Compara los precios de Fall of Light: Darkest Edition en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por RuneHeads. Publicado por Fulqrum Publishing. Lanzado el 28/9/2017. Disponible en PC, Mac, Xbox. Géneros: Action, Adventure, Indie, RPG. Puntuación Metacritic: 69/100.

A two-person team's shot at fusing Dark Souls tension with ICO's hand-holding warmth. The ambition is real. Whether the execution earns your patience is a harder question.

My first reaction to Fall of Light was a quiet appreciation for the nerve it takes to build something like this with two people. A small Italian studio, a debut release, and the audacity to aim straight at the emotional core of both ICO and Dark Souls in one go. That kind of reach deserves honest scrutiny, not polite applause. The setup is genuinely affecting in outline: Nyx, a weathered old warrior, escorts his daughter Aether across a world already swallowed by shadow, searching for the last breath of sunlight left on earth. The father-daughter bond is the mechanical spine too. Aether can be commanded to follow, stay put, or have her hand held as you move at pace. She enchants Nyx's weapons when she is close, and levelling up happens only when she prays at shrine checkpoints, which also respawn every enemy you have cleared. That shrine loop is pulled directly from the Souls playbook, and it rarely disguises the debt. The Darkest Edition adds an extra dungeon with fresh enemy types on top of the base game, which is a meaningful addition for returning players. Combat runs on light attacks, heavy attacks, a roll, a block, and a stamina bar that empties fast enough to make each engagement feel deliberate. Seven weapon classes are present, from a starting sword with a critical-hit chance to daggers that inflict bleed damage over time and slower power weapons that punish heavier targets. On paper that is a respectable toolkit. In practice, reviews across the board flag two recurring problems: input lag that ranges from mild to maddening depending on the platform and version you are playing, and hit detection that can feel inconsistent, leaving you uncertain whether your swing registered or simply passed through an enemy. The isometric fixed camera, evocative when the lighting sells the darkness, also creates blind spots near walls and on narrow ledge paths where a single misstep ends a run. These are not style choices; they are friction points that chip away at the satisfaction a game like this needs in order to land its tense moments. Aether herself is the most interesting and most divisive element. She gains her own abilities as the story progresses, including a stun that can bail you out of a bad situation, and she acts as a literal light source in pitch-black corridors. But when you die, she stays behind at the point of your death, forcing a backtrack before you can level or use her proximity bonus again. Skeleton-like abductors periodically snatch her into a nearby cage, requiring a rescue before you continue. Some players find the rhythm of protecting her quietly moving. Others find it tedious by the midpoint. Where you land probably depends on how much patience you extend to a small team working near the edge of their capacity. What does survive intact is the atmosphere. The low-poly aesthetic is rough in places, but the lighting work is careful: torches carve shadows across crumbling stone, and Aether's glow in total darkness carries a specific, almost sacred quality that the best moments of the ICO lineage always had. The soundtrack is understated to the point of near-silence in stretches, which feels intentional rather than absent. Whether that restraint deepens the oppressive mood or just feels thin is genuinely a matter of taste. The PC version, which is what this page covers, received patches that addressed some of the worst combat responsiveness issues from launch, and it remains the most stable way to play. For a game made by two people in under a year, there is real craft hiding inside the rougher edges. You have to want to find it. Kai, Scout Team

Fall of Light: Darkest Edition

Fall of Light: Darkest Edition

28 sept 2017RuneHeadsFulqrum Publishing
GamerScout opina

A two-person team's shot at fusing Dark Souls tension with ICO's hand-holding warmth. The ambition is real. Whether the execution earns your patience is a harder question.

