
Fall of Light is a story-driven dungeon crawler set within a world consumed by Darkness, where an old warrior takes his daughter to see the last remnants of sunlight. Only together will they be strong enough to defeat the enemies born from the Shadow.
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About
"In the beginning, there was only an excruciating, screaming void, wherein twisted souls writhed about, imprisoned in nothingness. Then the darkness was pierced by Luce, and with her came warmth and order. The time of men had begun, and would last many eras. But the 14th era is one of Darkness…"

As Nyx, an old, retired warrior, evade the Shadows and find your way through the crooked corridors of gloomy dungeons, navigate the treacherous pathways of the darkened overworld and fight emissaries of darkness in long-forgotten temples. Many puzzles and deadly traps stand between you and your goal – to bring your daughter Aether to the last place on the face of Earth that still sees light.
Inspired by games such as Dark Souls and ICO, Fall of Light rewards those who explore the world on their own and draw their own conclusions. Meet odd characters, search through every nook and cranny to unlock hidden secrets and learn more about the history and lore of the somber world around you. Pick your favorite combination of close-range weapons, crossbows and shields, determine your fighting stance and get ready to face hordes of crafty enemies. And above all, keep your daughter from harm, as she is the light piercing the darkness and the key to unlocking forbidden passages.
20 different battle stances, including two-handed and dual-wielding
10 weapon classes covering both short-range and long-range weaponry
Guide and protect your companion – Aether, the Indigo child
Fight Shadows, soldiers of darkness and underworld bosses
Explore the overworld, scour dungeons and temples to gain and use special powers
Uncover many secrets and solve various environmental puzzles
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I honestly gave this game a chance, but I just couldn't get into it due to the combat, it feels way too clunky. In the 80 minutes or so I played this I wanted to uninstall it several times. Overall it just wasn't a fun experience.
Tedius escort quest with jank fighting. Could have been good if fighting enemies didn't feel awful.
《光明陨落》是由意大利团队制作的类魂ARPG,制作团队似乎只有两个人。以两人团队的制作标准来看,这部作品的完成度可以说相当不错。 《光明陨落》的开场和魂系列一样采用了一段CG讲述整个世界观,甚至讲述腔调都有点相似。大致就是世界本由露丝带来光明,然后某年术士佩恩带来黑暗,主角踏上旅途冒险这种传统RPG模式。玩家在旅途中和女儿一起冒险,解谜,收集露丝的碎片,最终战胜暗影。光陨叙事上也采用了和黑暗之魂一样的碎片化叙事,剧情的讲述需要通过玩家的冒险和收集一步一步来了解整个故事的内容。 操作设定上本作采用俯视的上帝视角,没采用3D视角确实在成本上节约很多,但在一些场景上俯视视角干扰到了玩家的操作。武器系统不太够丰富,身上只有四个武器槽位,如弩箭和大剑得要占到两个槽位。槽位满了后捡到武器只能丢掉武器,武器的获取过程比较固定,能得到的武器不算多,少了不少的惊喜。精力条和“篝火”的设定有点和魂系列相似。全程支持手柄,但是键位又略为反常。战斗时感觉延迟问题比较严重,翻滚时很明显。 美术上本作采用了Low ploy风格,和魂系列一样有着各种险恶的的地形来杀死玩家。游戏不大,但是地图内容算是相当丰富。游戏画面偏暗,可以说在世界岌岌可危的森然氛围上处理得不错。但是实际游玩中许多地方黑成一片,有些影响游戏体验。玩家需要时常打开灯光来照亮路途,灯油的用量也有着限制。比较令人操作不适的是手持灯火时无法拿武器,要战斗时必须关掉灯。 另外优化比较一般,进loading条速度比较慢,960笔记本风扇声音游玩过程中还是蛮大的。 作为魂系列玩家,光明陨落的难度在我看来甚至比魂还要难,怪物伤害数值的不确定,小型怪攻击欲望强烈。精力条消耗完的大硬直,在倒地时依旧会被怪物攻击受到伤害,即使宫崎英高也没有这么强烈的恶意。 光陨的优秀之处在于在soullike游戏中加入了伙伴的模式,魂系列的地图常透露出阴森破败之感,游玩过程中总伴随着无尽的孤独感。宏达世界观下,个人的渺小感和无力感很明显。光陨由于引入了女儿陪伴的设定,使得游戏中的孤独感要减少很多,女儿始终是父亲的光源,引导着父亲的方向。同时女儿各种遇难以及父亲的保护和拯救都加深了游玩过程的羁绊,这点和大多soulike游戏都不一样。 比较遗憾的是,本作在借鉴上田文人的《ICO》时只借到了《ICO》的皮。游戏中女儿的作用似乎仅仅是照明和附魔,女儿始终充当一个被保护的角色。Soulike游戏最大的缺点,也不能说缺点,只能说特点。NPC之间的情感联系,soullike游戏在npc与主角的言语交流上一般都是寥寥两三句,羁绊大多建立在战斗时的互助。光陨的女儿设定,基本上女儿不会提供多少战斗帮助,经常性的遇险、遇害使得玩家不得不去顾及女儿的安危,更多的时候女儿完全是游玩过程的累赘,制作者想向玩家传达的父女之情却没能以正确的方式传达。 总的来说,光明陨落离魂也好,离ICO也好,都有一段遥远的距离,但它在类魂游戏中却作了不少很有意思的尝试,它还在传火的路上......
