Compare Kingdom of Night prices across 50+ stores and find the best deal. Developed by Friends of Safety. Published by DANGEN Entertainment. Released on 12/2/2025. Available on PC. Genres: Action, Adventure, Indie, RPG.

One night in 1987, one Arizona town, five classes, and a demon army that genuinely does not care what difficulty you set. Grab a controller before you even think about touching this one.

My first hour with Kingdom of Night felt like finding a crumpled VHS tape in a box at a garage sale, something you almost passed over, then stayed up far too late watching. You step into the sneakers of John, an Arizona high schooler in 1987 who just wanted to survive detention and maybe talk to a girl at a party. Instead, a satanic cult called the Friends of Safety, a neighborhood watch gone catastrophically wrong, summons the ancient evil Baphomet, and the town of Miami, Arizona becomes a midnight warzone. The whole story plays out across a single night, told hour by hour, which gives it an unusual serialized momentum, each district you clear feels like its own chapter in a slow-burning supernatural conspiracy. The five classes, Barbarian, Knight, Rogue, Necromancer, and Sorcerer, are where the game earns serious repeat-play value. Melee builds are immediate and tactile, built on stamina-based dodging, parrying, and locking onto targets with the left trigger. Magic classes demand more from you: spells are cast by pressing rune combinations across face buttons, and combat can be paused to consult your spellbook mid-fight. It sounds fiddly, and early on it absolutely is, but the payoff when a Sorcerer or Necromancer starts controlling entire rooms is genuinely satisfying. One hard note worth raising early: keyboard and mouse controls are rough to the point of near-unplayable on the magic classes. The game itself warns you at the title screen. Believe it. Use a controller. The world is the real star for people like me who orbit this kind of handmade pixel craft. Dark neon streets lit by magenta ground fires, neon-green fungal blooms in sewer corridors, abandoned supermarkets and school hallways with 80s-era clutter packed into every frame. The art never overreaches its pixel budget, and that restraint is a feature. The soundscape is doing heavy lifting throughout: minimal ambient effects, a brooding synth score with contributions from Vince DiCola (the composer behind Rocky IV), and occasional thunderclaps that hit harder because the silence around them is so deliberate. Exploring a new district just to hear what the audio palette shifts into is its own small reward. The map is large, interconnected, and dotted with dungeons, demon lairs, and an NPC called the Ferryman who handles fast travel when the backtracking gets long. Scattered lore in books and documents rewards slow, curious players. Fairness demands flagging what does not land as well. The characters lean hard into 80s tropes, the nerd, the jock, the scatterbrained elder, and most of them stay exactly where those archetypes put them. The writing has warmth and a few genuinely sharp moments, but there are typos and some dialogue that feels flat against the emotional weight the story reaches for. Inventory management and quest tracking in the UI start to creak under pressure once quests and loot pile up, a legitimate friction point that cuts against what is otherwise a smooth exploration loop. Enemy respawns on re-entry to zones make XP farming easy if you want it, but also mean experienced players can hit the level cap well before the finale, which dulls the progression curve at the end. Local co-op reshapes all of this, though, in a meaningful way: a mage focusing on crowd control while a melee partner holds aggro is a genuinely different game from solo play, and the co-op difficulty scaling, while imperfect, opens the experience to couch-play audiences who will forgive a lot for that shared chaos. Kingdom of Night is a carefully made indie that knows its mood and commits to it completely. It will not reinvent what an action-RPG is. What it will do is give you a memorable night in a beautifully grim little town, surrounded by demons, bad synth music in the best possible way, and a story that trusts you to care. For a certain kind of player, that is more than enough. Kai, Scout Team

Kingdom of Night
ActionAdventureIndieRPG

Kingdom of Night

Dec 2, 2025Friends of SafetyDANGEN Entertainment
GamerScout Says

One night in 1987, one Arizona town, five classes, and a demon army that genuinely does not care what difficulty you set. Grab a controller before you even think about touching this one.

