが、白黒の物静かな世界とそれにマッチした緩急のある音楽により雰囲気がとても良く、終始心地よくプレイすることができましたので、そのような雰囲気が好きな方にはオススメします。
确实很不错。
👍
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game goes on sale for one buck or less, 8 dollars is quite steep for a still very amateurish, extremely short, simple game. The issues are plenty, and for any price above 1USD I probably would've given this a negative review. The runtime is less than an hour, I was thoroughly disappointed that exploring the world didn't really give me anything, the views are really nice, but you don't find any secret areas or anything like that. The ending choice alters the MC's color palette, no change to the ending as far as I can tell. The gameplay is so barebones it almost feels wrong, I can't even tell how checkpoints work, because I never fell in combat, the platforming is jank, but it is not a big focus, for the most part you run around and spam RMB at a few interactables. The game introduces a slide and air dash, and besides trying to break out of bounds, I'm not sure it's ever used beyond the tutorial. The platforming mechanic that was used the most was rail grinding, sometimes you jump from one to another, sometimes you spam RMB at a barricade blocking your way. Combat boils down to - you guessed it, shooting enemy weak point with RMB, after which you slash the staggered enemy with the same 3xLMB combo, there is a parry, I think it just nullifies damage, I only ever used it for the last boss. There are two aerial attacks, which I don't think I ever got to use, as staggering the enemy was incentivized in the tutorial, and seemed the most optimal. The story is uhh..... I think there is one? I know the dev is fr*nch, but his translator must have been a gaslighter, cause the text barely makes any sense, I have no idea what the hell these characters are saying, this is a gargantuan ESL fumble, even The Citadel's goofy translation didn't feel as weird and borderline nonsensical as this. Big shoutout to the game's technical aspect, if TotalBiscuit was still here to see the complete absence of a settings menu, he would probably flip his ♥♥♥♥. I maintained frames at least, but I have no idea what resolution I was even playing in, the volume slider? Nonexistent. I know it's trying to be minimalistic, but this might be taking it a bit too far. Sound is a little lacking, but the OST is nice, it helps the atmosphere quite a bit, ambitent tracks sounded much better than combat music imo. The visuals is where most of the game is at, it feels somewhat nier inspired, but in mostly greyscale, kinda like NaissanceE. It was nice to look at, but not that impressive overall, at the end f it, there was neither texture-work, nor a massive model / shape variety. So while the dev wanted to convey a vibe through his own game, and he seems to have achieved what he more or less wanted, I don't think it's as good of a visual experience as NaissanceE was, and that game is literally free. Still happy for the guy. Also the jank I mentioned before messes with the presentation - the camera gets stuck behind objects, or snaps violently on stairs, etc etc. Overall, it could've been something cool, maybe if the story was translated properly I would've been more invested, once again - if it's any more expensive than a dollar, then I don't think it's worth it, even for the vibe.
A very short but pleasant game! Good combat and soundtrack, story is interesting as well!
Короткое приключение. Стильный минимализм. Душевно. Понравилась музыка и особенно композиция в титрах. Два норм босса. После первого прохождения можно начать игру с любого уровня (например с последнего) и сделать альтернативный выбор. Да. https://steamcommunity.com/sharedfiles/filedetails/?id=3383893427
Despite the fact that there is combat, this is a short visual experience that everyone can finish. The plot revolves around a young female knight who falls down a hole and must now find her way back. However, because the hole is mysterious and weird, she will see numerous things that don't exactly fit into a dark cave, such as subway trains and rail tracks. Controls are decent and typical for a third-person action game. In addition to basic movement, you can jump, slide, or dash, as well as use two attacks. The first is a simple sword attack, and the second is a ranged assault that is actually your main attack becasue it's used so much more. Aside from destroying things that are immune to the sword, it also allows you to defeat enemies and their shields. Once they are incapacitated, you can the sword to execute the finishing blow. The only limitation is that ranged attacks take a few moments to recharge. Most enemies can be fully ignored, so you don't have to kill everyone in your path. There's no reward for this or exploring. The game is short and focuses on atmosphere and providing an experience. Enemies are easy to defeat and explode into bright flowers. This enhances the images because, although beginning in a dark area, you eventually emerge outside. The world remains primarily black and white, but you will be able to see many more details. Most crucial are the red lights that indicate where to go next. Death is never a problem. Outside of combat, your health is constantly replenished, and if you die or fall into a hole, you will drop from the sky near a checkpoint. Even bosses are never a problem because you respawn right in the middle of a fight and can continue right where you left off. There are no collectibles or achievements.
