
Survive as the last horse riders as the world ends and myths die. Plan ahead and manage your clan’s relationships with the remaining gods and their followers in this standalone survival storybook. Immerse yourself in the land of magic also seen in King of Dragon Pass.
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About
Life after myths. Death, disaster, despair.
This new instalment in the Six Ages series is a stand-alone survival-storybook combining interactive fiction and turn-based strategy. The world is ending, and your small clan’s survival depends on how you manage its relationship with the remaining gods and their followers. Play as the only Storm people who also ride, a hybrid culture in the Gloranthan end times.

Managing your clan is complex, but may require you to:
explore the wilderness
trade with (or raid!) your neighbors
settle disputes mundane, spiritual, or political
improve livestock pastures
make offerings
build altars
travel to the Otherworld
Whether you’re dealing with angry ghosts or clan policy, there’s rarely one “right” or “wrong” answer, because the deep simulation will make your particular situation unique. Remember that your choices have socio-economic impact, and your advisors often squabble amongst themselves, but some consequences might not be obvious for decades.

Your clan struggles to survive in the world of Glorantha, one of the richest, oldest game settings ever created, perhaps familiar from other games such as RuneQuest or King of Dragon Pass. This bronze age world is facing an existential crisis as it undergoes a transformation. Ten generations after the events of Ride Like the Wind, some gods have already perished and humanity itself seems to be on the brink of annihilation. Here, the laws of physics themselves are subordinate to the whims of the gods and spirits.
In Lights Going Out, you can continue a game you began in Six Ages: Ride Like the Wind, or start a new story in this Great Darkness.
Six Ages 2: Lights Going Out is immensely replayable, with over 600(!) interactive scenes with multiple, system-driven outcomes. Short episodes and automatic saving mean you can play even when you only have a minute or two. The built-in saga records your story for you, while advisors help you track your promises, though their personalities will often judge your actions.
Miracles have always required sacrifice. Now, your people need them more than ever, but the costs are higher, too. Is it worth aiding the destructive gods of Chaos to ensure your own survival?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
The story and worldbuilding are incredible and unique especially for the fantasy genre and once you understand the mechanics its pretty fun, I definitely have not played anything like it and its great that you can import your save from the previous game. However, as a warning the lack of information about many game mechanics can be quite frustrating (ex. what does each combat tactic actually do, you can't move during the dark season, what attribute does this ritual choice test). I definitely had to open up the fandom wiki or search for explanations online quite a few times. That said, the game was clearly made with a lot of love and I really hope they are able to release their sequel.
Interesting but boring. Can you make a game as good as King of Dragon Pass pre-2020 bad patches?
This game is honestly amazing. It is a clear continuation to the first game, Ride like the Wind, without being simply a retread. Where RLtW had more of a sandbox feel and was more focused on management, Lights Going Out shifts more towards the narrative elements. In my view, it does a better job of balancing the management/story dual-focus than RLtW did, making it a better game. While both games are great, LGO fixed the issues I had with RLtW in that its ending is a great climax to the story and that it does not feel like it ends too abruptly. I still had a couple of issues, the increased difficulty was welcome, especially when it came to food, but the removal of so many rituals was a puzzling decision, and I ended up a bit bored having to constantly do the same ventures or the same spirit bargains to feed the people since those are single click actions. I really wish Inilla and Dostal rituals were possible for example. My second small issue is that too many of the possible leaders are scripted with even replacement kids lined up, which severly reduces the diversity of leadership we can have. I wish the kids were at least not 100% certain to spawn and were instead, like many other narrative chains, only a possibility. But that's it really. The game is very fun and fascinating, the ending was very atmospheric, and there are clearly multiple paths to pursue within the game with regards to kingship and collaboration with Chaos and the like. Can't wait to fire it up again after I complete another RLtW game. Please release the next game in the series devs, your work is too good. I promise I will buy it at full price on release!
Great Game! A lot of nostalgia. Great successor to the King of the Dragon Pass!
great game cant wait for the sequel
I enjoy this kind of game, but it is not for everyone. Six Ages 2 is funner to me, for having played King of Dragon Pass, then Six Ages, previously. At first the world can seem confusing, lots of lore and names to remember but my knowledge of the world and its lore grows with every game that I play, which makes the game both funner and also easier. When you get the underlying "logic" (or philosophies) behind the world building, the "right" choices become more obvious (even though there are not any "wrong" choices per say, since what is right or wrong depends on your own choices of how you develop your tribe/society). Recommended if you like slow paced, text and story heavy games.
👎
great sequel
This is a great follow up to Six Ages: Ride Like The Wind. That game was also terrific and here we continue the saga. What I love about these games, this one even more so than the last, is how it incorporates strategy and story. While you are trying to manage your resources, deal with neighbors, explore, etc., you also have events that happen every few turns. The choices you make which seem small can have big consequences later. Sometimes you get into event chains - one event will cause certain other events to spawn in the future depending on your choices. And of course the larger story here is of the world coming to an end...and what will come after. This gets an A++ rating from me!
I recommend this game but I thought it was very difficult. It took me multiple tries to finally succeed. The game's focus on desperation forced me to spend most of my time trying to keep on top of famine, which I think is intended, but really made it difficult to actually feel like I was getting things done. And when random events happened I constantly felt like I picked the wrong option. But just like the previous two games, I ultimately enjoyed it and kept coming back until I beat the damn game.
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Trends
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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