
When the kingdom needs a legend, you don’t fall... you rise. In a land torn apart, an entire army has fallen. Embark on a classic beat ’em up, just like we loved to play in the 90s.
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About
In an ancient world torn between light and darkness, King Alden - the last ruler of Solara - stands alone against the encroaching forces of Umbra. The story follows his desperate quest to defend his realm from goblins, orcs, and restless dead that swarm across a shattered valley.
Players will step into Alden’s boots, battling through six hand‑crafted levels that culminate in epic boss encounters. With each fight, the stakes rise: every fallen knight fuels Alden’s resolve to “not fall” even when all hope seems lost.
Welcome, traveler...
I am Alden, last King of Solara.
Sit by the fire, and listen well
for I shall tell you
the tale of a world once whole...
until light and shadow forgot their peace.
Long ago, the world was divided by the Sea of Veils.
To the west lay Solara, realm of men and virtue.
To the east, Umbra, land of goblins, orcs, and restless dead.
And for a time, dawn and dusk shared the same sky.
But peace is fragile.
One dawn, the sky burned red,
and from the mists of Umbra they came
a storm of iron and hate.
The valley of Solara fell first,
and the age of peace was buried beneath their march.
Retro‑arcade style Beat ’em Up - Arcade inspired graphics and a CRT mode that lets you crank up the retro fury.
6 Levels & Bosses - Journey from the valley of Solara to the heart of Umbra, facing increasingly tough foes.
Dozens of Enemies - Goblins, orcs, restless dead, and more await in every level.
Old‑school Action - Supercharged - Classic side‑scroller combat with modern polish: combo moves, smash attacks, different weapons and powerful Super-Attacks.
Between each level, players can access the shop, where they may use the gold coins collected during their journey to buy or sell items. This allows them to shape their own strategies and strengthen their character in order to overcome the challenges ahead.

Carlo Perconti, born in 1966, is a veteran game developer. Alongside his longtime collaborator and friend Lyes Belaidouni, he worked as the programmer on games such as Legend and Iron Commando on Super Nintendo, Burning Road on Sony PlayStation, and Soulfighter on Sega Dreamcast, among many others.
Now, more than three decades after his first beat ’em up (Legend), he returns to the roots of the genre. Kings Do Not Fall is a modern yet old-school beat ’em up, a new game that looks and plays like a classic 1990s title, created as a tribute to fans of the genre.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Spanish - Spain, Japanese, Simplified Chinese*languages with full audio support
Reviews
[h1] Honor y Acero: El renacer del Arcade en Kings Do Not Fall [/h1] [hr][/hr] [b]Kings Do Not Fall[/b] es una carta de amor a la época dorada de los salones recreativos. Desarrollado por [i]HyperDevbox[/i], este título captura con maestría la esencia de los beat 'em up medievales de los 90. Si creciste gastando monedas en clásicos como [b]Golden Axe[/b] o [b]The King of Dragons[/b], te sentirás inmediatamente transportado a esa atmósfera de fantasía heroica y acción directa. [h2] Estética y Sensaciones de la Vieja Escuela [/h2] El juego brilla por su fidelidad a los estándares que hicieron grandes a los juegos de hace tres décadas: [list] [*] [b]Diseño y Temática:[/b] El estilo medieval está sumamente bien logrado, con un pixel art que respeta la paleta de colores y el diseño de personajes de la era de los 16 bits. [*] [b]Jugabilidad y Controles:[/b] Apuesta por la sencillez con controles básicos y una estructura lineal, permitiendo que cualquier jugador se sumerja en la acción sin curvas de aprendizaje complejas. [*] [b]Música y Ambientación:[/b] Las melodías acompañan perfectamente la épica de la batalla, reforzando ese sentimiento nostálgico de aventura caballeresca. [/list] [h2] El desafío del Caballero: Áreas de Mejora [/h2] Aunque la base es sólida, existen ciertos detalles técnicos que podrían pulirse para elevar la experiencia: [list] [*] [b]El Bug del Rincón:[/b] Un punto crítico ocurre al ser acorralado en el extremo derecho de la pantalla; el