Compara los precios de Harmony: The Fall of Reverie en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por DON'T NOD. Publicado por DON'T NOD. Lanzado el 8/6/2023. Disponible en PC, Xbox. Géneros: Adventure, Casual, Indie.

DON'T NOD turns the branching-narrative flowchart into the actual game mechanic, and somehow that strange bet mostly pays off across twelve haunting hours on a sun-bleached Mediterranean island.

I went into this one expecting Life is Strange with mythology bolted on, and that framing is both right and deeply wrong. What DON'T NOD built in Harmony: The Fall of Reverie is quieter and more formally strange than anything in their back catalogue. You play as Polly, a woman returning to her fictional Mediterranean hometown of Atina to find her missing mother, only to discover she can slip between the material world (called Brittle) and a parallel plane called Reverie, where six god-like Aspirations of humanity - Glory, Bliss, Power, Chaos, Bond, and Truth - are waiting for her to anoint one of them as the new heart of their dying world. The setup is dense and the lore drops fast in the opening act; there is a built-in codex that helps, but the first couple of hours ask real patience before the dual-world premise clicks into place. The central invention is the Augural, a branching node map that externalises Polly's clairvoyance into something that looks like a strategy game flowchart. Between scenes you choose which nodes to activate, each one tipping Aspiration crystals - called Egregore - toward one deity or another. Accumulate enough for a given Aspiration and you unlock story outcomes that are unavailable on other paths. It is a genuinely original idea that makes choice feel spatial and deliberate rather than just a dialogue prompt. The complication, which a fair number of critics spotted, is that the crystal economy nudges you into committing to an Aspiration early and then optimising for it, which can make the later acts feel more like resource management than genuine moral reckoning. The spontaneity that made Life is Strange feel alive is occasionally missing here; some choices feel mechanical precisely because the Augural is so transparent about their consequences. That transparency is also the system's strength for some players - if you prefer to understand the shape of a story before you step into it, the Augural is almost meditative to work through. Where the game earns its keep without any asterisks is in the craft surrounding all of that. The 2D art direction is exceptionally characterful, with each of the six Aspirations rendered in palettes and silhouettes that feel genuinely inspired - Power's aggressive geometry against Bliss's soft diffusion, for instance. The voice cast is strong across the board, and the ambient soundscape leans on coastal island textures: waves, birds, the low hum of a city under a corporation's thumb. The score by Lena Raine sits underneath all of it with a kind of lo-fi luminescence that suits the game's split-reality mood far better than a more bombastic soundtrack would have. Technically the experience is clean, with a transcript rewind feature that lets you catch missed dialogue, and per-chapter saves that give you room to reconsider before locking in a chapter's final node. The main criticism on the technical side is loading screens that can interrupt short scenes with jarring frequency. The story itself spans five acts and runs roughly ten to twelve hours on a first playthrough. Its themes - corporate overreach, the cost of grief, the tension between community and self-preservation - are handled with enough textural care that they land as genuine ideas rather than backdrop. The fifth act drew criticism from some reviewers for arriving just when the narrative felt ready to close, extending the runtime when the emotional arc had already peaked. It is a real pacing issue. For all that, the characters in Polly's material-world circle - Nora, Laszlo, the slowly uncovered history of Ursula - carry a warmth that kept me in the story through the rougher structural stretches. This is a game that believes in the people it has written, and that belief is readable in every scene. If you have never touched a visual novel, Harmony is one of the more welcoming entry points the genre has produced, with recognisable mechanical scaffolding and a story ambitious enough to justify the format. If you are already a DON'T NOD devotee, the Augural system is worth experiencing on its own terms, even where it frustrates. People who need persistent agency - exploration, puzzles, the ability to wander - will hit a wall. The game is, unapologetically, a story you watch and steer rather than a world you inhabit. Know that going in and it rewards the time you give it. Kai, Scout Team

Harmony: The Fall of Reverie

Harmony: The Fall of Reverie

8 jun 2023DON'T NOD
GamerScout opina

DON'T NOD turns the branching-narrative flowchart into the actual game mechanic, and somehow that strange bet mostly pays off across twelve haunting hours on a sun-bleached Mediterranean island.

PCXbox
Steam Deck VerifiedProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.30

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€1.3011 Jun 2026
Keyshops
€0.75€2.64€4.53€6.425 Jun11 Jun17 Jun22 Jun28 Jun
Tracking prices since 5 Jun 2026
Create alert

