
Rain of Reflections is an atmospheric, dystopian adventure game with exploration and deep character interactions. Its turn-based strategic confrontations are uniquely centered around a motivation mechanic.
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Languages: English**languages with full audio support
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Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Rain of Reflections: Set Free is a story-focused science-fiction adventure that combines cinematic exploration, meaningful dialogue choices, stealth, hacking, and turn-based tactical encounters. Developed and published by Lionbite Games, it presents a bleak future shaped by a worldwide infertility crisis and uses that premise to explore questions surrounding scientific responsibility, personal freedom, authority, and the value of individual life. Rather than concentrating on a single gameplay genre, it moves between several different systems while keeping its narrative at the center of the experience. The story follows Wilona, a scientist whose work is connected to humanity's desperate attempts to overcome its inability to reproduce. Her situation becomes increasingly complicated when she chooses to free the lastborn child, who is being held and used as a research subject. What begins as a personal decision quickly develops into a dangerous conflict involving powerful people and institutions. Wilona's actions place her in opposition to those who believe that sacrificing one individual may be justified if it provides humanity with a chance to survive. This ethical dilemma gives the story a stronger foundation than a straightforward escape narrative. Conversations are particularly important because dialogue choices can influence how situations develop. Players frequently decide whether Wilona should be cooperative, confrontational, deceptive, compassionate, or persuasive. These decisions help define her personality while potentially changing relationships and outcomes. The system works well because conversations are treated as genuine gameplay rather than interruptions between action sequences. Full voice acting also gives important exchanges more dramatic weight and helps the characters feel connected to the world around them. Exploration reveals a society divided by technology, wealth, and access to resources. Locations range from sophisticated facilities to deteriorated and flooded districts, providing a clear contrast between privileged areas and communities struggling to survive. The Stem and the Trench are especially effective examples of this social divide, while laboratories, industrial environments, and other locations contribute additional visual variety. Environmental details often communicate the condition of society without requiring lengthy explanations, making exploration worthwhile even when there is no immediate combat objective. Turn-based encounters introduce another dimension to the experience. Positioning, movement, stealth, firearms, and environmental opportunities all matter, but the motivation mechanic is the more distinctive feature. Opponents do not necessarily have to be treated as targets that must simply be killed. Their willingness to continue fighting can become part of the tactical equation, opening possibilities for breaking resistance rather than relying entirely on lethal force. This complements the narrative's focus on consequences and reinforces the idea that violence is only one possible method of overcoming opposition. The tactical system is accessible rather than overwhelmingly complex. Players accustomed to highly detailed strategy games may find its possibilities comparatively limited, but this streamlined approach prevents battles from dominating a game primarily concerned with storytelling. Environmental destruction adds another consideration, since carefully placed attacks can interact with portions of the surroundings. Combined with stealth and alternative approaches, encounters offer enough flexibility to make decisions feel meaningful without turning the experience into a lengthy tactical campaign. Hacking sequences provide another break from the normal rhythm. Wilona can interact with technological systems through activities involving security, locks, and intercepted communications. These mechanics fit the futuristic setting while providing something more interactive than simply selecting a hacking command. Although none of these individual systems is extraordinarily deep, their combination keeps the experience varied. One section may revolve around conversation and investigation, while another emphasizes infiltration, puzzles, or tactical confrontation. Visually, the game has an impressive cinematic character. Lighting, environmental architecture, character presentation, and camera work establish a convincing dystopian atmosphere. Sterile scientific environments contrast effectively with damaged urban areas, helping the world communicate its social and economic inequalities through visual design. Voice performances and atmospheric audio also contribute considerably because so much of the narrative depends on conversations and character interactions. Its greatest weakness is its limited scope. Set Free was designed as part of a broader narrative concept, and that becomes apparent as the story progresses. It introduces compelling characters, conflicts, and world-building ideas without providing the expansive journey that its premise might initially suggest. Players expecting a large role-playing game or an extensive turn-based strategy campaign could therefore find it shorter and less mechanically elaborate than anticipated. The mixture of gameplay styles also means that individual mechanics are not developed to the depth of games devoted entirely to those genres. Steam Deck compatibility requires additional consideration. The game does not have an official Steam Deck Verified or Playable classification. As an older Windows-focused release, it should therefore be treated as unsupported or unverified for Steam Deck rather than assumed to provide a trouble-free handheld experience. Proton experimentation may potentially produce different results depending on configuration, but players specifically purchasing it for Steam Deck should expect that manual adjustments or compatibility issues may occur. Despite its limitations, the game succeeds at creating an unusual blend of interactive storytelling and tactical gameplay. Its morally complicated premise, atmospheric world, consequential conversations, and willingness to offer alternatives to straightforward violence give it a distinctive identity. Players who prioritize narrative, science-fiction world-building, and decision-driven adventures are likely to appreciate it more than those seeking extensive combat systems or a long strategic campaign. As a compact dystopian adventure, it remains an interesting experiment whose strongest moments come from the relationship between personal choices and the larger crisis surrounding its characters. Rating: 8/10
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gameplay legal, mas o jogo foi ABANDONADO. Técnicamente o jogo funciona bem. Dos 3 capítulos prometidos, apenas o primeiro está disponível. Como o jogo é de 2019 e não recebe atualizações, os capítulos restantes não serão lançados. Só compre se você quiser experimentar as mecânicas por um curto período e não se importar em ficar sem um final para a história.
