Compare Die After Sunset prices across trusted key stores and find the best deal. Developed by Playstark. Published by PQube. Released on 8/17/2023. Available on PC, Nintendo Switch, Xbox. Genres: Action, Adventure, Indie.

A cartoony third-person roguelite that has one genuinely clever trick up its sleeve - but whether that trick carries five levels in a single sitting is the real question.

My honest first reaction to Die After Sunset was one of cautious curiosity. Barcelona-based studio Playstark built something around a central mechanic that is quietly inspired: the alien Murkors are goofy, pool-noodle-waving cartoon creatures in direct sunlight, but the moment they step into shadow they darken, bulk up, and become genuinely threatening. That light-and-dark tension shapes how you move through each level, keeps your eyes on the environment rather than just the minimap, and gives the whole thing a sense of personality that the rest of the game sometimes struggles to match. The loop itself is tightly timed. You drop into one of five stages - the opening is set on Waikiki Beach, which tells you exactly what kind of tone to expect - and a countdown clock governs how long you have before a colossal boss materializes. Spend that window wisely: complete randomized mini-quests (stopping Murkors from stealing swimwear, rotating mirrors to direct a beam onto an idol, defending a generator from incoming waves), earn star ratings on each one, and crack open reward chests that offer a mix of health, shield, damage, or light stat upgrades alongside drones, turrets, grenades with varying effects, and oddball gadgets. Between runs, the Mukus currency you farm - literally named after a bodily secretion, which is very much a design choice - feeds a meta-progression tree with permanent unlocks like faster dodges, double jumps, and item vending machines. The three playable characters each carry distinct loadouts: April brings a pistol and charge shot, Rido packs a machine gun with a cyborg kick, and Hune is a Murkor experiment gone wrong with his own quirks to discover. Here is where the warmth I want to extend runs up against some genuine friction. The control feel is the most consistent complaint across virtually every review the game received at launch - aiming is floaty, aiming while rolling is awkward, and at launch April famously held machine guns sideways. Movement is fast but described by multiple outlets as lacking weight. The quest objectives are often under-explained: you arrive at an event marker and the title of the quest is roughly all the guidance you get, which means early runs are partially a tutorial in reading the game's own shorthand. The requirement to complete all five stages in a single run before any progress locks in is a significant commitment for a roguelite that, honestly, does not yet generate the kind of escalating power-fantasy momentum that makes a Hades or a Risk of Rain 2 feel compulsive. Critics who spent time with it noted that the power-up stacking never quite tips into the delirious overpowered feeling that the best games in this genre chase. Steam users have landed the game at a mixed rating (roughly 62% positive from a modest sample), and that split feels about right. What does work: the visual palette is vibrant without being exhausting, the stage geography rewards exploration with height variation and hidden chests tucked into dark caves, and the sound design escalates meaningfully when a boss arrives - the audio gets louder and more intense at exactly the right moment, which is a small but smart choice. For players who already love the roguelite rhythm and want something lighter in tone and shorter in individual session length than the genre heavyweights, Die After Sunset occupies a real niche. It is not a game trying to reinvent anything. It is a modestly-budgeted indie with one strong central idea that asked for more polish time than it received. Kai, Scout Team

Die After Sunset

Die After Sunset

Aug 17, 2023PlaystarkPQube
GamerScout Says

A cartoony third-person roguelite that has one genuinely clever trick up its sleeve - but whether that trick carries five levels in a single sitting is the real question.

PCNintendo SwitchXbox
Steam Deck Verified
Best Price Available
€3.86
at Kinguin
Lowest tracked: €3.86
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GamerScout Verdict

Worth a discounted pick-up for roguelite completionists, but don't expect the power-curve rush that defines the genre's best.

Compare Prices(7 stores)

KinguinBest price
StandardEurope (EU)Steam KeyKey
€3.86
Priced in EUR by the store
Buy
StandardEurope (EU)PS5Key
€4.05
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€6.07
Priced in EUR by the store
Buy
StandardEurope (EU)Nintendo SwitchKey
€7.61-62%
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€3.8631 Aug 2026
Current best
€3.86
Lowest since we started tracking
Keyshops
€3.61€3.82€4.03€4.247 Jun30 Jun22 Jul14 Aug5 Sept
7 Jun — 5 Sept
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Screenshots & Media