personaje puede salirse del cuadro, quedando vulnerable a una "kill automática" sin posibilidad de reacción. [*] [b]Ritmo de Combate:[/b] La respuesta de ataque del protagonista se siente algo pausada. Un incremento en la velocidad de ejecución haría el combate mucho más dinámico. [*] [b]Equilibrio de Defensa:[/b] Se echa de menos una mayor resistencia al usar el escudo, ya que actualmente la protección se siente algo ligera ante las embestidas enemigas. [*] [b]Gestión de Equipo:[/b] Sería ideal contar con un icono o ventana de inventario para visualizar las armas recogidas durante la travesía. [/list] [hr][/hr] [h2] ¿Para quién es esta gesta? [/h2] [table equalcells=1] [tr] [th] Desenfunda tu espada si... [/th] [th] Mejor busca otra posada si... [/th] [/tr] [tr] [td] Eres un nostálgico de los arcade de fantasía de los 90. [/td] [td] Buscas mecánicas de RPG complejas o mundos abiertos. [/td] [/tr] [tr] [td] Disfrutas de retos directos y estéticas retro bien cuidadas. [/td] [td] Te desesperan los fallos de colisión típicos de los juegos clásicos. [/td] [/tr] [/table] [h2] Puntos Clave [/h2] [list] [*] [b]Pura Nostalgia:[/b] Logra recrear la magia de los títulos de Capcom y Sega de antaño. [*] [b]Acción Directa:[/b] Sin rodeos, ideal para partidas rápidas y satisfactorias. [*] [b]Ambiente Medieval:[/b] Una dirección de arte coherente y muy atractiva. [/list] [hr][/hr] [h3] El veredicto del guerrero [/h3] [quote] [b]Kings Do Not Fall[/b] es una experiencia sumamente disfrutable para quienes añoramos los pasillos lineales llenos de enemigos de finales del siglo pasado. Visualmente es una joya retro, aunque tiene detalles mecánicos por pulir, especialmente en la colisión de los bordes y la agilidad del escudo. Si logran ajustar la velocidad de respuesta, estaremos ante un referente moderno del género "yo contra el barrio" medieval. [/quote] [h2] [url=https://store.steampowered.com/curator/9753302/] ¡Sigue a nuestro Curator aquí! [/url] [/h2]
Antes que nada quiero dar las gracias al creador Carlo Perconti. Me ha hecho trasladarme a mi infancia, pues Legend de PS1 era uno de mis tres títulos favoritos junto a "Fightin Force y Gekido: Urban fighter". Kings Do Not Fall es una carta de amor a esos Beat em up de los 90. Si te gusto Legend es compra obligada, si no lo jugaste y no eres de esa época puede ser que te resulte lento y algo tosco, pero aún así si te gustan los Beat em up le daría una oportunidad. Dicho esto, lo he disfrutado como un niño pequeño y me encanta, aparte me lo he pasado 2 veces de una sentada ya que tiene ranking de posiciones globales y eso te hace picarte cual buena maquina arcade. 1000% recomendado.
This has been my first experience of a Carlo Perconti and Lyes Belaidouni video game and I had a lot of fun playing it. I can see there will be a lot of complaints about the amount of AI used in the game's development, but I admire the spirit of the game, along with the design. Once you get used to how the game controls it's actually very satisfying to play. There are 6 stages, it's all very simple in terms of the games mechanics and it's a game that I can see myself coming back to in the future. This is making me want to check out earlier titles from the designers of the game.
好玩而且价格很便宜,要是高清2d就更好了,我也是我一直刷到这个游戏的,怀旧游戏越来越少了,支持一下
Do you remember "Legend" from SNES or PSX? If you do, this is a game that brings back memories. If you don't know, just give "Kings do not fall" a try, and, I'm sure, you'll have a great time if you're into brawlers and fantasy. Because: ... + great aesthetics that come with an optional CRT filter, bringing back the TV screen feeling that this game definitely upgrades + a more slow paced gameplay feeling like "old" but gold brawlers like "Fighting Force" or, yes, "Legend". You'll always know what's happeining on the screen. + And you definitely have advantage from the previous point, because you can enjoy detailed scenery, nice ideas (like the sharks on the pirate's shio), and really feel yourself into the fantasy world the game conjures I played the Demo on Next Fest and knew from the first moment on that I'll buy the game in full version. In my opinion, it deserves your attention because of the viewable love that was put into this journey into the past!
