
Unending Dusk is a retro inspired beat ‘em up ARPG set in a post-apocalyptic world. Play solo or with up to 4 players online and brawl your way through hordes of enemies. You play as an elite mercenary fighting against a dark force which has locked the Earth in a state of unending dusk.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 25 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Once you've beaten 1 mission of this, you have, far as I can tell, seen everything it has to offer. Up to map 7 or so it effectively has 4 types of enemies, 2 of which were only on map 7: Dudes who walk at you and swing once. This is almost every enemy, they're functionally the same enemy. Ninja. They're the above but spend the majority of their time invisible and invincible and if not juggled or killed go invisible as soon as they exit hitstun. Absurdly annoying. Jiggle witches, who just spam fireballs at you. Serious spam. Like 1 ball every half a second per witch. Its pretty obnoxious. Golems. They swing at you once then let you hit them for like 10 seconds. And die. What is the point of these? Maps are absurdly repetitive. And stages are too long. You spawn in, kill 3 waves of enemies, all of which take too long to die for how many the game throws at you. Occasionally you get a message from a cat about events like totems... which you just hit and move on. Or the floor is covered in an absurd number of traps. But there's only like 3 events. And you have to do what feels like 10 areas per stage. 30 waves. With, until near the very end of the game, only 2 functionally different types of enemies, one of which is just annoying. Once you reach the final are you get to fight the bosses. ♥♥♥♥♥♥♥ are they trash. Some examples: - Man who dashes past you with a sword then heals ala Master Yi or Juggernaut. And does so a random number of times. And moves so far its hard (especially for Templar, who can only walk) to punish him at all, nevermind beat out the regen. - Man who spends 90% of the fight invisible and invincible then pops up and shoots a screen wide laser that half the time ignores block for no reason, who even if you DO block it, immediately just shoots you again, somehow hitting behind him, so even if you play perfectly he just punishes you for free anyways. So you have to tediously tap him 1 hit at a time. - 3 men at once who spam giant fireballs that juggle you and do way too much damage while also spamming aoes on the floor. Which, again, screw over the templar, who doesn't have the mobility to deal with this and still have time to fight back. All of these bosses are entirely, 100% immune to hitstun. All have giant hp bars. All do far too much damage. And summon allies, infinitely, for free. So if the enemies and maps are bad, what about us? The dudes we play as, progression, etc? Its... not too good. Bad. Not sure what the devs aiming for here. It has an rpg like progression system based around items; level up to gain capacity, use that to slot items for stats/to add effects to your attack and level up a skill tree. But it doesn't tell you what any stat does. And the skill tree is just boring passives like 'fill X bar y speed faster'. So the only interesting part is adding effects to moves. You can add a missile effect and stike effect to your attacks. Spawn fireball, lighting, etc on moves. Amount of stuff summoned goes up from Light>heavy>ability>meter using move; ie basic strike summons 1 fireball, heavy 3, meter using 9, that kind of thing. But these attacks do practically no damage. So I don't get the point. And they're so expensive to buy you can't really try them out to see which feels like the best combo despite the spawn having infinite hp enemies to try stuff on. Hitting for over 100, add fireball, gets less than 10 more damage. What? That wasn't even worth slotting in. It also has items to dump your cash into but a good 1/2 of the shop needs to be unlocked and doesn't seem worth the effort when the start items are so meh. You can buy ai allies, but seem to have no control on which one you get, and they vanish after 1 map. You can buy bounties to get bonus cash from running maps but... that's just boring. I'm just running the same map. You didn't make the map more fun or anything. Its paying for busy work. And most confusingly, you can pay 5k credits... for a token you can sell for 1k credits. What? You get tokens in maps you can trade for bounties or these for free but then you are getting an item to trade for an item that's worth less than killing the first screen in the game. Why is this even here? Why is any part of this chain of trades a thing that exists? Now all that leaves is the characters movesets and... the other issue. Your character has: Basic attack combo. Tends to feel bad. Poorly animated. Also really imbalanced between characters; engineer, for example, gets a giant 1/4 screen aoe as his basic move. While others struggle to hit 1 dude an inch in front of them. Jump attack. Also feels bad, very stubby. Heavy move. You can charge these for more damage... except for Templar. Who just can't for no reason at all. Tend to feel alright. Dash attack. Again, not everyone gets this. Special move, which uses a recharging meter. You get 2 of these per character. Usually like a dash and another move. Near universally a dash