
Forsaken and betrayed by your own Order, fight back against the forces of a long-forgotten realm as you try to save existence from the evil of a usurper king in pursuit of what lies beyond immortality.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
So was wondering if anyone had or seen this issue... When I died and i hit reload from last checkpoint it went to a black screen and you can see the marker and hear the music but nothing else... Also when I exited the game and went to continue it would not load at all. I deleted the game to try again cause I was not that far in to it and to no avail I had the same issue.... any fixes?
Thoughts After Beating the Game I definitely enjoyed this game. Pros Good music, interesting lore, mostly fun combat. Some areas that could be improved. Level design - was pretty hit or miss. Levels such as the cave ones or Gorgers tower were great while levels such as most castles and the town were pretty linear and dull. Ranged weapons - were very overpowered and trivialized just about every enemy including bosses. Used the heart weapon to beat the 1st stage of the final boss in 2 hits Bosses - Early bosses become regular enemies later in so they lose much appeal on a second playthrough. Larger unique bosses are either made easy from ranged weapons or if you choose to use melee combat you have no choice but to tank hits as your character does not move fast enough to dodge large ranged attacks, mainly an issue with nithe, and the final boss. Speed - everything from attack speed to movement speed, to swapping weapons just seems a bit too slow
Steam deck: играть с читами. Начнем с грустного. С геймпада бег и быстрая смена оружия не работает. Бегать можно при эмуляции мышеклавы. Сей прискорбный факт выяснил методом научного недопрыга над проломом моста раз десять, не менее. На ютубе чел с разбега перепрыгнул. С разбега! А у меня симулятор ходьбы получается =D Пофиг, читы на бессмертие и стрелы включены со второй главы =D Тех часть: на деке вылетов не замечено, глючные трофеи(за финального босса не выпааааал ыыыы), управление, оптимизация хромает. За что палец вверх: цена - 0,62$; распродажааа!!! темное фентези большой мир пафос от первого лица очень злые и быстрые враги не сосалик. Враги прессуют жестко, первую главу часа три мучал, пока не прошел. Потом сдался :D Жанр: боевик от первого лица, махаем мечом, стреляем из лука и арбалета, кидаем файерболлы. Прокачки нет.
This game has two major problems: It takes itself too seriously, and it still feels extremely unfinished. I got stuck in a wall within the first 15 minutes.
Comprei o jogo por 6 reais e ainda estava caro pra o que entrega Seu personagem é lento, duro e burro. cada item q vc pega ele guarda a tocha para ficar olhando o item, e se tiver inimigos ao redor, azar o seu.... ele tem duas maos, mas parece que só consegue usar uma. o combate é duro e sem graça. Bem não vale a pena
This game is ♥♥♥♥♥♥♥ awesome. Really ♥♥♥♥♥♥♥ metal. Great cinematics. Chunkiest combat I've ever experienced. 10/10 PLay it.
Hard game.
Don't be fooled, the people who made Quantum Error made this. Stay away.
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Kings of Lorn: The Fall of Ebris is a grim and uncompromising first-person action adventure that wears its dark fantasy influences openly, aiming to evoke a sense of dread, isolation, and old-world brutality. Developed and published by TeamKill Media LLC alongside Micah Leigh Jones, the game casts the player as Farren, the fallen king of Ebris, whose return to his homeland after a desperate quest to save it reveals a world consumed by corruption, decay, and madness. Rather than presenting a heroic power fantasy, the game immediately frames its journey as one of loss and reckoning, establishing a bleak tone that persists throughout the entire experience. Atmosphere is the game’s strongest pillar, and nearly every design choice serves to reinforce it. The world of Lorn is oppressive and hostile, filled with dimly lit corridors, crumbling ruins, and outdoor spaces that feel just as unsafe as the claustrophobic dungeons beneath them. Lighting plays a crucial role, with torches, shadows, and limited visibility constantly reminding players of their vulnerability. Sound design further deepens this unease, relying on ambient noise, distant echoes, and unsettling silence rather than constant music. Together, these elements create a sense of tension that makes exploration feel dangerous even when no enemies are immediately present. Gameplay emphasizes slow, deliberate movement and cautious decision-making. Combat is grounded and weighty, focusing on melee weapons such as swords, axes, and maces, with each swing demanding commitment. There is little room for reckless aggression, as enemies can be punishing and resources are limited. Positioning, timing, and awareness matter far more than flashy maneuvers, giving encounters a methodical rhythm that rewards patience. This approach draws inspiration from older dungeon crawlers and survival-focused titles, where survival itself feels like an achievement rather than a given expectation. Exploration is central to the experience, but it is intentionally disorienting. Levels are maze-like and often lack clear guidance, pushing players to rely on memory, landmarks, and intuition. This design choice enhances immersion for some, making the world feel mysterious and threatening, but it can also lead to frustration when progress becomes unclear. Item discovery and progression systems are sparse and understated, reinforcing the game’s minimalist philosophy but occasionally leaving players uncertain about their growth or available options. Narrative delivery is subtle and fragmented, relying heavily on environmental storytelling rather than direct exposition. Lore is embedded in the world itself through locations, enemy designs, and scattered contextual clues. While the premise of a fallen king returning to a ruined homeland is compelling, the story often feels more implied than fully explored. Players who enjoy piecing together narratives from small details may appreciate this approach, while others may find the lack of clear storytelling and character development leaves the emotional impact underdeveloped. Technically, Kings of Lorn reflects its indie roots, with noticeable rough edges in controls, interface design, and overall polish. Combat responsiveness and camera behavior can feel inconsistent, and certain quality-of-life features expected in modern games are either limited or absent. These shortcomings can break immersion and make already challenging sections feel unnecessarily punishing. At the same time, the rawness of the presentation contributes to the game’s uncompromising identity, reinforcing the sense that this is a harsh world that offers little comfort or guidance. Ultimately, Kings of Lorn: The Fall of Ebris is a deeply niche experience driven by atmosphere and mood rather than refinement or accessibility. It is best suited for players who appreciate dark fantasy, slow-paced exploration, and survival-oriented design, and who are willing to tolerate mechanical roughness in exchange for a distinctive tone. While it falls short of fully realizing its ambitious vision, the game stands as a testament to creative intent and dedication, offering a haunting journey that lingers not because it is polished, but because it dares to be bleak, uncomfortable, and unapologetically uncompromising. Rating: 6/10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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