Fall of Light: Darkest Edition is an atmospheric action role-playing game developed by RuneHeads and published by Fulqrum Publishing that sets out to merge somber storytelling, deliberate combat, and a haunting sense of companionship into a single dark fantasy journey. Drawing clear inspiration from Souls-like combat philosophies and emotionally driven adventure games, it places players in a world where light itself is fading, shaping both the mechanics and the narrative tone. From its opening moments, the game establishes a bleak and melancholic mood, emphasizing endurance, sacrifice, and the fragile bond between parent and child in the face of an encroaching apocalypse. The story follows Nyx, an aging warrior tasked with escorting his daughter Aether through a land consumed by darkness. Aether is no ordinary child; she carries a rare inner light that allows her to illuminate pitch-black environments, reveal hidden paths, and weaken the creatures of shadow that roam the world. This narrative setup gives the journey emotional weight, framing every battle and obstacle as part of a desperate attempt to protect hope itself. Rather than relying on extensive dialogue or exposition, the game communicates its themes through environmental storytelling, visual symbolism, and the constant presence of Aether at Nyx’s side, creating a subdued but persistent emotional undercurrent. Gameplay is presented from an isometric perspective and blends exploration with measured, stamina-conscious combat. Nyx has access to a wide array of weapons and combat stances, encouraging experimentation with different approaches to battle. Encounters favor patience over aggression, asking players to observe enemy patterns, manage spacing, and choose when to strike or defend. In theory, this creates a satisfying rhythm that rewards careful play, but in practice the execution can feel inconsistent. Combat responsiveness and hit detection sometimes lack the precision required for such a punishing design, leading to moments where difficulty feels more arbitrary than earned. Exploration plays a significant role in shaping the experience. The world is filled with ruined settlements, cursed temples, and shadow-drenched landscapes that invite cautious investigation. Darkness is not merely aesthetic but mechanical, often limiting visibility and forcing reliance on Aether’s light to progress. This interplay between environment and companion reinforces the central theme of dependence and trust, as straying too far from her glow can leave Nyx vulnerable or lost. While this mechanic adds tension and atmosphere, it can also become restrictive, especially when escorting behavior causes interruptions during combat or navigation. Aether’s role as both narrative heart and gameplay element is one of the game’s most distinctive features. Her proximity enhances Nyx’s abilities and enables progression, but she must be actively managed and protected. This creates a constant push and pull between immersion and frustration. When it works, the system reinforces the emotional stakes of the journey; when it falters, it highlights AI limitations that can disrupt combat flow or exploration. Escort mechanics are notoriously difficult to balance, and Fall of Light alternates between moments of genuine poignancy and moments of mechanical annoyance. Visually, the game adopts a stylized, low-poly aesthetic that emphasizes mood over detail. Environments are bleak and often oppressive, with muted colors punctuated by Aether’s soft glow. This contrast effectively communicates the struggle between light and darkness at the core of the narrative. While the graphics are modest and sometimes repetitive, the art direction succeeds in conveying a sense of decay and desolation that supports the game’s themes. Enemy designs lean into shadowy, distorted forms, reinforcing the idea that the world itself has been twisted by the absence of light. Sound design and music are understated, relying heavily on ambient noise and minimal musical cues to maintain tension. Silence is used deliberately, allowing footsteps, distant echoes, and enemy sounds to heighten unease. While this approach strengthens atmosphere, the soundtrack rarely asserts itself in memorable ways, and some scenes would benefit from stronger musical identity to elevate emotional impact. Audio functions primarily as a mood enhancer rather than a driving force. Progression is tied to exploration, combat mastery, and the discovery of new gear and abilities. While there is a sense of growth over time, it is gradual and sometimes subdued, reinforcing the idea that Nyx is not becoming a legendary hero but simply enduring long enough to protect his daughter. This restrained approach fits the narrative but may feel unrewarding to players accustomed to more dramatic power curves or customization systems. Reception to Fall of Light: Darkest Edition reflects its uneven balance between ambition and execution. Many players praise its atmosphere, themes, and willingness to attempt something emotionally grounded within the action RPG space. Others point to clunky mechanics, inconsistent combat, and escort frustrations as barriers to enjoyment. The game’s inspirations are clear and admirable, but they also invite comparisons that highlight its shortcomings, particularly when it comes to mechanical polish. Ultimately, Fall of Light: Darkest Edition is a game driven more by mood and intent than by technical excellence. It offers a somber, introspective journey through a dying world, anchored by a compelling father-daughter relationship and a strong thematic focus on light as both hope and vulnerability. While its combat and systems do not always support its lofty goals, the experience remains memorable for players willing to look past rough edges in favor of atmosphere and emotional resonance. For fans of dark fantasy and slower, reflective action RPGs, it stands as an imperfect but sincere effort that leaves a lingering impression long after the final shadows fade. Rating: 6/10
