
THE LIGHT KEEPS US SAFE is a procedurally-generated apocalypse in which only The Light can save us. Use stealth and evasion to avoid terrifying machines that patrol the desolate world, and employ the powers of Light to unpick their deadly traps.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain*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
Post apocalyptic atmospheric stealth game, i encountered no lag and no bugs during my play through. The visual art style is entices you. Lots of enemy variety, surprises and interesting puzzles. The weapon and stealth mechanic are enjoyable. The game leaves you craving for more I highly recommend it.
7/10 - Yeah, its pretty decent game but feel unfinished, or still early access of sorts. The sound and animations for door openings and other things could have been done better. The game itself looks good and fairly atmospheric - it has linear objectives though which I am not fond of but prefer open world and you choose what you do yourself. It has a bug where in one caravan you fall through the floor underneath it and cant get back out and you die.... Most of the sound design is pretty good though and am enjoying it and give it 7/10. The first torch you get is pretty powerful - I feel it would have been better to start off with small size one and upgrade over time. A max carrying weight also would be better instead of limits on each item and maybe better to have storage at places....
*****SPOILER WARNING****** I've played the game for roughly 4 hours, it's not a very long game, can most likely be finished quicker than this but I wanted to take my time, explore and test mechanics. But I can safely say that I somewhat regret having spent those 4 hours. Gameplay is pretty basic for a horror game, enemies don't really roam all that much, AI is pretty simple and often breaks. Light mechanic is quite interesting, changing the type of beam you can use to interact with things. Unfortunately these interactions are sparce and was able to beat the game for the most part having barely used these mechanics. Just by exploring the first maybe 2 areas and maxing out the special "motes" collectible you might actually be able to beat the game before maxing out your light. Two areas before the true final level "Final Loop" I pretty much felt that there was ZERO reason to even explore. Could've been more of those motes, neat areas etc. if you needed them or wanted to explore, but considering they tossed in one of my LEAST favorite mechanics it went from scary/ nerve wracking horror to, Oh... i'm timed. A large airship like machine hovers the map and AUTOMATICALLY knows your position but doesn't. Meaning the AI pathfinds to you, but can't kill you until it "detects" you. Which can be stressful but considering you can beat the game without even bothering with those levels renders that risk mute. Especially if by that point you've explored enough to get enough motes in the first 2 areas at least 10ish you are VERY close to filling all circles for the "machine". Overall was a decent experience, unless the game is on sale, not one I would recommend outright as a "MUST PLAY" as the game itself was just far too short, and overly repetitive gameplay mechanics, with no serious risks (Unless you play as a mad man running everywhere) means after the first hour or two wears off you pretty much understand what to do and it loses some of that horror. Only times I found myself truly frightened was by the invisible demon like entity's, laughing (scarecrow? ghost?) and when a machine managed to break it's usual pathing and wandered in my direction. Or had a larger spot range than I anticipated. *** Enemy Types and Solutions (That i've found) *** Standard Machine - Pretty basic AI pathing, just throw a bottle to distract away (decent range on bottles) or wait until it wanders away from what you want Watchtower - Probably the most stressful entity, due to how suddenly and randomly it changes the spotlight. Crouch low to get close, throw a bottle and wait until just after the 2nd zap and you can keep it locked on that spot. (does a 3 zap pulse to that spot) Disable with power panel Spiderdroid? Didn't mess with, saw/heard it and just snuck around it/ stayed out of it's range. (Did almost snipe spot me once, so that was stressful) Small Turrets (scattered randomly) Just sneak, they have a very close range so don't get too close. Don't stand/ run Invisible turrets? Have to pay more attention than the regular ones but long as you mentally note where they are you can just sneak/ avoid around them. Usually scattered in a tight circle pattern. Invisible demons - Can only keep them at bay with your light (blacklight) or stand in a light (Not fully tested) Scarecrow ghost? Just didn't mess with Airship machine (Tested the pathfinding a few times until death, and just avoided to the final zone free of them) Overall not a terrible game, just wish more was done, because it seems really interesting. Collision can be a bit wonked as well. (Stairs will be your bane crouching)
i like the light i am M O T H
I diont like it I found it boring.
Great looking and sounding game. However, it is very repetitive with not much of a plot and basically gathering parts to upgrade a futuristic flashlight. I'd give this a middle rating and again the game is gorgeous looking..
А я люблю светить фонариком в роботов и есть с помоек. Каждый день я хожу по земле с черным мешком для мусора и собераю в него всю тухлятину которую вижу. На два полных мешка целый день уходит. Зато, когда после тяжёлого дня я прихожу в бункер, иду к зарядному устройству, включаю тумблер…ммм и сваливаю в него свое сокровище. И апгрейжу фонарь, представляя, что меня поглотил единый механизм из мусора . Мне вообще кажется, что мусор, умеет думать, у него есть свои семьи, города, чувства, не выкидывайте всё просто так, лучше завалите им свой дом по потолок, говорите с ним, ласкайте его…. А вчера в бункере, мне преснился чудный сон, как будто всё вокруг игра, всё вокруг игра в стиме, роботы, помойки, фонари, все из днища стима, даже небо, даже мусор! ---- Это уже не первая попытка разработчиков из Big Robot произвести на свет что-то похожее на сталкера, но что-то есть такое тонкое в сталкере, что работает- работает на атмосферу, на перестрелки, на иммерсивность, чего увы сильно не достает детищам из компании биг робот. Игра просто скучная и недоделанная, она существует лишь как концепт в вакууме. Можно собирать еду с помоек, есть с помоек, передвигаемся мы между помойками прячась от роботов и всё это в 20 фпс. Не зачёт, идите переделывайте её, я тут с ней сидеть не буду!
Wanted to like it since I finished Signal from Tölva, but in the few minutes I managed to play it I ended up hitting several game-breaking bugs. Can't recommend this in this state, and considering it's been out for over 3 years, I doubt that's going to change.
idk
Графон есть, геймплея нету. Бегаешь по пустым локациям, собираешь какашечки... враги не особо пытаются тебя поймать. Атмосферно, но игру добавить забыли. Предыдущая игра разработчиков (Sir you are being hunted) хоть и была куцой, но игралась намного веселее за счет разнообразия лута и врагов и возможности дать им сдачи ружбайкой
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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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