Compare Gleamlight prices across trusted key stores and find the best deal. Developed by DICO. Published by D3PUBLISHER. Released on 8/20/2020. Available on PC, Xbox. Genres: Action, Adventure, Indie.

Gorgeous stained-glass visuals wrapped around one of the most hollow action-platformers of its era. The art will hook you; everything beneath it will push you away.

I wanted Gleamlight to be the underdog story I love telling. The stained-glass aesthetic is genuinely arresting, and the zero-UI philosophy sounds like the kind of deliberate, confident design choice that small developers pull off beautifully when they trust their world to speak. It does not speak here. It barely whispers, and what it whispers does not make sense. You play as Gleam, a tiny sword-wielding figure moving through a side-scrolling world where everything, from the trees to the enemies, is rendered in fractured, luminous glass. The visual hook is real. Shimmering crystals catch light, area backgrounds carry genuine depth, and watching an enemy shatter on a killing blow produces a satisfying glass-crack sound. That much works. The design idea at the center of combat is also interesting on paper: both you and enemies exchange health through attacks, so your character brightens as you deal damage and darkens as you absorb hits. It turns every fight into a visual health bar without an actual health bar. In practice, though, the system collapses almost immediately, because standing inside a larger enemy and mashing the attack button will regenerate your health faster than they can hurt you. Boss fights become trivialized to the point that they stop feeling like encounters at all. The bigger wound is structural. Despite visual cues suggesting a Metroidvania, the game is entirely linear, with no map and no real reason to poke around. You unlock new traversal abilities, including a dash and a triple jump, by defeating bosses, but the game communicates none of this. New skills appear silently, and the only way to discover them is to press every button until something works. The level design follows the same non-logic: rooms feel assembled from random platform arrangements rather than built with intention, and the darkness that saturates most environments, which should reinforce the stained-glass atmosphere, instead obscures hazards until you walk into them. Spike placements in particular feel punitive without purpose. There is no spoken or written story to hold any of this together. The wordless narrative concept might have worked if the environmental design did the heavy lifting, but the rooms are too repetitive and anonymous to carry meaning. To Gleamlight's small credit, there is modest enemy variety, puzzle room layouts range from tight corridors to open caverns, and the shattering glass audio feedback has a tactile quality that almost nobody mentions when criticizing the game. The 30 Steam achievements also provide mild structural goals for completion-minded players. These are genuinely the bright spots, and they feel stranded in a game that never figured out what to build around them. The OpenCritic average across 17 critics sits at 47, with zero recommending it, and the Steam user base lands at Mostly Negative. That consensus is not unfair. Kai, Scout Team

Gleamlight

Gleamlight

Aug 20, 2020DICOD3PUBLISHER
GamerScout Says

Gorgeous stained-glass visuals wrapped around one of the most hollow action-platformers of its era. The art will hook you; everything beneath it will push you away.

PCXbox
Steam Deck Playable
Best Price Available
€0.00
at N/A
Historical low: €2.48

GamerScout Verdict

Skip it unless the stained-glass art alone is worth the entry cost to you, because the gameplay underneath will not hold.

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Price History

Historical low
€2.485 Jun 2026
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€2.28€2.41€2.55€2.685 Jun16 Jun27 Jun7 Jul18 Jul
5 Jun — 18 Jul
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Screenshots & Media

About Gleamlight

I wanted Gleamlight to be the underdog story I love telling. The stained-glass aesthetic is genuinely arresting, and the zero-UI philosophy sounds like the kind of deliberate, confident design choice that small developers pull off beautifully when they trust their world to speak. It does not speak here. It barely whispers, and what it whispers does not make sense. You play as Gleam, a tiny sword-wielding figure moving through a side-scrolling world where everything, from the trees to the enemies, is rendered in fractured, luminous glass. The visual hook is real. Shimmering crystals catch light, area backgrounds carry genuine depth, and watching an enemy shatter on a killing blow produces a satisfying glass-crack sound. That much works. The design idea at the center of combat is also interesting on paper: both you and enemies exchange health through attacks, so your character brightens as you deal damage and darkens as you absorb hits. It turns every fight into a visual health bar without an actual health bar. In practice, though, the system collapses almost immediately, because standing inside a larger enemy and mashing the attack button will regenerate your health faster than they can hurt you. Boss fights become trivialized to the point that they stop feeling like encounters at all. The bigger wound is structural. Despite visual cues suggesting a Metroidvania, the game is entirely linear, with no map and no real reason to poke around. You unlock new traversal abilities, including a dash and a triple jump, by defeating bosses, but the game communicates none of this. New skills appear silently, and the only way to discover them is to press every button until something works. The level design follows the same non-logic: rooms feel assembled from random platform arrangements rather than built with intention, and the darkness that saturates most environments, which should reinforce the stained-glass atmosphere, instead obscures hazards until you walk into them. Spike placements in particular feel punitive without purpose. There is no spoken or written story to hold any of this together. The wordless narrative concept might have worked if the environmental design did the heavy lifting, but the rooms are too repetitive and anonymous to carry meaning. To Gleamlight's small credit, there is modest enemy variety, puzzle room layouts range from tight corridors to open caverns, and the shattering glass audio feedback has a tactile quality that almost nobody mentions when criticizing the game. The 30 Steam achievements also provide mild structural goals for completion-minded players. These are genuinely the bright spots, and they feel stranded in a game that never figured out what to build around them. The OpenCritic average across 17 critics sits at 47, with zero recommending it, and the Steam user base lands at Mostly Negative. That consensus is not unfair.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supporttier:aaaNo-UI DesignWordless NarrativeLinear PlatformerHealth-Exchange CombatGlass AestheticShort RuntimeHollow Knight ComparisonTraversal Unlocks

System Requirements

Minimum

Memory
4 GB RAM
Storage
10 GB available space
Graphics
AMD Radeon R9 280X / GeForce GTX 760
Processor
AMD FX-4350 / Intel Core i5-4460

Recommended

Memory
8 GB RAM
Storage
10 GB available space
Graphics
AMD Radeon R9 290 / GeForce GTX 1050 Ti
Processor
AMD FX-6300 / Intel Core i5-4590

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Game Info

Developer
DICO
Publisher
D3PUBLISHER
Release Date
Aug 20, 2020

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Frequently asked questions about Gleamlight

How much does Gleamlight cost?

Gleamlight pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is Gleamlight available on?

Gleamlight is available on PC, Xbox.

When was Gleamlight released?

Gleamlight was released on 20 August 2020.

Who developed Gleamlight?

Gleamlight was developed by DICO and published by D3PUBLISHER.