
Welcome to the world of Sunken Sky and get ready for an epic action adventure through a vast open world. No place is beyond your reach - from the tallest mountains to the very minds of others. Battle bizarre creatures and befriend even stranger people. All in a detailed, hand-drawn 2D style.
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About
Our kingdom was once engulfed in a neverending conflict. We shook the very foundations of the world to end it, unaware of the consequences it would cause. Yet we had to move on. We had to rebuild. We had to forget.
Join our unlikely protagonists in their adventure. Nameless girl seeking to traverse across the kingdoms. A survivor driven by guilt. A noble with too much to prove. Their paths will cross and, perhaps, so will their goals.
Sunken Sky is a metroidvania mixed with a hefty dose of JRPG elements. It's a (mostly) lighthearted story of self-development, hope and discovery.
Fend off all sorts of monstrosities in your path - ranging from the weakest and squishiest critters to ferocious and mighty bosses.
Explore vast and interconnected world. Climb the hazardous mountains, investigate an enchanted forest, find secrets hidden deep underground.

There might not be a fishing mechanic but there are other various optional minigames to keep you entertained.
Hundreds of hand drawn illustrations to accompany you in your journey.
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
Reviews
[後半に日本語レビューあり] [h1]An Indie Metroidvania-RPG with Hand-Painted Worlds and Unlikely Heroes[/h1] Set in a kingdom still scarred from a war of bygone years, this exploration action RPG follows three unlikely protagonists: a wandering girl with no clear purpose, a survivor weighed down by guilt, and a noble with something to prove. Their paths cross in ways neither of them expected. At its core, the game fuses metroidvania structure with JRPG sensibilities. Two distinct playstyles — a melee sword-and-dash fighter and a ranged bow-and-climb archer — are joined by a character-switching mechanic that is central to progression. The world spans visually distinct hand-drawn biomes: mountain peaks, enchanted forests, underground caverns, and more. Adjustable difficulty and optional minigames round out an accessible design. The most immediately striking element is the visual style — anime character art layered over hand-painted backgrounds, creating a storybook aesthetic that sets the game apart from its peers. Reportedly hundreds of detailed illustrations are woven throughout the narrative, and the contrast between chibi sprites in the overworld and richly drawn character portraits in dialogue creates a charmingly distinct visual rhythm. The color choices — shifting between cozy warmth and atmospheric shadow across exploration areas — add further depth to the world. On the friction side, the game's lack of explicit objectives can leave players directionless, and the resulting backtracking is a recurring frustration. Collectibles are sparse for a metroidvania, and players who expect the genre's characteristic reward-per-exploration loop may find the design lean. Character movement retains a rough-around-the-edges quality. In the reviewer's environment, certain areas also showed notable performance dips. That said, the developer is reportedly responsive to community feedback, which bodes well for a recently released indie. For players drawn to hand-drawn anime aesthetics and an ensemble cast of distinctive characters, and those with a particular interest in the artistic ambition of indie RPGs, this is a world arguably worth the journey. HHF-chan's comment: "Hand-drawn metroidvania with LOADS of cutscene stills — they're adorable and I am absolutely here for every single one!" [h1]手描き美術のインディーメトロイドヴァニアRPG[/h1] 往年の戦乱で傷ついた王国を舞台に、目的を持たない旅の少女、罪悪感に苛まれた生存者、そして証明すべきものを持つ貴族。そんな一癖あるキャラクターたちが交差する、探索型アクションRPGだ。 本作の核は、メトロイドヴァニアとJRPGの融合設計にある。近接ダッシュ型の剣士と弓・壁登り型のアーチャー、2スタイルに加えてキャラクター切替が攻略の鍵となる。山岳、魔法の森、地下洞窟などバイオームごとに異なる手描き・手塗りの世界を踏破する設計で、難易度調整機能と任意のミニゲームも用意されている。 特に目を引くのは、手描きアニメキャラクターとペイント調背景を組み合わせた独自のビジュアルスタイルだ。数百枚とされている精緻なイラストが物語の随所に挿入され、フィールドを動くchibiキャラと会話時に現れる詳細なキャラクターポートレートの落差が、独特の絵本的な魅力を醸し出している。探索エリアごとにほのぼのとした温かみと薄暗さを使い分ける色使いも、世界観の奥行きに貢献している。 一方、目標の明示が少なく、プレイ中に方向感覚を失いがちな点には慣れが必要だろう。コレクタブルも少なめで、メトロイドヴァニアとしての探索報酬を期待するプレイヤーには物足りなさを感じる場合もあるかもしれない。キャラクターの操作感にも荒削りな部分が残る。筆者の環境では、エリアによっては処理が異常に重くなったりもした。もっとも、開発者がフィードバックに積極的に対応しているとのことで、今後の改善に期待できる。 手描きアニメ美術と個性派のキャラクターたちの旅路に惹かれるプレイヤー、探索系RPGとインディー作品の美術的こだわりに関心がある層には、十分楽しめる作品だと言えるだろう。 HHFちゃんコメント: 「手描きメトロイドヴァニアね。カットシーンのスチルが多くてかわよ嬉しいわネー!」 [quote][b]Check out our Steam curator ([url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]link[/url]) , YouTube channel ([url=www.youtube.com/curatorhhf/]link[/url]), and X(Twitter) ([url=x.com/hhfcurator]link[/url])![/b][/quote]
Three switchable characters with unique combat and traversal abilities, but the metroidvania elements are barely present, your perfect run can be ruined by missable items and enemies, and the lack of objectives leads to frequent and frustrating backtracking. Sol is the first character, and she fights with a sword, cutting down enemies in close combat. She also has a dash that can be used in any direction, letting her slip past threats or reach higher platforms. The second character, Mona, uses a bow to attack from a distance. She can also summon a temporary rock from the ground, which works both as a defensive barrier and as a way to reach higher areas. When it comes to traversal, Mona is even more flexible because she can freely climb vertical walls without any restrictions. The two characters start on opposite sides of the map, and you take turns