and other move. This 'other move' is usually the most unique part of a characters kit. Super move which takes a meter that fills when fighting. Templar aside, very underwhelming, usually just a burst of damage in an aoe or a line. Not that much better than just attacking and almost certainly worse than using the meter for the haste powerr. Holding super mode gives you a haste power. There's also a grab but its so funky to use it may as well not even exist. So characters have 7 moves, tops. And 1 is just a dash. To try and carry this grindfest of a game that has you grind for items to add to these moves to make them do nearly no extra damage. That's... not enough. It maybe would be enough if the addon items weren't jokes. Or the game wasn't incredibly poorly animated so they felt satisfying to use. But neither of these things are the case. Combat feels bad and very spammy. The game has 'costumes' listed in its updates, but don't be misled, those are just pallete swaps. Visually the only character I find appealing is the Templar and she's by far the most half-assed character in the game so its wasted; she's missing nearly half the moves the others have and her non-dash special and super are both the same move: hitting the enemies on the entire screen with a dot. Which feels really good so I don't hold it against her too much. She is, in fact, more or less the only part of this game I like, damned shame she's missing so many moves. Great design visually. So what's the 'other issue'? When you get to the 7th or so map, the game forces the difficulty to 'nightmare' to continue. Which makes enemies almost instantly kill you and take even longer to kill. And they already took FAR too long. I just dropped it here to make this review. While it had its issues up to this point; the lacking enemy variety, movesets, absurdly imbalanced bosses, unclear UI, underpowered and boring progression, etc, as a 'turn off your brain and grind' game, it was fine. I was having fun. I was playing a cyborg Templar and deus vaulting things so hard my presence alone was killing them. But then you get to this. And its like... no. I'm not grinding the boring maps 20 times to buy stats I don't know the effect of in the hope the stat I bought makes these enemies not nearly instakill and not take 20 years to die, per wave, 3 times per area, 10 times per stage, only to end up at a boss that's completely immune to hitstun, knocks me back every hit and either heals or spends half the fight invincible, again. Fix this stupid forced nightmare crap and I'd rec this if people literally only want a mindless, basic brawler to see numbers go up in (even if you have no idea what the numbers do). As is I wouldn't rec it at all. Its no longer fun even as a mindless grindfest when enemies suddenly gain so much hp and damage.
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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
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I can see the passion in the development of this game, but the controls are very clumsy and lack fluidity. I wish I could enjoy this game, but unfortunately it didn't work for me
Too repetitive and too much grinding. Grabs work on one line only currently.
Unending Dusk is an old-school beat-em-up with ARPG mechanics and a pretty decent, darksynth-esque soundtrack that was admittedly rough around the edges in its early days, but regular updates have smoothed a lot of those edges and made for a compelling cooperative experience whenever I can rope friends into playing it. The developer even does double XP events on occasion, and eventually decided to leave it up permanently. It has up to four-player online coop but regrettably no local option in the story mode, though it is available in the arcade mode, which disables the RPG elements, and can use Remote Play. The time and place: a dark cyberpunk future in the last city on Earth, still recovering from a fierce intercorporate war. The onset of a of seemingly endless night spells impending doom for the city given its reliance on solar power. A brilliant cyborg engineer has taken it upon himself to gather a band of the deadliest mercenaries, assassins, bounty hunters, war veterans and even religious fanatics he can get to find the source of the unnatural darkness and combat the strange forces it has arrayed against them. Together, this cabal of cybernetic warriors must shoot, punch and stab their way through a seemingly infinite tide of corrupted androids, cultists, monstrous creatures and worse. Unending Dusk's player classes are easy enough to pick up but take time to master. The Assassin uses a sword and can cloak and ambush, the Brawler is self-explanatory, with nasty charged heavies, the Gunslinger has unparalleled range for a beatemup character with guns and grenades, and the Engineer is spammy with a lot of AoE electrical attacks. These four were initially available, with the Rogue and Templar added in later updates. The former is a fast-hitting character with the option for ranged attacks and fast-recharging specials, the latter an extremely slow-moving heavy hitter with long melee reach and screen-hitting holy auras. They have varying stats and attacks, but the control scheme is simple. You can walk or sprint, perform light attacks or charged/uncharged