Compara los precios de Six Ages 2: Lights Going Out en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por A Sharp. Publicado por Kitfox Games. Lanzado el 21/8/2023. Disponible en PC, Mac. Géneros: Simulation, Strategy.

Managing a clan through literal apocalypse sounds grim, and it is. If your tolerance for moral ambiguity and dense lore matches your appetite for consequence-heavy decisions, this one will sink its teeth in deep.

My spreadsheet instincts kicked in about twenty minutes into my first Sacred Time allocation and then promptly got humbled. Six Ages 2: Lights Going Out is the kind of strategy game where optimisation is a trap, because the moment you think you have a resource plan locked in, a Chaos incursion wipes out a quarter of your warriors and your carefully hoarded food reserves start looking critically thin. That tension is the whole point, and A Sharp has never executed it better than here. Mechanically, the game sits at a crossroads of turn-based clan management and interactive fiction. Each season you allocate resources across food production, magic, diplomacy, and military readiness, then events fire and demand your attention. Those events cover serious ground: undead raids, noble succession crises, dealings with gods who may or may not still be alive, and the slow creep of Chaos across a world that was already struggling. The clan ring - your council of advisors, each with a distinct personality - will push back on your decisions, and consistently overruling them causes friction that compounds over time. There is no tech tree to rush. Progress feels less like advancement and more like damage control, which is exactly the tone the apocalyptic Glorantha setting demands. Over 600 interactive scenes with system-driven outcomes give the whole thing genuine replay depth; two runs through the same scenario rarely produce identical story beats. The lineage here matters for context. Glorantha as a setting has roots going back decades, and the prior games - King of Dragon Pass and Six Ages: Ride Like the Wind - share the same DNA. Lights Going Out is playable as a standalone without that history, and the tutorial and tooltip system have been meaningfully improved over its predecessors. That said, reviewers consistently note the lore wall is real. The game asks you to take ancient polytheistic belief systems at face value as literal operating reality, and players who bounce off that framing tend to disengage quickly. Commit to the mindset, though, and the writing quality justifies every hour spent with the glossary. Rock Paper Shotgun labelled it a standout in a series that provides what they called "a wealth of thoughtful, amusing stories," which tracks with the Steam community's near-universal positive reception. One notable option for returning players: you can import a save from Ride Like the Wind, letting your prior clan's deeds become founding legends in this run, which is a clever bit of connective tissue. The honest criticism is that consequence transparency is inconsistent. Decisions occasionally carry payoffs or punishments that arrive dozens of in-game years later with no clear signal that they were connected to an earlier choice. For a strategy player who wants legible cause-and-effect, that opacity is occasionally maddening rather than atmospheric. The setting's grimness also means good outcomes are genuinely rarer than in prior entries - the best you can often achieve is a managed decline, which some players find unrewarding once the novelty of the scenario fades. No mod ecosystem to speak of, and no multiplayer; this is a quiet, single-player commitment. For the right player, though, Lights Going Out is the clearest expression yet of what this series does that nothing else does. The combination of hard resource numbers and story-driven, socially-constrained leadership creates decisions that feel like actual leadership rather than menu optimization. If you can read, tolerate ambiguity, and want a strategy game that respects your intelligence without handing you a win condition, this earns your time. Diego, Scout Team

Six Ages 2: Lights Going Out

Six Ages 2: Lights Going Out

21 ago 2023A SharpKitfox Games
GamerScout opina

Managing a clan through literal apocalypse sounds grim, and it is. If your tolerance for moral ambiguity and dense lore matches your appetite for consequence-heavy decisions, this one will sink its teeth in deep.

PCMac
Steam Deck Playable
Mejor precio disponible
2,23 €-91%
en Eneba
Mínimo registrado: 2,23 €
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Best for lore-patient strategy players who want decision-making with real moral weight and no easy optimisation path.