controlling them as they make their way forward until they eventually meet and face each other in the middle. From that point on, you can switch between them with the press of a button. Combat and traversal depend heavily on which character you are using. Before starting the game, you can also choose the difficulty. There is an easy option that makes both combat and platforming more forgiving, but the normal mode already feels well balanced and manageable if you want the intended experience. The important thing is that both options contain the same content, so you will not miss anything regardless of which one you pick. Enemies, for the most part, can be avoided. Fighting them is usually a waste of time because they do not give you anything in return. There is no contact damage either, so you only get hurt during their attack animations. Some enemies behave more like obstacles since they might block your path or ambush you, forcing you to defeat them in order to remove a barrier. Even so, it is worth killing at least one enemy of each type because that creates an entry in your journal. This matters mainly for an achievement tied to discovering every enemy, and it is surprisingly easy to miss a few along the way. Exploration follows a structure that feels similar to a metroidvania. The world map is made up of squares that expand as you enter new rooms, while certain characters can automatically reveal portions of it when you talk to them. The story plays a big role, and the characters have a lot to say, with many cutscenes presented through beautiful static illustrations. Each square on the map has small lines marking its exits, which makes it easy to spot paths you have not taken yet. If a room contains something important, such as a character or a save point, an icon will appear inside the square as well. Because enemies do not drop anything, the game also lacks money and meaningful collectibles. Dying does not cost you anything either. In practice, this removes much of the excitement from exploring. Even though the art style is lovely, you often end up moving from room to room simply to reach the next objective rather than because you are curious about what might be hidden there. There are a few exceptions. You can occasionally find special spots and items that increase your health or damage, and there are barriers that can only be destroyed from the opposite side to create shortcuts. A handful of strange mini games appear too, such as catching mushrooms, though they feel oddly disconnected from the rest of the experience. Overall, the sense of discovery is surprisingly weak. When you die, you respawn at the last save point. These are large trees that fully restore your health when you interact with them. Healing can also come from smaller star shaped trees scattered around the world. Those allow you to heal once, and they restore when you rest at a large tree. Each character has their own health bar, which works well during combat and boss fights. It becomes more awkward, however, in difficult platforming sections where you need everyone to stay alive. This becomes even more noticeable later in the game when the characters are transformed into small animals and a third member temporarily joins the group. In this form, each character is limited to a single ability. One can double jump, another can dig through the ground, while the third is the only one capable of attacking. If any character dies, whether in animal or normal form, you must wait a short time for them to recover with a single heart. The system prevents you from getting permanently stuck, but it makes forced fights frustrating. The worst moments happen during boss fights in animal form. Since only one character can deal damage, you are left dodging with the others and waiting for the attacker to recover. Meanwhile the boss keeps spawning helpers, so by the time the attacking character is back, the screen can be filled with enemies, making the fight feel almost impossible. Fortunately, the animal section is limited to a single area of the map. Once you finish it, the third character reveals their true role as a mage who can see magical objects, summon a guardian dog to attack enemies, and teleport. Around this point another major issue becomes clear, and that is the lack of clear objectives or direction. The game never tells you where to go or what you should be doing next. You can still make progress by checking unexplored parts of the map, but many situations require finding an item that is neither marked nor hinted at in any meaningful way. You might even be standing in the correct room and never realize the item is there. Because of this, backtracking becomes a serious problem. It is easy to end up wandering across the entire map just to locate a single thing you missed earlier. There are caves that serve as fast travel points, which should help with this, but their placement is inconsistent. The strangest example is the main village, which does not have one at all, forcing you to travel through several screens every time you want to return there. There is some fun to be had, and a lot of care clearly went into the cutscenes and the illustrations in your journal, which fills with entries for every enemy and character you encounter. However, much of the game is spent wandering without clear direction, often not knowing what to do or why certain paths are blocked, and the metroidvania elements feel too basic to recommend it to fans of the genre, especially with missable items and enemies that block you from getting all achievements and ruin your perfect run without even realizing it.
