Compare Harmony: The Fall of Reverie prices across trusted key stores and find the best deal. Developed by DON'T NOD. Published by DON'T NOD. Released on 6/8/2023. Available on PC, Xbox. Genres: Adventure, Casual, Indie.

DON'T NOD turns the branching-narrative flowchart into the actual game mechanic, and somehow that strange bet mostly pays off across twelve haunting hours on a sun-bleached Mediterranean island.

I went into this one expecting Life is Strange with mythology bolted on, and that framing is both right and deeply wrong. What DON'T NOD built in Harmony: The Fall of Reverie is quieter and more formally strange than anything in their back catalogue. You play as Polly, a woman returning to her fictional Mediterranean hometown of Atina to find her missing mother, only to discover she can slip between the material world (called Brittle) and a parallel plane called Reverie, where six god-like Aspirations of humanity - Glory, Bliss, Power, Chaos, Bond, and Truth - are waiting for her to anoint one of them as the new heart of their dying world. The setup is dense and the lore drops fast in the opening act; there is a built-in codex that helps, but the first couple of hours ask real patience before the dual-world premise clicks into place. The central invention is the Augural, a branching node map that externalises Polly's clairvoyance into something that looks like a strategy game flowchart. Between scenes you choose which nodes to activate, each one tipping Aspiration crystals - called Egregore - toward one deity or another. Accumulate enough for a given Aspiration and you unlock story outcomes that are unavailable on other paths. It is a genuinely original idea that makes choice feel spatial and deliberate rather than just a dialogue prompt. The complication, which a fair number of critics spotted, is that the crystal economy nudges you into committing to an Aspiration early and then optimising for it, which can make the later acts feel more like resource management than genuine moral reckoning. The spontaneity that made Life is Strange feel alive is occasionally missing here; some choices feel mechanical precisely because the Augural is so transparent about their consequences. That transparency is also the system's strength for some players - if you prefer to understand the shape of a story before you step into it, the Augural is almost meditative to work through. Where the game earns its keep without any asterisks is in the craft surrounding all of that. The 2D art direction is exceptionally characterful, with each of the six Aspirations rendered in palettes and silhouettes that feel genuinely inspired - Power's aggressive geometry against Bliss's soft diffusion, for instance. The voice cast is strong across the board, and the ambient soundscape leans on coastal island textures: waves, birds, the low hum of a city under a corporation's thumb. The score by Lena Raine sits underneath all of it with a kind of lo-fi luminescence that suits the game's split-reality mood far better than a more bombastic soundtrack would have. Technically the experience is clean, with a transcript rewind feature that lets you catch missed dialogue, and per-chapter saves that give you room to reconsider before locking in a chapter's final node. The main criticism on the technical side is loading screens that can interrupt short scenes with jarring frequency. The story itself spans five acts and runs roughly ten to twelve hours on a first playthrough. Its themes - corporate overreach, the cost of grief, the tension between community and self-preservation - are handled with enough textural care that they land as genuine ideas rather than backdrop. The fifth act drew criticism from some reviewers for arriving just when the narrative felt ready to close, extending the runtime when the emotional arc had already peaked. It is a real pacing issue. For all that, the characters in Polly's material-world circle - Nora, Laszlo, the slowly uncovered history of Ursula - carry a warmth that kept me in the story through the rougher structural stretches. This is a game that believes in the people it has written, and that belief is readable in every scene. If you have never touched a visual novel, Harmony is one of the more welcoming entry points the genre has produced, with recognisable mechanical scaffolding and a story ambitious enough to justify the format. If you are already a DON'T NOD devotee, the Augural system is worth experiencing on its own terms, even where it frustrates. People who need persistent agency - exploration, puzzles, the ability to wander - will hit a wall. The game is, unapologetically, a story you watch and steer rather than a world you inhabit. Know that going in and it rewards the time you give it. Kai, Scout Team

Harmony: The Fall of Reverie

Harmony: The Fall of Reverie

Jun 8, 2023DON'T NOD
GamerScout Says

DON'T NOD turns the branching-narrative flowchart into the actual game mechanic, and somehow that strange bet mostly pays off across twelve haunting hours on a sun-bleached Mediterranean island.

PCXbox
Steam Deck VerifiedProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €1.30

GamerScout Verdict

Best for narrative fans willing to commit to a crystal-economy choice system in exchange for genuinely beautiful world-building and a Lena Raine soundtrack.

