Compare Radiant One prices across 50+ stores and find the best deal. Developed by Fntastic. Published by Fntastic. Released on 7/30/2018. Available on PC, Mac. Genres: Adventure, Casual, Indie, RPG.

Thirty minutes with a lucid dreamer whose nights turn sinister: small, deliberate, and surprisingly affecting if you meet it on its own quiet terms.

I want to be upfront about the clock: Radiant One runs about thirty minutes start to finish, and that fact will determine whether it belongs in your library or not. What Fntastic built here is closer to an illustrated short story than a traditional game, and that framing matters. Protagonist Daniel is a burned-out, social-media-fatigued everyman who stumbles onto lucid dreaming through a mysterious book. His early dream sequences, where he flies over beaches and sculpts impossible spaces out of pure intention, carry a genuine sense of lightness. Then the cloaked figures show up, and the tone shifts from wonder into something closer to waking dread. The interaction model is point-and-click throughout, played entirely with the mouse from an isometric top-down view. You click to move Daniel room to room, pick up inventory items, and use them in fairly obvious combinations (the basement key opens the basement, yes). The more interesting moments arrive in the quick-time passages: timing a press as a marker sweeps a circle, dragging the mouse in a direction to resist a force, holding down long enough for a meter to fill. None of it is mechanically demanding, and the game's mobile DNA is visible in the simplicity of these prompts. A handful of players have noted that the mouse controls feel slightly looser than a touchscreen would, and that the English translation carries the occasional awkward phrase. Both are real, both are minor. What holds the experience together is the audio-visual craft. The soundtrack moves from calm, almost classical passages into dissonant, unsettling tones the moment the dreamworld starts to fracture. That transition is handled with care: the shift in the music tells you something is wrong before the visuals do. The environments themselves are compact but considered, each room detailed enough to feel inhabited rather than dressed. There are no labyrinths here, just purposeful spaces that reward the few seconds of looking around they ask of you. Critics at launch singled out the atmosphere and environmental rendering as the game's strongest qualities, and I think that assessment holds. The genuine frustration is that the story runs out of runway just as it earns your investment. Daniel's arc brushes against themes of depression, isolation, family, and the cost of losing yourself in fantasy, but those threads are introduced and then resolved inside a window so compressed that some questions simply go unanswered. The cloaked antagonists, the lore around them, the resolution itself: these feel like the roughed-in structure of something that wanted to be twice as long. Radiant One is the kind of experience that leaves you wanting more, and that cuts both ways. It means the core premise works. It also means you may close the final screen feeling slightly shortchanged. For narrative-focused players who value mood and soundscape over challenge and length, this is a quietly crafted half-hour that knows what it is. For anyone who needs mechanical depth or a story with real room to breathe, the brevity will frustrate. Think of it as a short film you happen to click through rather than watch passively. Kai, Scout Team

Radiant One
AdventureCasualIndieRPG

Radiant One

Jul 30, 2018Fntastic
GamerScout Says

Thirty minutes with a lucid dreamer whose nights turn sinister: small, deliberate, and surprisingly affecting if you meet it on its own quiet terms.

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Screenshots & Media

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About Radiant One

I want to be upfront about the clock: Radiant One runs about thirty minutes start to finish, and that fact will determine whether it belongs in your library or not. What Fntastic built here is closer to an illustrated short story than a traditional game, and that framing matters. Protagonist Daniel is a burned-out, social-media-fatigued everyman who stumbles onto lucid dreaming through a mysterious book. His early dream sequences, where he flies over beaches and sculpts impossible spaces out of pure intention, carry a genuine sense of lightness. Then the cloaked figures show up, and the tone shifts from wonder into something closer to waking dread. The interaction model is point-and-click throughout, played entirely with the mouse from an isometric top-down view. You click to move Daniel room to room, pick up inventory items, and use them in fairly obvious combinations (the basement key opens the basement, yes). The more interesting moments arrive in the quick-time passages: timing a press as a marker sweeps a circle, dragging the mouse in a direction to resist a force, holding down long enough for a meter to fill. None of it is mechanically demanding, and the game's mobile DNA is visible in the simplicity of these prompts. A handful of players have noted that the mouse controls feel slightly looser than a touchscreen would, and that the English translation carries the occasional awkward phrase. Both are real, both are minor. What holds the experience together is the audio-visual craft. The soundtrack moves from calm, almost classical passages into dissonant, unsettling tones the moment the dreamworld starts to fracture. That transition is handled with care: the shift in the music tells you something is wrong before the visuals do. The environments themselves are compact but considered, each room detailed enough to feel inhabited rather than dressed. There are no labyrinths here, just purposeful spaces that reward the few seconds of looking around they ask of you. Critics at launch singled out the atmosphere and environmental rendering as the game's strongest qualities, and I think that assessment holds. The genuine frustration is that the story runs out of runway just as it earns your investment. Daniel's arc brushes against themes of depression, isolation, family, and the cost of losing yourself in fantasy, but those threads are introduced and then resolved inside a window so compressed that some questions simply go unanswered. The cloaked antagonists, the lore around them, the resolution itself: these feel like the roughed-in structure of something that wanted to be twice as long. Radiant One is the kind of experience that leaves you wanting more, and that cuts both ways. It means the core premise works. It also means you may close the final screen feeling slightly shortchanged. For narrative-focused players who value mood and soundscape over challenge and length, this is a quietly crafted half-hour that knows what it is. For anyone who needs mechanical depth or a story with real room to breathe, the brevity will frustrate. Think of it as a short film you happen to click through rather than watch passively. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5Point-and-ClickLucid DreamingQuick-Time EventsIsometricOne-Sitting CompletionPsychological Horror-LightMood-DrivenSub-1-Hour

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7 and up
Memory
2 GB RAM
Storage
1 GB available space
Graphics
AMD Radeon HD 6450 or higher/greater
Processor
AMD Athlon II X2 245 or higher/greater

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Game Info

Developer
Fntastic
Publisher
Fntastic
Release Date
Jul 30, 2018

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Frequently asked questions about Radiant One

Where can I buy Radiant One cheapest?

Compare Radiant One 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 Radiant One available on?

Radiant One is available on PC, Mac.

When was Radiant One released?

Radiant One was released on 30 July 2018.

Who developed Radiant One?

Radiant One was developed by Fntastic.