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Acerca de Fall of Light: Darkest Edition

My first reaction to Fall of Light was a quiet appreciation for the nerve it takes to build something like this with two people. A small Italian studio, a debut release, and the audacity to aim straight at the emotional core of both ICO and Dark Souls in one go. That kind of reach deserves honest scrutiny, not polite applause. The setup is genuinely affecting in outline: Nyx, a weathered old warrior, escorts his daughter Aether across a world already swallowed by shadow, searching for the last breath of sunlight left on earth. The father-daughter bond is the mechanical spine too. Aether can be commanded to follow, stay put, or have her hand held as you move at pace. She enchants Nyx's weapons when she is close, and levelling up happens only when she prays at shrine checkpoints, which also respawn every enemy you have cleared. That shrine loop is pulled directly from the Souls playbook, and it rarely disguises the debt. The Darkest Edition adds an extra dungeon with fresh enemy types on top of the base game, which is a meaningful addition for returning players. Combat runs on light attacks, heavy attacks, a roll, a block, and a stamina bar that empties fast enough to make each engagement feel deliberate. Seven weapon classes are present, from a starting sword with a critical-hit chance to daggers that inflict bleed damage over time and slower power weapons that punish heavier targets. On paper that is a respectable toolkit. In practice, reviews across the board flag two recurring problems: input lag that ranges from mild to maddening depending on the platform and version you are playing, and hit detection that can feel inconsistent, leaving you uncertain whether your swing registered or simply passed through an enemy. The isometric fixed camera, evocative when the lighting sells the darkness, also creates blind spots near walls and on narrow ledge paths where a single misstep ends a run. These are not style choices; they are friction points that chip away at the satisfaction a game like this needs in order to land its tense moments. Aether herself is the most interesting and most divisive element. She gains her own abilities as the story progresses, including a stun that can bail you out of a bad situation, and she acts as a literal light source in pitch-black corridors. But when you die, she stays behind at the point of your death, forcing a backtrack before you can level or use her proximity bonus again. Skeleton-like abductors periodically snatch her into a nearby cage, requiring a rescue before you continue. Some players find the rhythm of protecting her quietly moving. Others find it tedious by the midpoint. Where you land probably depends on how much patience you extend to a small team working near the edge of their capacity. What does survive intact is the atmosphere. The low-poly aesthetic is rough in places, but the lighting work is careful: torches carve shadows across crumbling stone, and Aether's glow in total darkness carries a specific, almost sacred quality that the best moments of the ICO lineage always had. The soundtrack is understated to the point of near-silence in stretches, which feels intentional rather than absent. Whether that restraint deepens the oppressive mood or just feels thin is genuinely a matter of taste. The PC version, which is what this page covers, received patches that addressed some of the worst combat responsiveness issues from launch, and it remains the most stable way to play. For a game made by two people in under a year, there is real craft hiding inside the rougher edges. You have to want to find it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Escort MechanicsFixed CameraStamina CombatSeven Weapon ClassesBleed DamageShrine CheckpointsLow-Poly AestheticFather-Daughter NarrativeMultiple EndingsAtmospheric Lighting

Requisitos del sistema

Mínimos

OS
Windows 7 / 8 / 8.1 / 10
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
GeForce GTX560 Ti 1GB VRAM or better
Processor
Intel Core i3 or equivalent
Sound Card
DirectX® 9.0c compatible

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Reseñas y valoraciones

Metacritic
69

Información del juego

Desarrolladora
RuneHeads
Distribuidora
Fulqrum Publishing
Fecha de lanzamiento
28 sept 2017

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¿En qué plataformas está disponible Fall of Light: Darkest Edition?

Fall of Light: Darkest Edition está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó Fall of Light: Darkest Edition?

Fall of Light: Darkest Edition se lanzó el 28 de septiembre de 2017.

¿Quién desarrolló Fall of Light: Darkest Edition?

Fall of Light: Darkest Edition fue desarrollado por RuneHeads y publicado por Fulqrum Publishing.

¿Merece la pena comprar Fall of Light: Darkest Edition?

Fall of Light: Darkest Edition tiene una puntuación Metacritic de 69/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.