heavies, block, and use special and super attacks. Unlike many games, you can block without fear of chip damage, though some attacks, often denoted by an enemy flashing red, are unblockable. Certain passive upgrades even give you a temporary buff from a successful block. The Rogue and Templar cannot sprint, though the former has half the dash cooldown of other classes. Notably, the ability to throw enemies was added in a later update, with the classic "walk into an enemy to grab them" mechanic. Upon first selecting a character and after completing a stage, you return to the Engineer's safehouse, from which you can access shops, your character's equipment and skill trees, use a stage select, and use practice dummies to gauge your attack damage. Stages must first be played in order but can be repeated ad nauseam for additional money and experience. The first five stages can be played on Normal difficulty, though stages five and six may test a particularly low-level player. However, later stages must be played on higher difficulties and these have a recommended minimum level exceeding what you would be on a first playthrough, unfortunately necessitating some grinding. When I first wrote this review I hadn't played the later stages, as the game is much more fun when played in coop and my friends weren't high enough level yet. One of them actually finished the last stage before I did! General game feel is similar to the beat em ups of the SNES and Neo Geo, though with less emphasis on combos then games like The Ninja Warriors Again. There's some added depth in the RPG mechanics: Every five levels up to the cap of 50, you can choose one of three passive skills flavored to your class, and each level increases your mod capacity. These mods are the game's equipment, most conferring passive stat bonuses and some adding additional projectiles or other damaging effects to your attacks and abilities, along with new visual effects. The latter are called "Keystone" passives, and only one of a given type can be equipped at a time, but any number of non-keystone Mods may be equipped at at time, your capacity permitting. Different characters have different ratios of Physical to Plasma damage output, and inherit different percentages from the associated Power and Energy stats, meaning you won't want to use the exact same Mod setup on every character. Of note is the game's generally forgiving respawn system: If you die in a stage, instead of kicking you back to the safehouse or out of the game entirely like in the old days, you can simply pay a fee taken from credits picked up in that stage, only being forced to start over if you run out of credits for revives. This cost understandably escalates based on the current difficulty level. There is no option to revive downed teammates in coop however. If someone dies, they have to pay to get back in, no exceptions. I wasn't able to power through Unending Dusk like a lot of other games, and completing the Story Mode took many hours of play, via grinding for levels and upgrading mods. The game could stand to be less grindy still, but I've enjoyed my time with it and it has only improved with each update. I look forward to getting the rest of its achievements one day.
JOGO MUITO MAL FEITO GRÁFICOS FEIOS PARECEM SPRITES PRONTOS. A JOGABILIDADE É HORRÍVEL, OS MENUS SÃO PRATICAMENTE TOTAIS FEITOS EM TEXTO E AS INDICAÇÕES VISUAIS NA HORA DE GAMEPLAY SÃO PODRES (NÃO DÁ PRA SABER NUNCA QUEM É INIMIGO/ALIADO, MUITAS DECORAÇÕES ATRAPALHAM NA HORA E OS HARZARDS SÃO UM INCÔMODO E NÃO UM DESAFIO JUSTO. A HITBOX DOS ATAQUES SÃO HORRÍVEIS, PARA UM JOGO BEAT EM UP OS ATAQUES SÓ REGISTRAM SE VOCÊ TIVER NO MESMO PIXEL QUE O CARA ESTIVER NA ESCALA Y. não recomendo obrigado :)
I am a big beat em up fan and I was recommended this game due to my beat em up library. I want to start off by saying that this game is not perfect and does have flaws but there is something special and charming about this game. First off I appreciate the great sprite work and animations I can tell the developers put time into their design. The upgrade skill mods are really cool and interesting. I think it was clever how they re-use the module effects on different characters. The class options are definitely interesting, I gravitated to the engineer. There are some good lite RPG elements I wish some of the mods and upgrade systems were explained a bit more but its not to difficult to figure out. So now for some of the things that were not so great. The animations and movements of the characters and enemies feels stiff as if the were missing some frames in their animation. I can understand that its probably very challenging to make so many additional animation frames since this may be a small team. I just think some of the attacks and jumps just do not feel fluid. The other thing is the enemy AI takes a while to attack at some points early in the game. I felt overpowered till I got past the high priest stage and then the difficulty spiked and I was like oh boy I probably need to level up. Over all I think the developers have something special here and I hope they continue to improve on their ideas for future updates or future releases. I wish them well and appreciate what they made here. I would recommend giving the game a try, its a definite pick up during a sale.