品质就像2010年的flash网页游戏,各方面都太僵硬了,购买理由仅仅是mili的音乐
I have unlocked all achievements. This is a neutral review meant to encourage the developers to keep polishing this game. First of all, I bought this title specifically because of the band Mili. The soundtrack and artwork are truly well-crafted, yet the music transition feels rather jarring. It’s also a real shame that there is no gallery or dedicated music room for players to enjoy the soundtracks. Secondly, the combat system is the biggest flaw of this game. Enemies are overly difficult with unreasonably fast attack speeds. Player characters feel stiff and lack fine details, setting them apart from protagonists in other Metroidvania titles. Games like Hollow Knight and Ender Lilies — which also features a Mili soundtrack — boast far more agile player characters. The overall gameplay experience ends up feeling frustrating and clunky. Issues such as mouse-controlled dodging and button-mandated wall climbing leave plenty of room for improvement. Additionally, the starting area looks noticeably rough in quality, though visuals get much better later on. The opening section gives off the cheap vibe of a Flash game, which has likely turned many potential players away. Lastly, the saving system is poorly designed. A great deal of progress will be lost without manual saving, including enemy and character lore entries, as well as unlocked shortcuts. Oddly enough, map exploration progress remains unaffected regardless of saving. To sum up, Sunken Sky is a game with stunning art and phenomenal music, but severely flawed combat and traversal mechanics that ruin the overall experience. 我已完成全成就,这是一个中评,意在鼓励开发者继续去打磨这件作品。 首先,我是冲着Mili乐队买了这部作品,音乐和美术确实很用心,但音乐的切换可能比较奇怪,而且没有画廊以及音乐鉴赏的部分,这很令人可惜; 其次,战斗部分是这部作品的最大的败笔:怪物难度高,几乎不合理的出招速度;角色太过僵硬,细节太少,这与其他类银河恶魔城的主角不一样,像空洞骑士,终焉之莉莉丝(也是有mili配乐的!)等等,这些作品主角较为灵活;我玩起来就只觉得,过于憋屈,包括用鼠标冲刺,需要用按键去爬墙等等,有许多地方可以改进; 此外,游戏一开始的场景感觉过于粗糙,尽管后面好很多,给我的感觉就像是flash小游戏的质感,这劝退了很多人; 最后再是存档部分,很多东西如果你不存档就会丢失,包括对怪物和人物的记录,部分捷径的开启,奇怪的是地图的开启倒是没有影响。以上就是我的评价,总而言之,Sunken Sky是一个美术、音乐出色,但战斗、跑图体验糟糕的一部作品
I recommend this game, but with one warning: it really needs a better quest log. The good part is that the platforming, even if simple, works well enough to create enjoyable puzzles. The map is not really about killing everything; it is more about finding the right path, avoiding danger, and using combat only when necessary, usually to open a treasure or clear a specific obstacle. For a short and cheap game, that core works. My main problem is the lack of proper quest tracking. If you stop playing for a week, it can be hard to remember what you were doing. The game can be very obscure about side content: an NPC may mention needing people for an inn, another character may be trapped somewhere, and unless you remember the exact place or write it down yourself, you may end up wandering around without knowing what is still possible. I understand games that want the player to explore and figure things out. That can be fun. But this sometimes goes too far. A simple journal would have helped a lot. It would not need to give the solution, only basic notes like “this NPC asked for help” or “someone is trapped in this area.” Originally, I also had a bigger complaint about the point of no return. After finishing the game, it seemed like missed side content could no longer be completed. However, this was fixed in a June patch. After defeating the final boss, you can reload your last save and use a new portal to return to the regular playing area. If the portal does not appear, you may need to redo the final fight. This is a very good change, and it shows care for the player. That patch matters. It does not fix the game’s obscure quest design, but it removes the worst part of it. Now, if you miss something, you are not permanently punished for it. I played on Normal and finished without fully upgrading the characters, so I do not think the main issue is difficulty. The issue is clarity. The game is short, the price is fair, and the platforming/puzzle design is good enough to recommend it. Just keep notes or use a guide if you want to complete everything. Recommended, especially if you want a short puzzle-platformer and do not mind some obscure side content.