About Die After Sunset

My honest first reaction to Die After Sunset was one of cautious curiosity. Barcelona-based studio Playstark built something around a central mechanic that is quietly inspired: the alien Murkors are goofy, pool-noodle-waving cartoon creatures in direct sunlight, but the moment they step into shadow they darken, bulk up, and become genuinely threatening. That light-and-dark tension shapes how you move through each level, keeps your eyes on the environment rather than just the minimap, and gives the whole thing a sense of personality that the rest of the game sometimes struggles to match. The loop itself is tightly timed. You drop into one of five stages - the opening is set on Waikiki Beach, which tells you exactly what kind of tone to expect - and a countdown clock governs how long you have before a colossal boss materializes. Spend that window wisely: complete randomized mini-quests (stopping Murkors from stealing swimwear, rotating mirrors to direct a beam onto an idol, defending a generator from incoming waves), earn star ratings on each one, and crack open reward chests that offer a mix of health, shield, damage, or light stat upgrades alongside drones, turrets, grenades with varying effects, and oddball gadgets. Between runs, the Mukus currency you farm - literally named after a bodily secretion, which is very much a design choice - feeds a meta-progression tree with permanent unlocks like faster dodges, double jumps, and item vending machines. The three playable characters each carry distinct loadouts: April brings a pistol and charge shot, Rido packs a machine gun with a cyborg kick, and Hune is a Murkor experiment gone wrong with his own quirks to discover. Here is where the warmth I want to extend runs up against some genuine friction. The control feel is the most consistent complaint across virtually every review the game received at launch - aiming is floaty, aiming while rolling is awkward, and at launch April famously held machine guns sideways. Movement is fast but described by multiple outlets as lacking weight. The quest objectives are often under-explained: you arrive at an event marker and the title of the quest is roughly all the guidance you get, which means early runs are partially a tutorial in reading the game's own shorthand. The requirement to complete all five stages in a single run before any progress locks in is a significant commitment for a roguelite that, honestly, does not yet generate the kind of escalating power-fantasy momentum that makes a Hades or a Risk of Rain 2 feel compulsive. Critics who spent time with it noted that the power-up stacking never quite tips into the delirious overpowered feeling that the best games in this genre chase. Steam users have landed the game at a mixed rating (roughly 62% positive from a modest sample), and that split feels about right. What does work: the visual palette is vibrant without being exhausting, the stage geography rewards exploration with height variation and hidden chests tucked into dark caves, and the sound design escalates meaningfully when a boss arrives - the audio gets louder and more intense at exactly the right moment, which is a small but smart choice. For players who already love the roguelite rhythm and want something lighter in tone and shorter in individual session length than the genre heavyweights, Die After Sunset occupies a real niche. It is not a game trying to reinvent anything. It is a modestly-budgeted indie with one strong central idea that asked for more polish time than it received.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supportcloud-savestier:indieLight-Dark MechanicTimed RunsMeta-ProgressionThird-Person ShooterCartoon AestheticSingle-Run GauntletMukus CurrencyMulti-Character RosterBoss Rush

System Requirements

Minimum

OS
Windows 7 SP1+, Windows 8 and Windows 10
Memory
8 GB RAM
Storage
3 GB available space
Graphics
Nvidia GTX 650-Ti / AMD Radeon HD 7790
Processor
Intel® Core™ i5-4460, 3.20GHz / AMD FX™-6300
Sound Card
DirectX compatible sound card

Recommended

OS
Windows 7 SP1+, Windows 8 and Windows 10
Memory
8 GB RAM
Storage
3 GB available space
Graphics
GeForce GTX 1060 6GB / AMD RX 480 4GB
Processor
Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz / AMD FX-8350
Sound Card
DirectX compatible sound card

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Game Info

Developer
Playstark
Publisher
PQube
Release Date
Aug 17, 2023

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Frequently asked questions about Die After Sunset

How much does Die After Sunset cost?

As of 5 September 2026, the cheapest in-stock offer for Die After Sunset is €3.86 at Kinguin, out of 12 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Die After Sunset cheapest?

The lowest in-stock price we track for Die After Sunset is €3.86 at Kinguin (5 September 2026). We compare 12 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Die After Sunset available on?

Die After Sunset is available on PC, Nintendo Switch, Xbox.

When was Die After Sunset released?

Die After Sunset was released on 17 August 2023.

Who developed Die After Sunset?

Die After Sunset was developed by Playstark and published by PQube.