good short game with passion poured into the whole thing very nice love the concept would love to see more of the world of arabel it was creative and unique. two big thumbs up from Quentin T
Arabel is an independent action-adventure game created by developer Amaury Hyde and published by Amaury Hyde in collaboration with Plug In Digital. Designed largely as a solo development project, the game reflects a highly personal creative vision that blends exploration, light puzzle-solving, and action combat within a mysterious dark-fantasy environment. Rather than presenting a large open world or complex RPG systems, the experience focuses on guiding players through a compact but atmospheric journey that emphasizes mood, environmental storytelling, and encounters with strange creatures that inhabit an unfamiliar dimension. The story centers on a knight named Arabel who finds herself trapped in a surreal realm known as the Abyss. This strange world is filled with ancient ruins, unusual landscapes, and hostile guardians that stand between Arabel and her escape. Unlike many narrative-driven games that rely heavily on dialogue and exposition, Arabel communicates much of its story through environmental clues and visual atmosphere. As players travel through the various areas of the Abyss, they gradually begin to piece together the nature of this mysterious world and the forces that control it. The lack of direct storytelling adds a sense of mystery, encouraging players to interpret the world’s history and purpose through exploration rather than explicit narrative explanations. Gameplay revolves around navigating a series of interconnected environments while searching for pathways that lead deeper into the Abyss. The player moves through ruins, caverns, and surreal landscapes that contain mechanisms and obstacles that must be activated or bypassed in order to progress. Some paths are blocked by sealed gates or environmental puzzles, which require players to interact with ancient structures scattered throughout the world. These puzzle elements are relatively simple but serve an important purpose in pacing the game, providing moments of problem solving between combat encounters and helping to reinforce the feeling of exploring a forgotten civilization. Combat encounters form another key part of the gameplay experience. Throughout the journey, Arabel faces monstrous creatures that act as guardians of the Abyss. These enemies are not designed to be defeated by reckless attacks alone. Instead, players must carefully observe their behavior and identify vulnerable areas before striking. Certain enemies possess protective shells or armor that must be weakened by targeting specific points before the player can deal meaningful damage. This design encourages a more thoughtful approach to combat, where patience and observation play a larger role than aggressive button-mashing. The enemies themselves are visually distinct and contribute significantly to the game’s unsettling atmosphere. Each creature appears as if it belongs to the strange ecosystem of the Abyss, blending organic and otherworldly design elements. Some enemies move slowly but possess heavy defenses, while others are more agile and dangerous, forcing players to adjust their strategies accordingly. These encounters provide moments of tension that contrast with the quieter exploration segments of the game. The world of Arabel is perhaps its most memorable aspect. The Abyss is portrayed as a haunting landscape where ancient architecture rises from barren terrain and glowing natural elements illuminate otherwise dark environments. The world feels both alien and strangely beautiful, with colorful visual effects highlighting important landmarks and pathways. Despite the relatively small scale of the game’s environments, each area has a distinct visual identity that helps maintain a sense of discovery as players move from one location to another. The game’s visual style leans toward a minimalist but stylized aesthetic that reflects the limitations of an independent development project while still delivering a unique atmosphere. Rather than striving for photorealistic detail, the game relies on contrasts between light and shadow, vibrant color highlights, and surreal environmental shapes to create its distinctive look. This approach gives the world a dreamlike quality that fits well with the mysterious theme of exploring an unknown dimension. Sound design plays an equally important role in establishing the game’s tone. The soundtrack, composed by Emmanuel Barbaut, uses ambient melodies and atmospheric soundscapes to enhance the feeling of isolation within the Abyss. Music often fades in and out during exploration, allowing environmental sounds and quiet moments to dominate the experience. This careful balance between music and silence helps create a contemplative mood that complements the lonely journey of the protagonist. One of the defining characteristics of Arabel is its relatively short runtime. The game is structured as a compact adventure that can typically be completed in about an hour. While this brevity might initially seem like a limitation, it also allows the game to maintain a focused pacing without unnecessary filler content. Every section of the world introduces a new visual theme, puzzle, or combat encounter, ensuring that the experience remains engaging throughout its short duration. As with many independent games created by small teams or individual developers, Arabel shows some signs of its limited production resources. Certain animations and mechanics may feel slightly rough compared to larger commercial titles, and the overall scope of the game is intentionally modest. However, these imperfections are balanced by the creativity and originality of the world design. The project clearly reflects the developer’s passion for crafting a unique atmosphere rather than competing with large-scale productions. Ultimately, Arabel stands as a small but memorable indie adventure that emphasizes atmosphere, artistic world design, and exploration. Its mysterious setting, unusual creatures, and minimalist storytelling create an experience that feels more like a short interactive journey than a traditional action game. For players who enjoy atmospheric indie projects and surreal fantasy environments, Arabel offers a brief but intriguing glimpse into a strange world that invites curiosity and interpretation. Even though its scope is limited, the game succeeds in delivering a distinctive and imaginative adventure that demonstrates how creativity and mood can shape a compelling experience even within a small independent project. Rating: 6/10
few bugs but still a great short game...
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