Compara los precios de Isles of Etherion en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Luna Orion. Publicado por Luna Orion. Lanzado el 29/9/2022. Disponible en PC. Géneros: Action, Adventure, Casual, Indie, RPG, Early Access.

Five years of one developer's dream compressed into a voxel world where your fireballs grow physically larger as you grow stronger. Ambitious, rough, and worth watching closely.

My first session with Isles of Etherion felt like stumbling into someone's sketchbook mid-project: ideas everywhere, execution uneven, but a genuine creative heart beating underneath it all. This is a solo-developed voxel ARPG that spent five years in one person's hands before hitting Early Access, and that origin story is written into every corner of the game, for better and for worse. The setting alone earns attention. You pick from seven races, including Fairy, Angel, and Demon, each carrying distinct strengths and weaknesses, with three of them possessing innate flight. The world is a shattered archipelago of floating islands governed by warring elemental forces, and the Miasma, a toxic fog that rises at night and burns off by day, acts as a natural pressure system that keeps you moving and planning. Dungeons sit beneath the surface, airships can be captured through combat or purchased outright, and the terrain, every block of it, is fully destructible by you, by monsters, and by random natural disasters including earthquakes, tornadoes, and meteor strikes. The moment a tornado carves through an island you were standing on, you feel the ambition. The spell system is where the design philosophy gets genuinely interesting. There are no traditional character levels and no fixed classes. Instead, you absorb spells directly from monsters you defeat and from lore scattered throughout the world. Power progression is physical, not numerical: a more experienced mage does not simply deal higher damage with a fireball, they generate a physically larger fireball with greater reach. Weaving spells from competing elements together creates combinatorial effects, and casting fire magic in an area will attract fire-attuned creatures, meaning your choices reshape the encounters that follow. That loop, explore, absorb, reshape the world through your actions, is quietly original. The rough edges are real and worth naming honestly. Steam user reviews sit at a mixed rating around 60 percent positive, which is a soft signal but not a damning one for a solo Early Access project. Community threads flag control-loss bugs during NPC interactions and occasional out-of-bounds spawning on load. An SSD is a hard requirement, not a recommendation. The gliding and flight systems are described by the developer as rudimentary, and the overall polish reflects a game that is still finding its final shape. If you need a finished, stable experience right now, this is not that. What Isles of Etherion is, though, is a rare thing: a solo project with a coherent design vision that has been in development long enough to feel like a real world rather than a tech demo. The elemental cause-and-effect system, the classless progression, the fully destructible floating-island sandbox, these are not checkbox features. They form a logic that holds together. Whether the developer can carry it to completion is the real question, and the Early Access disclaimer is honest about the uncertainty. For players who like supporting something genuinely handcrafted and do not mind rough seams, there is real discovery here waiting between the cracks. Kai, Scout Team

Isles of Etherion

Isles of Etherion

29 sept 2022Luna Orion
GamerScout opina

Five years of one developer's dream compressed into a voxel world where your fireballs grow physically larger as you grow stronger. Ambitious, rough, and worth watching closely.

PC
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Mínimo histórico: €1.19

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My first session with Isles of Etherion felt like stumbling into someone's sketchbook mid-project: ideas everywhere, execution uneven, but a genuine creative heart beating underneath it all. This is a solo-developed voxel ARPG that spent five years in one person's hands before hitting Early Access, and that origin story is written into every corner of the game, for better and for worse. The setting alone earns attention. You pick from seven races, including Fairy, Angel, and Demon, each carrying distinct strengths and weaknesses, with three of them possessing innate flight. The world is a shattered archipelago of floating islands governed by warring elemental forces, and the Miasma, a toxic fog that rises at night and burns off by day, acts as a natural pressure system that keeps you moving and planning. Dungeons sit beneath the surface, airships can be captured through combat or purchased outright, and the terrain, every block of it, is fully destructible by you, by monsters, and by random natural disasters including earthquakes, tornadoes, and meteor strikes. The moment a tornado carves through an island you were standing on, you feel the ambition. The spell system is where the design philosophy gets genuinely interesting. There are no traditional character levels and no fixed classes. Instead, you absorb spells directly from monsters you defeat and from lore scattered throughout the world. Power progression is physical, not numerical: a more experienced mage does not simply deal higher damage with a fireball, they generate a physically larger fireball with greater reach. Weaving spells from competing elements together creates combinatorial effects, and casting fire magic in an area will attract fire-attuned creatures, meaning your choices reshape the encounters that follow. That loop, explore, absorb, reshape the world through your actions, is quietly original. The rough edges are real and worth naming honestly. Steam user reviews sit at a mixed rating around 60 percent positive, which is a soft signal but not a damning one for a solo Early Access project. Community threads flag control-loss bugs during NPC interactions and occasional out-of-bounds spawning on load. An SSD is a hard requirement, not a recommendation. The gliding and flight systems are described by the developer as rudimentary, and the overall polish reflects a game that is still finding its final shape. If you need a finished, stable experience right now, this is not that. What Isles of Etherion is, though, is a rare thing: a solo project with a coherent design vision that has been in development long enough to feel like a real world rather than a tech demo. The elemental cause-and-effect system, the classless progression, the fully destructible floating-island sandbox, these are not checkbox features. They form a logic that holds together. Whether the developer can carry it to completion is the real question, and the Early Access disclaimer is honest about the uncertainty. For players who like supporting something genuinely handcrafted and do not mind rough seams, there is real discovery here waiting between the cracks.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5Voxel WorldClassless ProgressionSpell WeavingAirship CombatElemental SystemFully DestructibleSolo DeveloperRace SelectionNatural Disasters

Requisitos del sistema

Mínimos

OS
64-bit Windows 10
Memory
16 GB RAM
DirectX
Version 11
Storage
30 GB available space
Graphics
NVIDIA GEFORCE GTX 1060 or AMD RADEON RX 580
Processor
INTEL CORE i7-8700K or AMD RYZEN 5 3600X

Recomendados

OS
64-bit Windows 10
Memory
16 GB RAM
DirectX
Version 11
Storage
30 GB available space
Graphics
NVIDIA GEFORCE GTX 1070 or AMD RADEON RX VEGA 56
Processor
INTEL CORE i7-8700K or AMD RYZEN 5 3600X

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Información del juego

Desarrolladora
Luna Orion
Distribuidora
Luna Orion
Fecha de lanzamiento
29 sept 2022

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¿En qué plataformas está disponible Isles of Etherion?

Isles of Etherion está disponible en PC.

¿Cuándo se lanzó Isles of Etherion?

Isles of Etherion se lanzó el 29 de septiembre de 2022.

¿Quién desarrolló Isles of Etherion?

Isles of Etherion fue desarrollado por Luna Orion.