Capturas y multimedia

Acerca de Harmony: The Fall of Reverie

I went into this one expecting Life is Strange with mythology bolted on, and that framing is both right and deeply wrong. What DON'T NOD built in Harmony: The Fall of Reverie is quieter and more formally strange than anything in their back catalogue. You play as Polly, a woman returning to her fictional Mediterranean hometown of Atina to find her missing mother, only to discover she can slip between the material world (called Brittle) and a parallel plane called Reverie, where six god-like Aspirations of humanity - Glory, Bliss, Power, Chaos, Bond, and Truth - are waiting for her to anoint one of them as the new heart of their dying world. The setup is dense and the lore drops fast in the opening act; there is a built-in codex that helps, but the first couple of hours ask real patience before the dual-world premise clicks into place. The central invention is the Augural, a branching node map that externalises Polly's clairvoyance into something that looks like a strategy game flowchart. Between scenes you choose which nodes to activate, each one tipping Aspiration crystals - called Egregore - toward one deity or another. Accumulate enough for a given Aspiration and you unlock story outcomes that are unavailable on other paths. It is a genuinely original idea that makes choice feel spatial and deliberate rather than just a dialogue prompt. The complication, which a fair number of critics spotted, is that the crystal economy nudges you into committing to an Aspiration early and then optimising for it, which can make the later acts feel more like resource management than genuine moral reckoning. The spontaneity that made Life is Strange feel alive is occasionally missing here; some choices feel mechanical precisely because the Augural is so transparent about their consequences. That transparency is also the system's strength for some players - if you prefer to understand the shape of a story before you step into it, the Augural is almost meditative to work through. Where the game earns its keep without any asterisks is in the craft surrounding all of that. The 2D art direction is exceptionally characterful, with each of the six Aspirations rendered in palettes and silhouettes that feel genuinely inspired - Power's aggressive geometry against Bliss's soft diffusion, for instance. The voice cast is strong across the board, and the ambient soundscape leans on coastal island textures: waves, birds, the low hum of a city under a corporation's thumb. The score by Lena Raine sits underneath all of it with a kind of lo-fi luminescence that suits the game's split-reality mood far better than a more bombastic soundtrack would have. Technically the experience is clean, with a transcript rewind feature that lets you catch missed dialogue, and per-chapter saves that give you room to reconsider before locking in a chapter's final node. The main criticism on the technical side is loading screens that can interrupt short scenes with jarring frequency. The story itself spans five acts and runs roughly ten to twelve hours on a first playthrough. Its themes - corporate overreach, the cost of grief, the tension between community and self-preservation - are handled with enough textural care that they land as genuine ideas rather than backdrop. The fifth act drew criticism from some reviewers for arriving just when the narrative felt ready to close, extending the runtime when the emotional arc had already peaked. It is a real pacing issue. For all that, the characters in Polly's material-world circle - Nora, Laszlo, the slowly uncovered history of Ursula - carry a warmth that kept me in the story through the rougher structural stretches. This is a game that believes in the people it has written, and that belief is readable in every scene. If you have never touched a visual novel, Harmony is one of the more welcoming entry points the genre has produced, with recognisable mechanical scaffolding and a story ambitious enough to justify the format. If you are already a DON'T NOD devotee, the Augural system is worth experiencing on its own terms, even where it frustrates. People who need persistent agency - exploration, puzzles, the ability to wander - will hit a wall. The game is, unapologetically, a story you watch and steer rather than a world you inhabit. Know that going in and it rewards the time you give it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:aaaVisual NovelBranching NarrativeDual-World StoryNode-Based ChoicesMediterranean SettingAspiration SystemFully VoicedSingle PlaythroughLore-Heavy

Requisitos del sistema

Mínimos

OS
Windows 8
Memory
8 GB RAM
Storage
9 GB available space
Graphics
GeForce GTX 650 / Radeon HD 7750 (1024 MB)
Processor
Intel Core i5-4570T (2 * 2900) / AMD FX-4300 (4 * 3800) or equivalent

Recomendados

OS
Windows 10
Memory
8 GB RAM
Storage
9 GB available space
Graphics
GeForce GTX 970 (4096MB) / Radeon R9 390X (8192 MB)
Processor
Intel Core i7-6700 (4 * 3400) / AMD FX-4350 (4 * 4200) or equivalent

Sigue explorando

Community Discussion

Be the first to comment on Harmony: The Fall of Reverie.

Reseñas y valoraciones

No hay valoraciones disponibles

Información del juego

Desarrolladora
DON'T NOD
Distribuidora
DON'T NOD
Fecha de lanzamiento
8 jun 2023

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Más de DON'T NOD

Compra mejor: guías útiles

¿Buscas más? Mira juegos como Harmony: The Fall of Reverie →

Preguntas frecuentes sobre Harmony: The Fall of Reverie

¿Cuánto cuesta Harmony: The Fall of Reverie?

El precio de Harmony: The Fall of Reverie cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Harmony: The Fall of Reverie más barato?

Compara los precios de Harmony: The Fall of Reverie en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible Harmony: The Fall of Reverie?

Harmony: The Fall of Reverie está disponible en PC, Xbox.

¿Cuándo se lanzó Harmony: The Fall of Reverie?

Harmony: The Fall of Reverie se lanzó el 8 de junio de 2023.

¿Quién desarrolló Harmony: The Fall of Reverie?

Harmony: The Fall of Reverie fue desarrollado por DON'T NOD.