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Historial de precios

Mínimo registrado
2,23 €29 jul 2026
Mejor precio actual
2,23 €
El más bajo desde que lo seguimos
Tiendas de claves
2,12 €2,24 €2,36 €2,48 €9 Jun26 Jun13 Jul29 Jul15 Aug
9 jun — 15 ago
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Acerca de Six Ages 2: Lights Going Out

My spreadsheet instincts kicked in about twenty minutes into my first Sacred Time allocation and then promptly got humbled. Six Ages 2: Lights Going Out is the kind of strategy game where optimisation is a trap, because the moment you think you have a resource plan locked in, a Chaos incursion wipes out a quarter of your warriors and your carefully hoarded food reserves start looking critically thin. That tension is the whole point, and A Sharp has never executed it better than here. Mechanically, the game sits at a crossroads of turn-based clan management and interactive fiction. Each season you allocate resources across food production, magic, diplomacy, and military readiness, then events fire and demand your attention. Those events cover serious ground: undead raids, noble succession crises, dealings with gods who may or may not still be alive, and the slow creep of Chaos across a world that was already struggling. The clan ring - your council of advisors, each with a distinct personality - will push back on your decisions, and consistently overruling them causes friction that compounds over time. There is no tech tree to rush. Progress feels less like advancement and more like damage control, which is exactly the tone the apocalyptic Glorantha setting demands. Over 600 interactive scenes with system-driven outcomes give the whole thing genuine replay depth; two runs through the same scenario rarely produce identical story beats. The lineage here matters for context. Glorantha as a setting has roots going back decades, and the prior games - King of Dragon Pass and Six Ages: Ride Like the Wind - share the same DNA. Lights Going Out is playable as a standalone without that history, and the tutorial and tooltip system have been meaningfully improved over its predecessors. That said, reviewers consistently note the lore wall is real. The game asks you to take ancient polytheistic belief systems at face value as literal operating reality, and players who bounce off that framing tend to disengage quickly. Commit to the mindset, though, and the writing quality justifies every hour spent with the glossary. Rock Paper Shotgun labelled it a standout in a series that provides what they called "a wealth of thoughtful, amusing stories," which tracks with the Steam community's near-universal positive reception. One notable option for returning players: you can import a save from Ride Like the Wind, letting your prior clan's deeds become founding legends in this run, which is a clever bit of connective tissue. The honest criticism is that consequence transparency is inconsistent. Decisions occasionally carry payoffs or punishments that arrive dozens of in-game years later with no clear signal that they were connected to an earlier choice. For a strategy player who wants legible cause-and-effect, that opacity is occasionally maddening rather than atmospheric. The setting's grimness also means good outcomes are genuinely rarer than in prior entries - the best you can often achieve is a managed decline, which some players find unrewarding once the novelty of the scenario fades. No mod ecosystem to speak of, and no multiplayer; this is a quiet, single-player commitment. For the right player, though, Lights Going Out is the clearest expression yet of what this series does that nothing else does. The combination of hard resource numbers and story-driven, socially-constrained leadership creates decisions that feel like actual leadership rather than menu optimization. If you can read, tolerate ambiguity, and want a strategy game that respects your intelligence without handing you a win condition, this earns your time.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Apocalyptic SettingClan ManagementCouncil Advisor SystemSave Import LegacyConsequence DelayLore-Heavy OnboardingResource Allocation

Requisitos del sistema

Mínimos

OS
Windows 10+
Memory
2 GB RAM
DirectX
Version 9.0
Storage
2 GB available space
Graphics
1024x768 or larger resolution

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Información del juego

Desarrolladora
A Sharp
Distribuidora
Kitfox Games
Fecha de lanzamiento
21 ago 2023

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Preguntas frecuentes sobre Six Ages 2: Lights Going Out

¿Cuánto cuesta Six Ages 2: Lights Going Out?

A 15 de agosto de 2026, la oferta más barata disponible de Six Ages 2: Lights Going Out es €2.23 en Eneba, de entre 3 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Six Ages 2: Lights Going Out más barato?

El precio más bajo disponible que seguimos para Six Ages 2: Lights Going Out es €2.23 en Eneba (15 de agosto de 2026). Comparamos 3 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Six Ages 2: Lights Going Out?

Six Ages 2: Lights Going Out está disponible en PC, Mac.

¿Cuándo se lanzó Six Ages 2: Lights Going Out?

Six Ages 2: Lights Going Out se lanzó el 21 de agosto de 2023.

¿Quién desarrolló Six Ages 2: Lights Going Out?

Six Ages 2: Lights Going Out fue desarrollado por A Sharp y publicado por Kitfox Games.