Compara los precios de The Count Lucanor en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Baroque Decay. Publicado por Baroque Decay. Lanzado el 3/3/2016. Disponible en PC. Géneros: Adventure, Indie, RPG. Puntuación Metacritic: 78/100.

A dark fairy-tale pixel adventure where a boy trades his name for fortune, and every choice nudges the ending. Creepy, short, and surprisingly gripping.

The Count Lucanor is a top-down pixel adventure from Baroque Decay that sits somewhere between a Grimm fairy tale and a low-fi horror game. You play as Hans, a boy who runs away from home on his birthday and stumbles into a crumbling castle run by a mysterious, unsettling count. The deal is simple: solve the riddle, discover the name of the creature calling itself the Count, and all the gold in the world is yours. The inspirations from classic Zelda and Silent Hill are legible throughout, but the game carves out its own mood - quiet dread, muted pixel color palettes, and a soundtrack that knows exactly when to go silent. The castle exploration is the core loop. You wander rooms, collect candles to light your way, gather clues from grotesque NPCs, and try not to die to things lurking in the dark. Combat is minimal and mostly avoidance-based rather than hack-and-slash, which suits the tone. Stealth sections and environmental puzzles carry most of the weight, and they are designed well enough that you feel clever rather than hand-held when they click. The game is genuinely scary in places - not jump-scare factory scary, but the slower kind of unsettling that sticks. What earns The Count Lucanor its reputation is the branching ending system. There are multiple outcomes tied to moral choices scattered throughout the run, and most of them are not telegraphed. You can finish a playthrough, hit a bad ending, and immediately see a decision two hours back that you made without realising it mattered. For a game that clocks in around three to four hours per run, that replay architecture is efficient and satisfying. The writing is spare but purposeful - fairy-tale register, slightly formal, and it works. It does not have the word-count depth of a CRPG, but every line earns its place. Where it stumbles is ambition outpacing execution in a few spots. Some of the riddle solutions are obscure enough to feel arbitrary rather than clever, and the stealth AI is inconsistent - sometimes leniently forgiving, sometimes punishingly twitchy with no clear logic. The pixel art is charming but low-resolution even by retro standards, so if you are expecting the detailed sprite work of a modern pixel RPG, temper expectations. The game also does not do much with its RPG label beyond item collection and story choices. There are no stats, no leveling, no build variety. Call it an adventure game wearing RPG clothes and you are being more accurate. Still, for a small indie release from a two-person studio, the atmosphere-to-runtime ratio is impressive. If you like folk horror, morality-flavored narratives, and short games that respect your time without padding the experience with filler, The Count Lucanor delivers. It is the kind of game you finish in an evening, sit with for a day, then boot up again to chase a different ending. That is not nothing. Monika, Scout Team

The Count Lucanor

The Count Lucanor

3 mar 2016Baroque Decay
GamerScout opina

A dark fairy-tale pixel adventure where a boy trades his name for fortune, and every choice nudges the ending. Creepy, short, and surprisingly gripping.

PC
ProtonDB Silver
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Mínimo histórico: €2.02

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The Count Lucanor is a top-down pixel adventure from Baroque Decay that sits somewhere between a Grimm fairy tale and a low-fi horror game. You play as Hans, a boy who runs away from home on his birthday and stumbles into a crumbling castle run by a mysterious, unsettling count. The deal is simple: solve the riddle, discover the name of the creature calling itself the Count, and all the gold in the world is yours. The inspirations from classic Zelda and Silent Hill are legible throughout, but the game carves out its own mood - quiet dread, muted pixel color palettes, and a soundtrack that knows exactly when to go silent. The castle exploration is the core loop. You wander rooms, collect candles to light your way, gather clues from grotesque NPCs, and try not to die to things lurking in the dark. Combat is minimal and mostly avoidance-based rather than hack-and-slash, which suits the tone. Stealth sections and environmental puzzles carry most of the weight, and they are designed well enough that you feel clever rather than hand-held when they click. The game is genuinely scary in places - not jump-scare factory scary, but the slower kind of unsettling that sticks. What earns The Count Lucanor its reputation is the branching ending system. There are multiple outcomes tied to moral choices scattered throughout the run, and most of them are not telegraphed. You can finish a playthrough, hit a bad ending, and immediately see a decision two hours back that you made without realising it mattered. For a game that clocks in around three to four hours per run, that replay architecture is efficient and satisfying. The writing is spare but purposeful - fairy-tale register, slightly formal, and it works. It does not have the word-count depth of a CRPG, but every line earns its place. Where it stumbles is ambition outpacing execution in a few spots. Some of the riddle solutions are obscure enough to feel arbitrary rather than clever, and the stealth AI is inconsistent - sometimes leniently forgiving, sometimes punishingly twitchy with no clear logic. The pixel art is charming but low-resolution even by retro standards, so if you are expecting the detailed sprite work of a modern pixel RPG, temper expectations. The game also does not do much with its RPG label beyond item collection and story choices. There are no stats, no leveling, no build variety. Call it an adventure game wearing RPG clothes and you are being more accurate. Still, for a small indie release from a two-person studio, the atmosphere-to-runtime ratio is impressive. If you like folk horror, morality-flavored narratives, and short games that respect your time without padding the experience with filler, The Count Lucanor delivers. It is the kind of game you finish in an evening, sit with for a day, then boot up again to chase a different ending. That is not nothing.

Monika
Monika · Scout Team

RPGs

Etiquetas

steamFolk HorrorBranching EndingsMoral ChoicesStealthAtmosphericShort PlaythroughMultiple EndingsFairy Tale

Requisitos del sistema

Mínimos

Processor
Core 2 Duo
Memory
2 GB RAM
Graphics
Intel HD 3000
Storage
512 MB available space

Recomendados

Processor
Core i3, i5, i7
Memory
4 GB RAM
Graphics
Dedicated GPU supporting OpenGL2
Storage
512 MB available space

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Reseñas y valoraciones

Metacritic
78
Steam
93%(2,887)

Información del juego

Desarrolladora
Baroque Decay
Distribuidora
Baroque Decay
Fecha de lanzamiento
3 mar 2016

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¿En qué plataformas está disponible The Count Lucanor?

The Count Lucanor está disponible en PC.

¿Cuándo se lanzó The Count Lucanor?

The Count Lucanor se lanzó el 3 de marzo de 2016.

¿Quién desarrolló The Count Lucanor?

The Count Lucanor fue desarrollado por Baroque Decay.

¿Merece la pena comprar The Count Lucanor?

The Count Lucanor tiene una puntuación Metacritic de 78/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.