Story isn’t really the point in this kind of game, so you can safely skip it without missing much. It follows a king, your playable character, defending his kingdom from the usual mix of orcs and undead. Aside from a brief intro and a few scattered lines, there’s not much to take in, which makes it clear that the real focus is on old-school button mashing and a kind of nostalgia that, honestly, might have been better left in the past. Your king is the classic bulky, tough hero type. Because of that, his moveset is simple, and he doesn’t jump or move quickly due to his heavy armor. Combat ends up feeling slow and a bit clunky, and not exciting or cinematic. Main offense relies on a sword for attacking and a shield for blocking. You can also put the sword away and switch to basic melee combat with punches and kicks, which adds a little variety but not much depth. There’s also a button for picking up items scattered around the battlefield, usually dropped by enemies or found in breakable objects like crates and barrels. You can even pick those objects up and throw them. You’ll come across the usual assortment of items: food to restore health, coins and valuables, temporary weapons that break after some use, and potions that trigger a special attack. The strength of that special attack depends on how many potions you’re carrying, but it never feels particularly satisfying. It’s underwhelming and not something you look forward to using. Extra weapons are a bit more interesting since different types deal bonus damage to certain enemies, and the game makes that clear when you pick them up. Unfortunately, items disappear after a short time, which creates a frustrating risk-reward situation. You often take damage just trying to grab something, especially food, which can make the whole effort feel pointless. The game tries to balance this by dropping crates or barrels after fights, so you’re at least guaranteed some supplies. Still, most collectibles don’t feel worth the risk, not even the coins you spend in the shop at the end of each stage. There you can buy health, two firearms with limited ammo, or an extra life, which quickly becomes the only option that really feels worthwhile. Your sword and shield also get visual upgrades after each boss, and while your health increases too, the gear improvements don’t make a noticeable difference, especially since enemies get tougher in later stages. Another issue is the combat itself. It’s slow, and there’s no reliable way to escape when you’re surrounded. You’ll often take hits from enemies you’re not even focusing on and get knocked down repeatedly. It’s frustrating to be in the middle of a combo only to be interrupted from behind. The shield doesn’t help much either, since it only blocks a small amount of damage from directly in front of you. Trying to reposition rarely works because faster enemies will almost always hit you first and knock you down again. Boss fights make these problems even more obvious. Blocking their attacks just drains your health, which makes the shield feel almost useless. Some bosses can be cheesed by circling around them and landing a hit when they miss or expose their back, but this falls apart once they start summoning helpers. At that point, fights become impossible and a cheap way of draining your health and lives. At least the game doesn’t overstay its welcome. There are only six stages, and you can finish them in one sitting, so the frustration doesn’t last too long. You might even run into a strange bug when using the special attack that slows everything down, including enemies, their attacks, and even how they fall or fly through the air. If it happens, the stage becomes a walk in the park. Once you reach the end, there’s nothing waiting for you. No extra modes or rewards, just the option to start over. Achievements are there if you’re interested, mostly for completing stages or finishing them without losing a life or taking damage.
[h1]手感一般的怀旧风小游戏[/h1] [h2]背景故事: [/h2] 世界被雾海分成两半,西方是人类王国【索拉拉王国】,东方则是阴影之地【乌姆巴】,有地精、兽人、亡灵。然后有一天乌姆巴发起了对人类王国的进攻,一路势如破竹,国王召集骑士战斗,结果还是被团灭,最后国王只能自己拿着配剑【索拉拉之刃】,亲自单枪匹马去打怪了。 [h2]玩法:[/h2] 游戏是有远近的横板闯关,分为不同的小关卡,讲述了一步步走向敌方城堡的故事,每个小关卡都会有一个倒计时,计时结束也算输。 可以在设置里调整为复古CRT滤镜。 可以键盘或者手柄,建议还是用手柄,键盘的默认设置简直是神人设计,由于偷懒直接用了同字母键位,这就导致手柄上的相邻字母键到了键盘上是分隔老远的。 移动:上下左右 奔跑:连摁两下左或右 攻击和投掷:手柄是A,键盘是空格键 格挡:手柄和键盘都是B 拾取和抓住敌人:都是X 超级攻击:都是B+下 人物头像旁边会显示有血条,还有当前剩余复活机会,以及持有的钱币和魔法药水。 可以拾取地上的钱币、食物、药水、敌人掉落的武器。 食物拾取后可以直接回血,药水说是可以放魔法但是基本没用,拾取武器后会直接装备上。 通关一个小关卡之后就可以进入商店,可以在商店里购买到回血食物、魔法药水、6发手枪、6发十字弩、额外复活次数。 而且每一关后【索拉拉之刃】都会自动升一级变强。 每次通过关卡会有个结算分数,根据本关的攻击精准度百分比、收集战利品百分比、时间剩余综合来计算分数。 [h2]吐槽: [/h2] 1、没法调节为窗口模式,只能在全屏的不同分辨率之间选择,只能全屏的后果是有几率触发电脑疯狂调节分辨率最终导致闪退。还有几率游戏关闭后仍保持运行,需要强制结束。 2、奔跑的操作,手柄只能靠方向键,不能摇杆连晃,不然就只能慢吞吞地走路,很不方便。 3、攻击和投掷是同个按钮这谁想出来的,用除了【索拉拉之刃】以外的武器攻击时就可能会变成投掷,直接就把武器扔出去了,然后变成拳皇要么花时间切一把新武器出来,真是神人设计。 4、拾取和抓取敌人也是同个按钮,而且拾取的判定范围超级大,这就导致想要抓取敌人的时候直接开始给我捡东西,服了。 5、没有手动存档按钮,只能通关小关卡来存档。 6、只有格挡没有闪避,格挡还会掉血,面对boss真的只能被爆锤。 [h2]总结:[/h2] 复古风格的横板闯关游戏,讲述了面对怪物王国来袭,国王手下全灭之后只能自己拿着剑出征的故事。有远近设计,使用方向键移动,a攻击/投掷等,由于默认键位设计是按照手柄的字母键设计,键盘体验不好,建议是用手柄游玩。人物初始有索拉拉之刃,有若干次复活机会,每一小关有倒计时,打完后可以进入商店,操作手感很一般,攻击和投掷是同按键、拾取和抓取也是同按键,导致战斗很容易出错,而且操作笨重只能格挡硬吃伤害。 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url]来一起感受游戏的乐趣 喜欢这篇评论,也可以顺手点个赞哟[/quote]
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