Atmosphere More on cozy anime / manga side but can get darker from time to time. A lot of cool illustrations, some of them are really nice. Worth to kill enemies to get them. World Big plus for the world, it looks like it was painted from scratch. I don't know if biomes are the right therm to describe them, but there is a number of them. Combat So far I played 2 characters. One with sword and dash and the second with bow and climb ability which can also create a rock that works as a shield or additional stepping stone for exploration. Enemies Can be avoided but killing them gives you journal entries, so I suggest killing each type at least once. Exploration I like that game is not that obvious on where you should go. Generally it points you at the right direction, but you might encounter occasional backtracking. Music It is nice but gets even better later in the game
Sunken Sky is a story driven metroidvania 2D platformer game developed and published by Codenightly. The game offers two difficulty modes which are easy and normal. It includes Steam achievements and supports gameplay with both keyboard and controller. Gameplay focuses on exploration and platforming as you jump across areas, evade hazards and defeat enemies. At the start you play as Sol, a white haired drake who fights with a sword. Sol can perform a jump dash to reach higher places and move in any direction. Later you unlock the second playable character Mona, a blonde salamander. She is an archer who attacks with arrows and can climb vertical surfaces. She is also able to create temporary walls. Eventually the two characters meet, and you can freely switch between them during exploration. Map exploration relies on open roaming with no guiding direction hints, allowing you to discover areas at your own pace. As I write this review, I still haven’t come across the 3rd character. Large healing trees act as save points and restore health. Smaller healing trees are also scattered throughout the world. You can interact with every NPC in the game. Some characters provide quests, though there is no quest log. So you need to take notes manually to avoid forgetting objectives. The game features a few simple mini games that add light variety without feeling overwhelming. Enemies do not drop loot upon defeat. There is an achievements for defeating each enemy type once, so I mostly avoid combat except it’s necessary. The overall jumping movement feels stiff and awkward to control. The game features highly detailed and visually impressive environments, including towns, enchanted forests, mountains, and underground areas. The characters are designed in a cute chibi anime style, and there are occasional story scenes with CG artwork. A visual encyclopedia collects illustrations of every enemy and non player character you encounter. There is partial English voice acting during key story moments, while some dialogue remains unvoiced. The background music is soft and immersive, enhancing the magical atmosphere of the game. Overall, Sunken Sky is a story driven metroidvania platformer, featuring two difficulty modes. It offers open, open exploration with switchable characters. Its strengths include stunning visuals, pleasant background music and interactable NPCs. Drawbacks are no enemy loot, stiff jumping controls, and the absence of a quest log. Despite this, its beautiful world make it a solid pick for metroidvania and platformer fans. 7.5/10 [quote] 圣火昭昭,圣火耀耀,凡我大橘,喵喵喵喵~ [url=https://steamcommunity.com/groups/bigoc]欢迎加入 『大橘为众』[/url] [u][b]我们一起学喵叫,喵喵喵喵喵~大橘~喵起来~ Q群596464232 [/b][/u][/quote]
