Compare Fall of Light: Darkest Edition prices across 50+ stores and find the best deal. Developed by RuneHeads. Published by Fulqrum Publishing. Released on 9/28/2017. Available on PC, Mac, Xbox. Genres: Action, Adventure, Indie, RPG. Metacritic score: 69/100.

A two-person team's shot at fusing Dark Souls tension with ICO's hand-holding warmth. The ambition is real. Whether the execution earns your patience is a harder question.

My first reaction to Fall of Light was a quiet appreciation for the nerve it takes to build something like this with two people. A small Italian studio, a debut release, and the audacity to aim straight at the emotional core of both ICO and Dark Souls in one go. That kind of reach deserves honest scrutiny, not polite applause. The setup is genuinely affecting in outline: Nyx, a weathered old warrior, escorts his daughter Aether across a world already swallowed by shadow, searching for the last breath of sunlight left on earth. The father-daughter bond is the mechanical spine too. Aether can be commanded to follow, stay put, or have her hand held as you move at pace. She enchants Nyx's weapons when she is close, and levelling up happens only when she prays at shrine checkpoints, which also respawn every enemy you have cleared. That shrine loop is pulled directly from the Souls playbook, and it rarely disguises the debt. The Darkest Edition adds an extra dungeon with fresh enemy types on top of the base game, which is a meaningful addition for returning players. Combat runs on light attacks, heavy attacks, a roll, a block, and a stamina bar that empties fast enough to make each engagement feel deliberate. Seven weapon classes are present, from a starting sword with a critical-hit chance to daggers that inflict bleed damage over time and slower power weapons that punish heavier targets. On paper that is a respectable toolkit. In practice, reviews across the board flag two recurring problems: input lag that ranges from mild to maddening depending on the platform and version you are playing, and hit detection that can feel inconsistent, leaving you uncertain whether your swing registered or simply passed through an enemy. The isometric fixed camera, evocative when the lighting sells the darkness, also creates blind spots near walls and on narrow ledge paths where a single misstep ends a run. These are not style choices; they are friction points that chip away at the satisfaction a game like this needs in order to land its tense moments. Aether herself is the most interesting and most divisive element. She gains her own abilities as the story progresses, including a stun that can bail you out of a bad situation, and she acts as a literal light source in pitch-black corridors. But when you die, she stays behind at the point of your death, forcing a backtrack before you can level or use her proximity bonus again. Skeleton-like abductors periodically snatch her into a nearby cage, requiring a rescue before you continue. Some players find the rhythm of protecting her quietly moving. Others find it tedious by the midpoint. Where you land probably depends on how much patience you extend to a small team working near the edge of their capacity. What does survive intact is the atmosphere. The low-poly aesthetic is rough in places, but the lighting work is careful: torches carve shadows across crumbling stone, and Aether's glow in total darkness carries a specific, almost sacred quality that the best moments of the ICO lineage always had. The soundtrack is understated to the point of near-silence in stretches, which feels intentional rather than absent. Whether that restraint deepens the oppressive mood or just feels thin is genuinely a matter of taste. The PC version, which is what this page covers, received patches that addressed some of the worst combat responsiveness issues from launch, and it remains the most stable way to play. For a game made by two people in under a year, there is real craft hiding inside the rougher edges. You have to want to find it. Kai, Scout Team

Fall of Light: Darkest Edition
ActionAdventureIndieRPG

Fall of Light: Darkest Edition

Sep 28, 2017RuneHeadsFulqrum Publishing
GamerScout Says

A two-person team's shot at fusing Dark Souls tension with ICO's hand-holding warmth. The ambition is real. Whether the execution earns your patience is a harder question.