Quanto mais você joga, mais embasamento você possui pra determinar as qualidades ou defeitos de um jogo, mas há casos onde as coisas são evidentes demais desde o inicio, e esse é o caso de Fall of Light. Basicamente, o jogo é uma cópia barata do Dark Souls em visão isométrica, e abaixo seguem críticas: - Como mencionado, Fall of Light é um clone do Dark Souls de visão isométrica, o protagonista está num mundo tomado pela escuridão e utiliza uma lanterna pra enxergar no escuro (as fotos/videos disponibilizados no anúncio estão muito mais claros do que realmente é o jogo); - Muitos bugs. Basta olhar as discussões, e eles são dos mais variados, particularmente estou com um bizarro onde estou permanentemente de mãos dadas com minha filha, obviamente não estou conseguindo lutar/jogar por causa do bug. EDIT: O problema foi solucionado ao fechar o jogo, dar load ou morrer não resolve a situação; - O combate deveria ser o destaque nesse jogo, mas infelizmente tudo é muito quadrado, lento e a falta de fluidez prejudica o gameplay, por exemplo, durante o combate aperte foco, então faça um rolamento bem próximo do inimigo pra desviar do ataque dele e consequentemente parar nas costas deste oponente, porém seu personagem levanta do rolamento virado para o lado oposto do inimigo; - Desenvolvedora deu um tiro no próprio pé ao não incluir mapas no jogo; - Não existem dados sobre os atributos do personagem ou armas, e o crossbow demora tanto tempo pra recarregar que na primeira vez achei que o jogo tinha travado; - O sistema de upgrade: 1) É necessário coletar almas dos inimigos até encher uma barra, e depois ir até um santuário pra upar (completamente desnecessário, e voltar todo o percusso até o último santuário obviamente é uma experiência tediosa). 2)Não é possível coletar almas com a barra cheia (desperdiça muita alma por causa disso). 3) Ao morrer, todas as almas são perdidas, e não é possível coleta-las no local onde você morreu. 4) O jogo não informa aquilo que é obtido ao subir de nível; Veredito Definitivamente, visão isométrica e soulslike são coisas que não combinam nesse jogo, e a ambientalização no escuro somado ao esquema da lanterna também não é legal. Na prática, dá pra jogar e tudo mais, mas ele não consegue empolgar em nenhum momento porque é chato mesmo, portanto o considero um soulslike descartável e não o recomendo.
It's really sad that people give up on this game. I think they suffer from expectations. Just go into it without comparing it to anything else. Not every game is a copy of another, sometimes only inspired which is beautiful and NOT the same thing. This is a WONDERFUL game, passionately crafted. It feels like a soulslike made by the people who made Blade of Darkness! The story is well told, the gameplay is uniquely its own and enjoyable. Just the right amount of difficulty. The leveling up system is nice and fair. The consistent discovery of new/better weapons is perfect and exciting. Give this game a righteous unbiased try.
За 104мин. понял что игра трешак косящий под DS. Механика костров с восстановлением всех врагов и прокачка от них же. Управление не удобное, оружие периодически багуется(пример, берёт меч в руки и сразу отменяется это действие). Перестарались с мрачной обстановкой местами вообще без фонаря не видать не чего, так думаю скрыли косяки ландшафта. В момент боя фонарь в руке герой не держит. так же фонарь имеет собственный заряд уменьшающийся по мере использования. От сюда сражения моментами бой с воздухом, замахиваешься и моб слегка отходит и промах. До ужаса медленно восстанавливается стамина. На начальной локации есть моб с подписью не осилите приходите потом, а мне как только начавшему играть откуда знать точку не возврата и после каждой смерти героя начисляют порядковый номер какого то цикла, на что это влияет тоже не объясняют по итогу как в DS "Пойди туда — не знаю куда, принеси то — не знаю что". Напарница как понимаем из кастцен, а может и нет дочь героя, которая представляет из себя обузу, за которой нужно следить, а то её утащат приспешники тьмы и придётся тащится её освобождать. Не уследишь помрёт в ближайшей ловушке, но плюс можно сразу воскресить и это странно само по себе, если она родилась естественно от человека с частичкой света богини. Это даёт ей бессмертие? По канону её единственный враг тьма, которая хоть как то серьёзно может навредить.
Another below average game that should be avoided by everyone. Devs should focus less on blowing smoke up themselves and have some gamers play these things to see more than anything else "is my game fun or just irritating to play?" and maybe a lot of these subpar games would be turned into something worth your money and, more importantly, your TIME.
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Good game, good story. A bit clunky controls, but overall an enjoyable experience. Thanks.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Languages: English*, French, Italian, German, Spanish - Spain, Russian, Portuguese - Brazil, Simplified Chinese, Hungarian*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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