Enjoyed this game a lot, but first things first. It's probably best to start with the visual style. There is just one phrase a decent, virtuous and honorable man could use to describe it. "It was perfect. Perfect. Everything". Very appealing and enchanting - and honestly, words don't do it justice. These things are better seen than spoken about. When it comes to gameplay mechanics - they're quite solid. At first, when i saw the trailer - I thought that movement might feel a bit "clunky". And... yeah. During the first few minutes, it kind of did. But i got used to it quickly, and it actually byecame pretty enjoyable. I especially liked switching between characters when exploring - it made everything faster and more satisfying. On the other hand, I did feel a lack of that specific "dopamine hit" after defeating enemies. It would be nice if there was something that gives weapons and fighting a bit more weight or impact. At least - that's what I felt was missing. There aren't too many minigames, and honestly, that's a good thing. They're a nice addition, but player don't feel "overburdened". [spoiler]About the enchanted forest part (the one with animals) - movement and combat was kind of a pain. You only have one character for fighting and one character for "travelling", which felt limiting at times. BUT MAYBE! Maybe that's exactly what a hero turned into an animal (some other kind of animal) should feel. Still, I was missing some additional useful mechanics, as Mona didn't feel impactful at all in her animal form. [/spoiler] As for the story - It's good and juicy, though not one in a kind. What it does really well is making the world feel alive. Locations don't feel empty; they feel like they have history. What really stands out are the characters and dialogues. Their designs, their various (sometimes weird, but cute) behaviors bring everything to life. There were quite a few moments where I genuinely bursted out with laughter xD. After finishing the game it's not the epilogue i was missing. It was simply more time with these characters. One character I wish was more developed is [spoiler]Lia[/spoiler]. I honestly expected to learn more about her when I was playing. On of the main drawbacks (though there aren't many) is the lack of guidance. I know, that later on when I was playing - the game got some updates that fix these issues, however I started playing before these updates and I don't have that specific experience from the beginning. I believe however, that updates helped a lot. Also a quest log would be a great addition! Last thing - voice acting. It feels kind a bit inconsistent that some lines are voiced and others aren't. That said, i wouldn't remove it - even incomplete, it adds a lot of life to the dialogues and makes some scenes even funnier and more engaging. To sum up - there are definitely things that could be improved (or already are improved), but they're minor compared to what the game does well. It felt great - and at times, honestly awesome. It really pulled me in like quicksand and i started drowning. After finishing it, I already have some desire to play it again in near future. I hope you guys continue making games, as it already looks very promising and genuinely enjoyable. Peace
El apartado artístico es muy bello, las ilustraciones y el como está coloreado es un muy buen trabajo y bastante original, sin embargo el gameplay me deja un mal sabor de boca, el movimiento de los personajes es muy brusco, aun no entiendo porque hay veces en que los personajes hablan con voz y otras en que tienen un sonido genérico, es bastante random.
[h1]《Sunken Sky》简评[/h1] 本作主要是类银河恶魔城的的玩法,不过要请注意,这个不支持中文的,希望制作组后续能把中文给完善一下!感觉手柄比键鼠交互会好一点,然后就是说交互有点不太好,使用起来很不舒服。 [h3] 游戏的内容与玩法[/h3] 这部作品我觉得比较出色的就是音乐和2D 手绘绮丽般的美术这两个方面,角色的立绘确实很好看,有些时候尤其是那些插画,女主很漂亮,mili的音乐也特别好听,感觉就是把所有的经费都花在这里了,比如说听的那个音乐, 那个地图正是下个小雨的,我们的操控个白毛女主在那个云朵那上面跳,确实挺有感觉的。以及追逐战。那个激昂的音乐,和 boss 进行对战,规定时间内躲攻击,都特别好听。而且复活点是个紫树,美术和音乐实在是太顶了。 但是操作实在是难以忍受,地图设计感觉一般,画得太难受了,右上角那个跟地下城地图一样的,是一个个小格子,一个个连起来那种,就只有简单的小图标,看起来挺不舒服的。但是探索欲是足的,因为那个美术太加分了,所以说我还是很愿意舔图的,建议加强一下地图设计。 有些地方实在是又大又有点空,还有一些小巧思,比如说有些时候莫名其妙地就变成小动物来进行推进,但是手感好怪呀。有时过场动画是一个女的蹲着走是什么意思呢?然后要记得多多存档哦,其他的倒是没什么太大的问题,难度上倒不是特别困难,多打几遍,多跑几步基本上没啥问题。本作的故事主要是围绕着自我成长,希望和探索所展开,与命运不异的主角一同踏上冒险的故事。 [h3]结语 [/h3] 所以说推荐给喜欢玩类银和美术的玩家来玩比较好,操作手感其实适应了还行,说网页游戏那还是不至于的。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
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