Bought this game years ago but only played it recently. I am having quite a lot of fun with it. Plays and looks like the beat'em up in the late 80's and early 90's, but with some simple RPG elements. The game is pretty simple to play even though the spawn rate of the enemies is crazy in the higher difficulties. Just a heads up, the last 4 stages involves fighting multiple bosses at once. The final stage has 3 waves of boss fights. First wave are bosses from stages 1-5. Second wave consist of bosses from stage 6-7. You fight the final boss in the third wave who has very annoying AOE attacks. Some stuff are not stated in game nor could be found on the internet. for instance: 1. You can play as all 6 characters one the same save slot. You need to choose which character to play each time you start a game. 2. Progression, level and gear for all characters in the same save slot is not shared but credits are shared. 3. It's the second heavy attack that can be charged (the one that can launch the enemies). 4. Special attacks and ability attacks have alternate modes activated by holding their respective buttons. Alternate special attacks usually comes with a buff to attack power, movement speed and damage reduction. 5. Higher tier mods are obtained as mission reward, bought in secret shops found in missions or bought at the forge when you unlock nightmare and hell difficulty. However, for the forge, you pay credits to get a random type of mod. 6. A skill(tech) is awarded every 5 levels. You need to choose one out of 3 at level 5, 10, 15, 20, 25 30, 35, 40, 45, 50. To respec, just select the other skill you want and pay the required credits. Max level for the game is 50. 7. Max mod slots is 50, starting from 1. You gain one slot per level. 8. Mods can only be upgraded for a max of 2 times. Some can only be upgraded once. 9. You have 45% base resistance in normal mode, 15% in nightmare, -45% in hell mode. But no worries, it is still very easy to increase the resistance beyond the cap, which is 75%. Certain skills can increase that cap. 10. You don't take damage when blocking attacks that can be blocked. 11. Templar's auras hit the whole screen (alt special ability attack, default special attack). Finally, an advice. Don't start your first play through as rogue or templar. These characters cannot run thus very difficult to use. Best start as either of the other 4, finish the game and unlock endless mode. Farm adequate credits, then start your play through as a rogue or templar. The first level is easy and can get you to level 5. Buy 5 mods of your choice and upgrade them to max value. It will make the following stages bearable. This game is worth getting on sale.
This game is HILARIOUSLY unbalanced. if you hate unfair ♥♥♥♥♥♥♥♥, don't play this. me and a friend did arcade mode (which seems to have infinite lives) and still game over'd
Simply put, it feels like Shadowrun if it was a beat-em-up. It has the same cyberpunk aesthetic, the same RPG-ish elements where you can customize your character with cybernetic enhancements, and a story about mega corporations destroying the world. This is 1000% my kind of game. The graphics look like a higher end SNES game, and the music is awesome and keeps you pumped as you blast your way through hordes of androids and cultists. There are six different characters to choose from and almost endless ways to customize them, so there is a ton of replayability. Yeah, some people may not care for the grind of leveling up your characters, but there's no reason that you HAVE to do that. I have my two favorite classes and I'm focusing on leveling them up. I don't care much for the "tank" characters so they'll probably end up the last to be maxed out. Plus the devs have a double XP event going on now, so it's the perfect time to give it a shot and get your characters a great head start.
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