
Embark on a journey through a kingdom ravaged by plague, greed and magic. You are the only who can bring about their salvation, and yours also depends on your success in that task!
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
From Light, developed and published by Anima Games, is a story-driven role-playing game that draws clear inspiration from classic pixel-era RPGs while centering its experience on a more personal and emotionally grounded narrative. It places the player in a dark fantasy setting shaped by decay, illness, and looming catastrophe, where the journey is defined less by grand heroics and more by the struggles of individuals trying to survive and make sense of a world slowly unraveling. From the beginning, the game establishes a somber tone, focusing on atmosphere and character motivation rather than spectacle. The narrative follows a solitary mage whose life becomes intertwined with a growing crisis that threatens not only her family but the wider world around her. The story unfolds gradually as players move between different regions, each presenting its own challenges and glimpses into the state of the kingdom. The pacing is steady, allowing the plot to develop over time without rushing key moments. While the themes of responsibility, sacrifice, and personal loss are handled with sincerity, the overall structure remains rooted in familiar fantasy storytelling conventions. It succeeds in creating an emotional throughline, but it rarely surprises, often following a predictable path that prioritizes clarity over complexity. Gameplay is built around traditional RPG mechanics, including exploration, quest progression, and turn-based combat. Movement through the world is straightforward, with players traveling between locations, interacting with characters, and completing objectives that drive the story forward. The combat system is simple and accessible, focusing on basic attacks, abilities, and resource management without introducing overly complex mechanics. This makes it easy for newcomers to understand, but it also limits the depth of encounters. As the game progresses, battles tend to follow similar patterns, and the lack of significant mechanical evolution can make them feel repetitive over longer play sessions. Progression is closely tied to the narrative, with character growth unfolding alongside the story rather than through extensive customization or branching systems. The game provides a structured journey that guides players from one objective to the next, supported by a journal that tracks quests and important details. This linear approach helps maintain focus and ensures that the story remains central, but it also reduces replay value. There are few opportunities for meaningful choices that alter the outcome, making the experience feel more like a guided narrative than an open-ended role-playing adventure. Visually, From Light adopts a pixel-art style that reflects its retro influences while maintaining a consistent and cohesive presentation. Environments are varied enough to give each area a distinct identity, ranging from quiet settlements to more ominous locations shaped by the world’s decay. Character designs and portraits add personality to the cast, helping to convey emotion despite the simplicity of the visuals. While the art style is effective and fitting for the tone, it does not push beyond what is typically expected from indie RPGs, remaining functional rather than striking. The audio design complements the game’s atmosphere with a subdued and melancholic tone. Music and ambient sounds reinforce the sense of isolation and tension present throughout the journey, though they tend to remain understated. Like the visuals, the sound design supports the experience without becoming a defining feature. It contributes to the overall mood but does not stand out as particularly memorable on its own. One of the game’s strengths lies in its consistency. It maintains a clear vision from beginning to end, delivering a cohesive experience that does not deviate from its established tone or structure. This makes it approachable and easy to follow, especially for players who appreciate traditional RPG design. However, this same consistency can also make the experience feel static, as there are few moments where the gameplay or narrative shifts in unexpected ways. The lack of innovation in both mechanics and storytelling prevents it from reaching a higher level of engagement. Despite these limitations, From Light manages to create a meaningful and focused experience for players who value narrative-driven gameplay. Its emphasis on character and atmosphere gives it a sense of purpose, even if the execution remains straightforward. It does not aim to compete with larger or more complex RPGs, instead offering a more intimate and contained journey that prioritizes emotional tone over mechanical depth. In the end, From Light is a solid and approachable RPG that succeeds in telling a cohesive story within a familiar framework. It offers a steady and reflective experience that will appeal to players who enjoy classic role-playing systems and a more subdued narrative focus. While it may not stand out in terms of innovation or variety, it provides a consistent and thoughtful adventure that is worth experiencing for those drawn to its style. Rating: 6/10
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Here we have yet another example of why RPG Maker Games has a bad reputation. Not that it's particularly surprising, given that the publisher is known for its shovelware. The first few minutes already show how the rest of the game will play out. For some reason, the heroine's daughter is kidnapped, and she sets off to rescue her. Along the way, she encounters her party members. There are no random encounters; the enemies in the dungeons are visible, and once defeated, they disappear forever. Fine, but defeating the enemies yields hardly any experience points or money. However, they drastically reduce the party's HP... and initially, none of the heroes can heal (the healer at the beginning was the aforementioned daughter). So, once again, only potions remain... which are barely affordable! Therefore, I regularly had to make the journey back to the home village to sleep. And since the dungeons are sometimes quite large and filled with many enemies, running back and forth quickly becomes tedious. ... Oh yeah, and the home village... of course, there's no equipment to buy there. Most of the NPCs just stand around and can't be interacted with... basically, the village consists only of the heroine's house, a potion shop, and a pointless inn. Supposedly, it's supposed to take 15-20 hours to finish the game... the thought of more lifeless villages and every running around dungeons makes me lose all desire to continue playing. I can't recommend it at all!!!!
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.
Related
| Glasses and Girls | $315.6 | 51 | 82% | $0.99 |
| Food and Girls | $315.6 | 51 | 86% | $0.99 |
| Dances and Girls | $322 | 52 | 83% | $0.99 |
| Anime Sunset Ride | $334.4 | 54 | 67% | $0.49 |
| Carnival and Girls | $334.4 | 53 | 85% | $0.99 |
| Cosmic Journey PC Live Wallpaper | $336.3 | 52 | 71% | $0.49 |