
Omen Fall is an action-packed, story-driven fantasy adventure game that draws players into a past woven with forgotten agreements. Fight against the darkness in this 2D metroidvania experience presented with pixel art graphics.
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About
"Where am I? Who am I?"
Neu quietly awakened in his ancient temple to fulfill the terms of an agreement he no longer remembers.
So, what was this agreement?
Join Neu on his quest to rediscover himself and his memories. Challenge the immortal guardians of the realm of Aytol, which has fallen into chaos, and enter an eternal struggle to cleanse their souls from corruption.
Remember your past. Choose your destiny. Fight the chaos!
Wander Through Mysterious Lands: Are you ready to get lost in the mystical realm of Aytol?
Face Powerful Bosses: Confront the mighty godlings of the god Kaira. Discover how they move, avoid their deadly attacks, and defeat them.
Deadly Battles: Test your patience. As Neu, don’t let the grotesque creatures consume you. In this cursed land where death is forbidden, even if you fall, you will rise again from your balbal grave.
Learn and Improve: Gain new abilities and use them however you like. Find mystical items waiting to be discovered and strengthen Neu’s body.
Uncover the Story’s Hidden Layers: Help Neu regain his memory and explore the story.
Enjoy Pixel Art Graphics and Animations: Delight in carefully crafted pixel art graphics and smooth animations.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Turkish, French, Italian, German, Spanish - Spain, Portuguese - Brazil
Reviews
Time Played: 45 minutes I rarely drop a game this fast, but Omen Fall had me questioning if my “no refunds under $10” rule is still worth honoring. This is a game that feels like a masterclass in frustrating design decisions masquerading as difficulty. Let’s start with the most egregious part: spike pits. They’re everywhere. Miss a jump? Spikes. Get hit by an enemy near a ledge? Spikes. These aren't just damage hazards—these are instant death traps, and they’re placed with such frequency and cruelty that you’d think the devs were trying to recreate Kaizo Mario in a metroidvania shell. Many jumps require pixel-perfect precision from the very edge of a platform, which completely kills any sense of flow or fun. Enemy encounters? A joke. Sometimes enemies are just copy-pasted in clumps, and with your limited combat options (one attack chain of 3 hits and a roll), you either suffer through it or cheese it by rolling past. That’s assuming you don’t get knocked into yet another spike pit by a random hit. And don’t even get me started on the unskippable dialogue. The writing is bloated, uninteresting, and just slows the game down even more. The progression system is equally painful. You lose all your currency when you die, and there’s no way to recover it. So if you grab a big cache of currency from a chest and immediately die to a cheap spike trap? Too bad. That alone is enough to kill motivation to explore or engage with the game’s systems. Even the map is awkward. It doesn’t reveal as you explore—it only fills in after you find a talking skull and pay them, better hope you still have currency. And of course, those skulls are at the end of the area you’ve already just bumbled through blind. So it’s less “guidance” and more “post-mortem recap.” I gave it 45 minutes, and honestly, I wish I could get those back. Omen Fall is aptly named—because you’re just going to fall. Constantly. Into spikes.
The game is not perfect but has full potential, especially considering it was made by a single developer. It is truly sad to see the discontinuation of OmenFall, a Turkish-made Metroidvania. The developer's decision not to give up after the initial criticism and their attempt to overhaul the game was an admirable comeback effort. Leaving both Turkish mythology stories and this perseverance unfinished is a significant loss for the local indie scene. I definitely recommend playing it despite the short story, especially considering the affordable price.
Dès le début je n'arrive pas à jouer à la manette, soit le jeu est bugué soit j'ai raté qqch.
The game has improved with the remake, but not enough. The loss of all souls when dying was fixed in the most recent patch, but there is another problem that is still present: The recovery time when getting hit is too short. As a result, if you get bumped into certain hazards, you'll just keep taking damage until you die because you have almost no time between the end of the knockback and the next hit of damage. I am also fedup of seeing Cornifer thrown into metroidvanias for no reason. It's the biggest problem with Hollow Knight and now it has become a hallmark of every Hollow Knight ripoff. The game works on the steam deck, but you will need to apply a number of fixes before you can play, see protondb for more details on how to make the game work on the steam deck.
I can now say that the game is playable with a controller and I finished the first act (what is playable currently as of writing this). While certainly not the best game I have ever played there were some things to like. Of you’re fan of budgetvanias with this particular style, you might just like it. *Old Review below before the major update* If you’re considering purchasing this game and playing on a controller or deck don’t. The mapping is atrocious and you can’t remap in game. Examples Left button to to ascend on a cliff not Up button Roll on L3 not B You can’t even start the game without interacting with the K&M, so you have to get up if you’re playing in big picture mode on a TV with BT controller like me. The dev clearly didn’t have optimizing the game for controllers as priority and failed to take into account how many people play with controllers or the Deck these days. If the controls are updated I will give this game a second chance at some point.
Hi I was play game, I finished played act 1 when I can play next act, in the end my thank you for playing. Act 2 will continue. When will be act2?
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