Compare Omen of Sorrow prices across 50+ stores and find the best deal. Developed by AOne Games. Published by Eastasiasoft Limited. Released on 3/23/2023. Available on PC, Xbox. Genres: Action, Indie.

A horror-themed 2.5D fighter with a genuinely clever Fortune/Blessed system buried under thin netcode and a near-dead online population. Cool concept, rough execution.

My first honest reaction to Omen of Sorrow was that the concept is almost unfairly good on paper. Twelve fighters pulled from Gothic horror, mythology, and literature - Vladislav the vampire, Caleb the werewolf, mummy lord Imhotep, Frankenstein's Adam, the dual-personality Dr. Hyde, fallen angel Zafkiel, the Bloody Countess Erzsebet - dropped into a four-button 2D fighter running on Unreal Engine 4. That roster pitch should be a layup. The actual product lands somewhere between 'interesting project' and 'frustrating near-miss.' The mechanical hook worth knowing about is the Fortune system. It swings up when you play aggressively and push forward; it drops when you turtle or absorb too many hits. Fill it, and you enter Blessed mode - a free-form cancel state where normals and specials chain into custom combos that would otherwise be locked off. That's a real design idea. It actively punishes passive play and rewards the kind of forward-pressure footsie game that makes traditional 2D fighters worth studying. The Fate button adds another wrinkle, letting you sacrifice health for enhanced attacks or combo escapes. On paper, it's a system that rewards aggression and smart resource management. In practice, the skill ceiling for extracting value out of it is steep, and the game communicates it poorly. The training mode has frame data but skips over advanced techniques like Bold Counters and Cancels entirely - those are left for you to discover through text descriptions or forums that are not exactly bustling right now. Character variety is genuinely the game's strongest suit. Imhotep can split his body in half and trap opponents between his two floating pieces - a gimmick that sounds broken and plays out as one of the more inventive spacing tools I have seen in any fighter. Hyde has two complete movesets tied to his Jekyll transformation, requiring serious lab time before he contributes anything useful. Adam plays like a slow, electric Blanka-Zangief hybrid. The roster is diverse enough that there is a playstyle for most fighter preferences, but some characters feel noticeably smoother to move than others, and a few animations read as stiff or unfinished on hit. Now the part that actually matters to anyone who cares about playing with real people: the online is in rough shape. The game launched with a GGPO-based netcode implementation, which is the right call on paper, but the player pool is thin to the point where finding a ranked match can be a serious ordeal. This was a documented problem at launch and has not meaningfully improved. Cross-platform support between PC and other versions exists, which helps a little, but not enough to make the competitive ladder feel alive. Local versus mode works fine, and if you have a regular couch opponent this becomes a much more justifiable purchase. The story mode splits into three branching journeys covering different character groups, but the writing is weak and the payoff is abrupt - functional as a roster tour, not much more. From a PC performance standpoint, the game targets 60fps and the PC version handles that better than the console builds, with resolution options up to 4K. You do not need a high-end rig to hit smooth framerates, though you may need to dial settings down on older hardware to keep things fluid. Controller is the right input here - there is nothing in the movement system that demands a stick, and any decent pad will handle the quarter-circle motions without issue. Omen of Sorrow is the kind of game that lives or dies on your tolerance for under-populated online brackets. The core combat idea is legitimately interesting, the roster concept is strong, and the Fortune/Blessed system offers real depth for anyone willing to sit in training mode. But the animations lack crispness, the online community is sparse, and the broader package feels unfinished around the edges. For horror fans who also happen to have a local opponent or two and genuine patience for a technical fighter, there is something here. Everyone else should temper expectations hard. Fred, Scout Team

Omen of Sorrow
ActionIndie

Omen of Sorrow

Mar 23, 2023AOne GamesEastasiasoft Limited
GamerScout Says

A horror-themed 2.5D fighter with a genuinely clever Fortune/Blessed system buried under thin netcode and a near-dead online population. Cool concept, rough execution.