PC
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Screenshots & Media

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About Kingdom of Night

My first hour with Kingdom of Night felt like finding a crumpled VHS tape in a box at a garage sale, something you almost passed over, then stayed up far too late watching. You step into the sneakers of John, an Arizona high schooler in 1987 who just wanted to survive detention and maybe talk to a girl at a party. Instead, a satanic cult called the Friends of Safety, a neighborhood watch gone catastrophically wrong, summons the ancient evil Baphomet, and the town of Miami, Arizona becomes a midnight warzone. The whole story plays out across a single night, told hour by hour, which gives it an unusual serialized momentum, each district you clear feels like its own chapter in a slow-burning supernatural conspiracy. The five classes, Barbarian, Knight, Rogue, Necromancer, and Sorcerer, are where the game earns serious repeat-play value. Melee builds are immediate and tactile, built on stamina-based dodging, parrying, and locking onto targets with the left trigger. Magic classes demand more from you: spells are cast by pressing rune combinations across face buttons, and combat can be paused to consult your spellbook mid-fight. It sounds fiddly, and early on it absolutely is, but the payoff when a Sorcerer or Necromancer starts controlling entire rooms is genuinely satisfying. One hard note worth raising early: keyboard and mouse controls are rough to the point of near-unplayable on the magic classes. The game itself warns you at the title screen. Believe it. Use a controller. The world is the real star for people like me who orbit this kind of handmade pixel craft. Dark neon streets lit by magenta ground fires, neon-green fungal blooms in sewer corridors, abandoned supermarkets and school hallways with 80s-era clutter packed into every frame. The art never overreaches its pixel budget, and that restraint is a feature. The soundscape is doing heavy lifting throughout: minimal ambient effects, a brooding synth score with contributions from Vince DiCola (the composer behind Rocky IV), and occasional thunderclaps that hit harder because the silence around them is so deliberate. Exploring a new district just to hear what the audio palette shifts into is its own small reward. The map is large, interconnected, and dotted with dungeons, demon lairs, and an NPC called the Ferryman who handles fast travel when the backtracking gets long. Scattered lore in books and documents rewards slow, curious players. Fairness demands flagging what does not land as well. The characters lean hard into 80s tropes, the nerd, the jock, the scatterbrained elder, and most of them stay exactly where those archetypes put them. The writing has warmth and a few genuinely sharp moments, but there are typos and some dialogue that feels flat against the emotional weight the story reaches for. Inventory management and quest tracking in the UI start to creak under pressure once quests and loot pile up, a legitimate friction point that cuts against what is otherwise a smooth exploration loop. Enemy respawns on re-entry to zones make XP farming easy if you want it, but also mean experienced players can hit the level cap well before the finale, which dulls the progression curve at the end. Local co-op reshapes all of this, though, in a meaningful way: a mage focusing on crowd control while a melee partner holds aggro is a genuinely different game from solo play, and the co-op difficulty scaling, while imperfect, opens the experience to couch-play audiences who will forgive a lot for that shared chaos. Kingdom of Night is a carefully made indie that knows its mood and commits to it completely. It will not reinvent what an action-RPG is. What it will do is give you a memorable night in a beautifully grim little town, surrounded by demons, bad synth music in the best possible way, and a story that trusts you to care. For a certain kind of player, that is more than enough. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscontroller-supporttrading-cardsworkshopcloud-savestier:indie80s HorrorStamina-Based CombatRune Magic SystemFerryman Fast TravelHour-by-Hour NarrativeDemon Lair DungeonsLocal Co-op SynergyLevel-Gated Exploration

System Requirements

Minimum

OS
Windows
Memory
4 GB RAM
DirectX
Version 11
Storage
750 MB available space
Graphics
GTX 1050
Processor
Intel Core i5-3570

Recommended

OS
Windows
Memory
4 GB RAM
DirectX
Version 11
Storage
750 MB available space
Graphics
GTX 1050
Processor
Intel Core i5-3570

Reviews & Ratings

No ratings available

Game Info

Developer
Friends of Safety
Publisher
DANGEN Entertainment
Release Date
Dec 2, 2025

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