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Screenshots & Media

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About Fall of Light: Darkest Edition

My first reaction to Fall of Light was a quiet appreciation for the nerve it takes to build something like this with two people. A small Italian studio, a debut release, and the audacity to aim straight at the emotional core of both ICO and Dark Souls in one go. That kind of reach deserves honest scrutiny, not polite applause. The setup is genuinely affecting in outline: Nyx, a weathered old warrior, escorts his daughter Aether across a world already swallowed by shadow, searching for the last breath of sunlight left on earth. The father-daughter bond is the mechanical spine too. Aether can be commanded to follow, stay put, or have her hand held as you move at pace. She enchants Nyx's weapons when she is close, and levelling up happens only when she prays at shrine checkpoints, which also respawn every enemy you have cleared. That shrine loop is pulled directly from the Souls playbook, and it rarely disguises the debt. The Darkest Edition adds an extra dungeon with fresh enemy types on top of the base game, which is a meaningful addition for returning players. Combat runs on light attacks, heavy attacks, a roll, a block, and a stamina bar that empties fast enough to make each engagement feel deliberate. Seven weapon classes are present, from a starting sword with a critical-hit chance to daggers that inflict bleed damage over time and slower power weapons that punish heavier targets. On paper that is a respectable toolkit. In practice, reviews across the board flag two recurring problems: input lag that ranges from mild to maddening depending on the platform and version you are playing, and hit detection that can feel inconsistent, leaving you uncertain whether your swing registered or simply passed through an enemy. The isometric fixed camera, evocative when the lighting sells the darkness, also creates blind spots near walls and on narrow ledge paths where a single misstep ends a run. These are not style choices; they are friction points that chip away at the satisfaction a game like this needs in order to land its tense moments. Aether herself is the most interesting and most divisive element. She gains her own abilities as the story progresses, including a stun that can bail you out of a bad situation, and she acts as a literal light source in pitch-black corridors. But when you die, she stays behind at the point of your death, forcing a backtrack before you can level or use her proximity bonus again. Skeleton-like abductors periodically snatch her into a nearby cage, requiring a rescue before you continue. Some players find the rhythm of protecting her quietly moving. Others find it tedious by the midpoint. Where you land probably depends on how much patience you extend to a small team working near the edge of their capacity. What does survive intact is the atmosphere. The low-poly aesthetic is rough in places, but the lighting work is careful: torches carve shadows across crumbling stone, and Aether's glow in total darkness carries a specific, almost sacred quality that the best moments of the ICO lineage always had. The soundtrack is understated to the point of near-silence in stretches, which feels intentional rather than absent. Whether that restraint deepens the oppressive mood or just feels thin is genuinely a matter of taste. The PC version, which is what this page covers, received patches that addressed some of the worst combat responsiveness issues from launch, and it remains the most stable way to play. For a game made by two people in under a year, there is real craft hiding inside the rougher edges. You have to want to find it. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Escort MechanicsFixed CameraStamina CombatSeven Weapon ClassesBleed DamageShrine CheckpointsLow-Poly AestheticFather-Daughter NarrativeMultiple EndingsAtmospheric Lighting

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7 / 8 / 8.1 / 10
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
GeForce GTX560 Ti 1GB VRAM or better
Processor
Intel Core i3 or equivalent
Sound Card
DirectX® 9.0c compatible
Additional Notes
Please note that the minimal required hardware will allow you to play the game in 900p/30fps on LOW settings

Community Discussion

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Reviews & Ratings

Metacritic
69

Game Info

Developer
RuneHeads
Publisher
Fulqrum Publishing
Release Date
Sep 28, 2017

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Price History

2026-06-071.05(lowest)

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What platforms is Fall of Light: Darkest Edition available on?

Fall of Light: Darkest Edition is available on PC, Mac, Xbox.

When was Fall of Light: Darkest Edition released?

Fall of Light: Darkest Edition was released on 28 September 2017.

Who developed Fall of Light: Darkest Edition?

Fall of Light: Darkest Edition was developed by RuneHeads and published by Fulqrum Publishing.

Is Fall of Light: Darkest Edition worth buying?

Fall of Light: Darkest Edition holds a Metacritic score of 69/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.