Compare Another Dawn prices across 50+ stores and find the best deal. Developed by KR Games. Published by KR Games. Released on 1/31/2020. Available on PC, Xbox. Genres: Action, Adventure, Indie.

The concept is genuinely likeable - tropical island, kidnapped family, improvised weapons, hunger and stealth. The execution is a different story entirely, and you deserve to know that before you click anything.

I really wanted to find something worth celebrating here. The bones of Another Dawn are sympathetic: a first-person survival-action game set on a semi-open tropical island, where you wash ashore after your family is taken by a criminal organization, and you have to scavenge food, water, and improvised weapons while working through mercenary patrols and non-human creatures. That premise has texture. The setting has atmosphere in concept. The soundtrack, to its credit, is genuinely the most functional piece of the whole release - reviewers across the board noted that the music is well-composed and does real work building tension in a way the rest of the game never manages to match. The problems begin inside the first two minutes of play. The first-person camera ships with sensitivity so high that basic navigation feels like an accident, and while the settings menu does allow you to dial it back (a patch also added custom key bindings and a camera inversion option), the controls underneath remain stiff and disorienting. You start with nothing but a stamina bar that depletes from running, jumping, or fighting, and a survival meter that demands food and water on an aggressive timer - on the default difficulty, standing completely still will kill you in under five minutes. That aggressive survival pressure might be tolerable if the world were readable, but the level design gives almost no direction. Area transitions happen through geometry portals with no in-world logic, and dying sends you back to the start of each zone. The AI is where any remaining goodwill dissolves. Enemy mercenaries exhibit broken pathing and animation, and the non-human creatures that appear in later sections arrive alongside some of the worst performance the engine produces. Clipping through scenery is routine. Textures fail to load. The character models carry no visual reaction to being struck or killed. KR Games did push multiple post-launch patches - versions 1.03 and 1.04 addressed AI, swimming physics, and the control scheme - and there is evidence the team was listening. But the gap between the game as shipped and the game that was promised remained wide, and no patch addressed the fundamental structural issues with navigation, pacing, or visual fidelity. I hold space for small studios building ambitious things on limited resources. Passion is real, and the core concept of a first-person island survival game with stealth and action mode choices is not a bad one. But craft means knowing what your game actually is before release, and Another Dawn does not know. It gestures at stealth, at survival, at action-shooting, and at something sci-fi near the end of its short runtime, without ever committing to any of them with enough intention to make the experience land. The soundtrack lingers. Everything else fades - and not in the way a quiet, intentional game fades when it ends at exactly the right moment. Kai, Scout Team

Another Dawn
ActionAdventureIndie

Another Dawn

Jan 31, 2020KR Games
GamerScout Says

The concept is genuinely likeable - tropical island, kidnapped family, improvised weapons, hunger and stealth. The execution is a different story entirely, and you deserve to know that before you click anything.

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Screenshots & Media

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About Another Dawn

I really wanted to find something worth celebrating here. The bones of Another Dawn are sympathetic: a first-person survival-action game set on a semi-open tropical island, where you wash ashore after your family is taken by a criminal organization, and you have to scavenge food, water, and improvised weapons while working through mercenary patrols and non-human creatures. That premise has texture. The setting has atmosphere in concept. The soundtrack, to its credit, is genuinely the most functional piece of the whole release - reviewers across the board noted that the music is well-composed and does real work building tension in a way the rest of the game never manages to match. The problems begin inside the first two minutes of play. The first-person camera ships with sensitivity so high that basic navigation feels like an accident, and while the settings menu does allow you to dial it back (a patch also added custom key bindings and a camera inversion option), the controls underneath remain stiff and disorienting. You start with nothing but a stamina bar that depletes from running, jumping, or fighting, and a survival meter that demands food and water on an aggressive timer - on the default difficulty, standing completely still will kill you in under five minutes. That aggressive survival pressure might be tolerable if the world were readable, but the level design gives almost no direction. Area transitions happen through geometry portals with no in-world logic, and dying sends you back to the start of each zone. The AI is where any remaining goodwill dissolves. Enemy mercenaries exhibit broken pathing and animation, and the non-human creatures that appear in later sections arrive alongside some of the worst performance the engine produces. Clipping through scenery is routine. Textures fail to load. The character models carry no visual reaction to being struck or killed. KR Games did push multiple post-launch patches - versions 1.03 and 1.04 addressed AI, swimming physics, and the control scheme - and there is evidence the team was listening. But the gap between the game as shipped and the game that was promised remained wide, and no patch addressed the fundamental structural issues with navigation, pacing, or visual fidelity. I hold space for small studios building ambitious things on limited resources. Passion is real, and the core concept of a first-person island survival game with stealth and action mode choices is not a bad one. But craft means knowing what your game actually is before release, and Another Dawn does not know. It gestures at stealth, at survival, at action-shooting, and at something sci-fi near the end of its short runtime, without ever committing to any of them with enough intention to make the experience land. The soundtrack lingers. Everything else fades - and not in the way a quiet, intentional game fades when it ends at exactly the right moment. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:indieFirst-Person SurvivalTropical SettingStealth OptionalMercenary CombatImprovised WeaponsHunger-Thirst MechanicsShort RuntimePost-Launch Patched

System Requirements

Minimum

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 10
Storage
6 GB available space
Graphics
NVIDIA® GeForce GTX 580 or AMD Radeon™ R7 370
Processor
Intel Core i5
Additional Notes
Requires a 64-bit operating system

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 12
Storage
6 GB available space
Graphics
NVIDIA® GeForce GTX 1060 or AMD Radeon™ RX 480
Processor
Intel Core i7
Additional Notes
Requires a 64-bit operating system

Reviews & Ratings

No ratings available

Game Info

Developer
KR Games
Publisher
KR Games
Release Date
Jan 31, 2020

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