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Screenshots & Media

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About Omen of Sorrow

My first honest reaction to Omen of Sorrow was that the concept is almost unfairly good on paper. Twelve fighters pulled from Gothic horror, mythology, and literature - Vladislav the vampire, Caleb the werewolf, mummy lord Imhotep, Frankenstein's Adam, the dual-personality Dr. Hyde, fallen angel Zafkiel, the Bloody Countess Erzsebet - dropped into a four-button 2D fighter running on Unreal Engine 4. That roster pitch should be a layup. The actual product lands somewhere between 'interesting project' and 'frustrating near-miss.' The mechanical hook worth knowing about is the Fortune system. It swings up when you play aggressively and push forward; it drops when you turtle or absorb too many hits. Fill it, and you enter Blessed mode - a free-form cancel state where normals and specials chain into custom combos that would otherwise be locked off. That's a real design idea. It actively punishes passive play and rewards the kind of forward-pressure footsie game that makes traditional 2D fighters worth studying. The Fate button adds another wrinkle, letting you sacrifice health for enhanced attacks or combo escapes. On paper, it's a system that rewards aggression and smart resource management. In practice, the skill ceiling for extracting value out of it is steep, and the game communicates it poorly. The training mode has frame data but skips over advanced techniques like Bold Counters and Cancels entirely - those are left for you to discover through text descriptions or forums that are not exactly bustling right now. Character variety is genuinely the game's strongest suit. Imhotep can split his body in half and trap opponents between his two floating pieces - a gimmick that sounds broken and plays out as one of the more inventive spacing tools I have seen in any fighter. Hyde has two complete movesets tied to his Jekyll transformation, requiring serious lab time before he contributes anything useful. Adam plays like a slow, electric Blanka-Zangief hybrid. The roster is diverse enough that there is a playstyle for most fighter preferences, but some characters feel noticeably smoother to move than others, and a few animations read as stiff or unfinished on hit. Now the part that actually matters to anyone who cares about playing with real people: the online is in rough shape. The game launched with a GGPO-based netcode implementation, which is the right call on paper, but the player pool is thin to the point where finding a ranked match can be a serious ordeal. This was a documented problem at launch and has not meaningfully improved. Cross-platform support between PC and other versions exists, which helps a little, but not enough to make the competitive ladder feel alive. Local versus mode works fine, and if you have a regular couch opponent this becomes a much more justifiable purchase. The story mode splits into three branching journeys covering different character groups, but the writing is weak and the payoff is abrupt - functional as a roster tour, not much more. From a PC performance standpoint, the game targets 60fps and the PC version handles that better than the console builds, with resolution options up to 4K. You do not need a high-end rig to hit smooth framerates, though you may need to dial settings down on older hardware to keep things fluid. Controller is the right input here - there is nothing in the movement system that demands a stick, and any decent pad will handle the quarter-circle motions without issue. Omen of Sorrow is the kind of game that lives or dies on your tolerance for under-populated online brackets. The core combat idea is legitimately interesting, the roster concept is strong, and the Fortune/Blessed system offers real depth for anyone willing to sit in training mode. But the animations lack crispness, the online community is sparse, and the broader package feels unfinished around the edges. For horror fans who also happen to have a local opponent or two and genuine patience for a technical fighter, there is something here. Everyone else should temper expectations hard. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcross-platformachievementscontroller-supporttier:aaa2.5D FighterFortune MeterBlessed ModeGothic HorrorLocal VersusGGPO NetcodeHorror RosterFootsie-Based

System Requirements

Minimum

OS
Windows 7/8/10 (64-bit OS required)
Memory
6 GB RAM
DirectX
Version 11
Storage
6 GB available space
Graphics
NVIDIA GeForce, GTX 750Ti 2GB, or equivalent
Processor
Intel Core i3-4160 @ 3.60GHz or equivalent
Sound Card
DirectX compatible soundcard or onboard chipset

Recommended

OS
Windows 7/8/10 (64-bit OS required)
Memory
8 GB RAM
DirectX
Version 11
Storage
6 GB available space
Graphics
NVIDIA GeForce GTX 1060 equivalent or higher
Processor
Intel Core i5-4690 @ 3.50 GHz or equivalent
Sound Card
DirectX compatible soundcard or onboard chipset

Reviews & Ratings

No ratings available

Game Info

Developer
AOne Games
Publisher
Eastasiasoft Limited
Release Date
Mar 23, 2023

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