This is billed as a full game, but is only the first 3 hour chapter. The company has has no public presence in years, so the story will likely remain unfinished. Good game and fair price even for a first chapter, but the dishonest advertisement gets a thumbs-down from me.
Très intéressant, dommage qu'il n'y ait pas eu la suite prévue.
Climatic story with some gameplay elements. Good for one playthrough.
5/10
This is a point and click game with 4 xcom like stealth parts. With the story parts 2 and 3 most likely never coming there is no point investing in the story and thats like 90% of the reason in playing a P&C game. To get all the achievements you will have to play the game at lest twice since some choices are a or b options like killing no one or alerting/upsetting people. I was let down when I beat this and realized trying not to leave traces of what I was doing was pointless (outside achievements) because it never comes up. I think it was meant to effect things in part 2 and/or 3. Combat plays out like xcom but more focused on staying hidden. When you do things when hidden/unseen that let enemies know there is someone around there will be an after image of where enemies think you are (they will go there). After images also happens with enemies (last place seen) when they take cover out of your sight. Direct combat will have you taking cover or shooting at enemies cover. Cover breaks in 1-2 hits and may do a small amount of moral damage to the one behind said cover. If a character has enough morale they can jump away from direct attack suffering about half the moral damage and relocating to a new spot. Health is replaced by morale and enemies dialog or allies using a talk command can give encouragement during fights giving your people buffs, enemies debuffs or healing morale. Your main character also has a stealth ability that lasts 1 turn and costs 1 energy. If you talk or shoot in stealth and don't move enemies will know where you are. She can also hack but its only used in the first fight and only used to unlock a door. There is also hacking that has 3 forms, 1) you move a ball on a grid that gain momentum if you move it to the farthest space from the ball but moving it closed with slow it down or let it turn better. The point is to get it into a hole without it falling into a pit. It can also be bounced of walls. 2) you flip and rotate a clump of tetris blocks to fit a outline in the background within a set number of movements. You have to do this 3+ times as the tetris will get smaller as you get it right. 3) a sound puzzle where you get a set number of movements to find where the sound is loudest. Some levels will have rings on the stage that add to how many more spaces you can move. I really can't recommend this game with only 2-3 hours of gameplay, no branching paths, 1/3rd the story, only 4 battles, 2 playable characters, no level ups, no skills (MC has stealth), no items (talking can give Morale or buff/debuffs), only 1 equipment upgrade (a gun) and no modes outside story. There is also a range problem when walking about. Many objects you can look/interact with but the icon will not pop up until you are within a range so it's easy to miss things you could look at because you didn't get close enough. If you like stealth games I would suggest these, Shadow Tactics, Shadow Gambit, Eriksholm or Mutant Year Zero instead.
Really cool concept. I like the mix of turn based play and stealth.
It's a great combination of point n click adventure, light turn-based combat and a variety of fun hacking puzzles that are pretty unique. The voice acting, art style and overall quality is super high, wish there was more!
Eléggé impozáns és kreatív játékról beszélünk, bár várnám a folytatását ha ez tényleg csak egy első fejezet :)
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