
Hourfall is a fast-paced character-action RPG where you wield three unique clock hand blades, fight fantastic servants of Time, and race against a ticking timer while in combat.
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About
Please note that this is not a full game, but rather a small slice intended to showcase how Hourfall could look and play. This demo was created by a team of students over the course of a semester. Despite our passion for the project, you may encounter graphical glitches or technical issues, and the quality may not match that of a fully produced game.

Hourfall is a character-action RPG where you step into the role of the Clock Hand, the executioner of Time itself.
After developing sentience, you were deemed a flaw - discarded and cast from the Clock Tower by your former master. Weakened, but no longer bound, you begin your ascent with a single, clear goal: to reach the top of Time's tower and confront your former master at its peak.
Cut through Time’s servants using your three Clock Hand blades, master fast-paced combat, and make every second count - before your own time runs out.

You have a timer, which begins to tick when you enter combat. Should it run out, you die. Damage taken will not reduce your HP, but instead take seconds off your timer.

Use the three different clock hands as weapons, each with their own unique abilitie. Depending on what weapon you use to kill, you generate a different ressource.

Now freed from your duties and your past life, it is time to forge a new identity and choose who you will become. Will you wield your executioner’s skills for the greater good, or will you abandon your old role entirely?

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Languages: English**languages with full audio support
Engagement
Reviews
The game has a great world-building concept. I enjoyed exploring all the different paths and engaging in combat. The combat itself is strong, with three different weapon types, each offering a unique combat style. I had a lot of fun experimenting with them over the two hours I played. The variety of enemies is also well done, with some encounters proving to be quite challenging. One area that could be improved is the smoothness of the combat. For example, implementing a counter-attack mechanic that stuns enemies could open up opportunities for satisfying finishing moves.
krankes keyvisual
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 21 reviews with recorded playtime.
pretty nice
I see the vision but couldn't feel the game. Knowing this was made in one semester by a group of students, fantastic. combat is the biggest issue and I know it will be fixed should these devs continue. Defensive/healing options are definitely needed, as well as a UI for enemy hp and stamina (if that exists).
ich mags :)
Game is decent for what it is, it has decent graphics, decent voice acting, nice characters, and an interesting concept, but it has many problems with the combat, for instance the lock on works well with one enemy but is terrible against multiple enemies, the all of the enemies can stun you with is not good when you're trying to dodge multiple of them, especially trying to dodge the long range attacks while avoiding the melee guys, the lunge with the rapier can be difficult to handle as the lock on can be difficult to target enemies, turning off the lock on would be the solution right? but then you would have trouble aiming with the rapier as you move more stiff trying to attack with it as it lunges where your character is facing, imo a simple solution to this would be if it lunges where your camera is currently facing instead so you can aim around yourself much more faster, another problem is with the javelin, it works as you expected but its problem lies where the enemies are located, you would use the javelin to target long range enemies but they are placed in multiple dark areas it's difficult to see if you're aiming at them or not especially if you're dealing with the melee enemies at the same time, the sword would be your friend in most of the combat but it's difficult to use it too if you're getting swarmed by multiple enemies. There's also a problem in the settings where bloom would automatically switch to epic every time the game is opened again (despite turning the bloom off). I feel game has potential and can still be improved and I hope it does in the future, I would like to see more of where the story goes. (Also slight nitpick but a map would be nice, not that the map is hard to navigate but I haven't really finished it and just got close to the end because I wasn't able to find the last teapot that's supposed to be an upgrade for the javelin)
На любителя
I loved it when the Clock Hand said "It's timing time!" and then she timed all over the place
Está bueno....
Cooler Umgang mit den Lebenspunkten als Fortschreiten der Uhr
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.