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Price History

Historical low
€1.3011 Jun 2026
Keyshops
€0.75€2.64€4.53€6.425 Jun16 Jun27 Jun7 Jul18 Jul
5 Jun — 18 Jul
Create alert

Screenshots & Media

About Harmony: The Fall of Reverie

I went into this one expecting Life is Strange with mythology bolted on, and that framing is both right and deeply wrong. What DON'T NOD built in Harmony: The Fall of Reverie is quieter and more formally strange than anything in their back catalogue. You play as Polly, a woman returning to her fictional Mediterranean hometown of Atina to find her missing mother, only to discover she can slip between the material world (called Brittle) and a parallel plane called Reverie, where six god-like Aspirations of humanity - Glory, Bliss, Power, Chaos, Bond, and Truth - are waiting for her to anoint one of them as the new heart of their dying world. The setup is dense and the lore drops fast in the opening act; there is a built-in codex that helps, but the first couple of hours ask real patience before the dual-world premise clicks into place. The central invention is the Augural, a branching node map that externalises Polly's clairvoyance into something that looks like a strategy game flowchart. Between scenes you choose which nodes to activate, each one tipping Aspiration crystals - called Egregore - toward one deity or another. Accumulate enough for a given Aspiration and you unlock story outcomes that are unavailable on other paths. It is a genuinely original idea that makes choice feel spatial and deliberate rather than just a dialogue prompt. The complication, which a fair number of critics spotted, is that the crystal economy nudges you into committing to an Aspiration early and then optimising for it, which can make the later acts feel more like resource management than genuine moral reckoning. The spontaneity that made Life is Strange feel alive is occasionally missing here; some choices feel mechanical precisely because the Augural is so transparent about their consequences. That transparency is also the system's strength for some players - if you prefer to understand the shape of a story before you step into it, the Augural is almost meditative to work through. Where the game earns its keep without any asterisks is in the craft surrounding all of that. The 2D art direction is exceptionally characterful, with each of the six Aspirations rendered in palettes and silhouettes that feel genuinely inspired - Power's aggressive geometry against Bliss's soft diffusion, for instance. The voice cast is strong across the board, and the ambient soundscape leans on coastal island textures: waves, birds, the low hum of a city under a corporation's thumb. The score by Lena Raine sits underneath all of it with a kind of lo-fi luminescence that suits the game's split-reality mood far better than a more bombastic soundtrack would have. Technically the experience is clean, with a transcript rewind feature that lets you catch missed dialogue, and per-chapter saves that give you room to reconsider before locking in a chapter's final node. The main criticism on the technical side is loading screens that can interrupt short scenes with jarring frequency. The story itself spans five acts and runs roughly ten to twelve hours on a first playthrough. Its themes - corporate overreach, the cost of grief, the tension between community and self-preservation - are handled with enough textural care that they land as genuine ideas rather than backdrop. The fifth act drew criticism from some reviewers for arriving just when the narrative felt ready to close, extending the runtime when the emotional arc had already peaked. It is a real pacing issue. For all that, the characters in Polly's material-world circle - Nora, Laszlo, the slowly uncovered history of Ursula - carry a warmth that kept me in the story through the rougher structural stretches. This is a game that believes in the people it has written, and that belief is readable in every scene. If you have never touched a visual novel, Harmony is one of the more welcoming entry points the genre has produced, with recognisable mechanical scaffolding and a story ambitious enough to justify the format. If you are already a DON'T NOD devotee, the Augural system is worth experiencing on its own terms, even where it frustrates. People who need persistent agency - exploration, puzzles, the ability to wander - will hit a wall. The game is, unapologetically, a story you watch and steer rather than a world you inhabit. Know that going in and it rewards the time you give it.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaVisual NovelBranching NarrativeDual-World StoryNode-Based ChoicesMediterranean SettingAspiration SystemFully VoicedSingle PlaythroughLore-Heavy

System Requirements

Minimum

OS
Windows 8
Memory
8 GB RAM
Storage
9 GB available space
Graphics
GeForce GTX 650 / Radeon HD 7750 (1024 MB)
Processor
Intel Core i5-4570T (2 * 2900) / AMD FX-4300 (4 * 3800) or equivalent

Recommended

OS
Windows 10
Memory
8 GB RAM
Storage
9 GB available space
Graphics
GeForce GTX 970 (4096MB) / Radeon R9 390X (8192 MB)
Processor
Intel Core i7-6700 (4 * 3400) / AMD FX-4350 (4 * 4200) or equivalent

Keep exploring

Community Discussion

Be the first to comment on Harmony: The Fall of Reverie.

Reviews & Ratings

No ratings available

Game Info

Developer
DON'T NOD
Publisher
DON'T NOD
Release Date
Jun 8, 2023

Price Alert

Get notified when the price drops below your target!

Create Alert

No card? Pay another way

Top up your Steam Wallet or buy crypto with any card — instant delivery, no bank account needed.

More from DON'T NOD

Buy smarter: helpful guides

Looking for more? See games like Harmony: The Fall of Reverie →

Frequently asked questions about Harmony: The Fall of Reverie

How much does Harmony: The Fall of Reverie cost?

Harmony: The Fall of Reverie 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.

Where can I buy Harmony: The Fall of Reverie cheapest?

Compare Harmony: The Fall of Reverie prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Harmony: The Fall of Reverie available on?

Harmony: The Fall of Reverie is available on PC, Xbox.

When was Harmony: The Fall of Reverie released?

Harmony: The Fall of Reverie was released on 8 June 2023.

Who developed Harmony: The Fall of Reverie?

Harmony: The Fall of Reverie was developed by DON'T NOD.