Compare Radiolight prices across 50+ stores and find the best deal. Developed by Krystof Knesl. Published by Iceberg Interactive. Released on 10/23/2025. Available on PC. Genres: Adventure, Indie.

Firewatch took you into the woods and left you uneasy. Radiolight takes you somewhere darker, a 4-6 hour supernatural mystery built by one person that earns its creepiness through sound, not shock.

I keep a mental shelf of solo-dev games that punch well above their weight class, and after spending an evening inside Ashwood Creek National Park, Radiolight has earned a spot on it. Krystof Knesl built this thing largely alone, and the fact that it holds together as a coherent, atmospheric, genuinely spooky experience is the first thing worth saying out loud. The setup is 1985 small-town America: a teenage scout named Elliot has vanished from a camping trip, a park ranger named Harvey has since gone silent, and you step into the worn boots of Officer Ethan Collins to figure out why. That domestic opener, pottering around Ethan's house, talking to his daughter Mia, piecing together a partial-custody life from a legal document on the desk, does real work. It gives you a person, not just a camera with legs. The moment you enter Ashwood Creek at night, the game shifts into something harder to shake. Two pieces of kit define your time here: a walkie-talkie for checking in with Robert back at the station, and the handheld radio Mia pressed into your hands before you left. That radio is not decorative. You tune it to specific frequencies to progress the investigation, use it as a kind of shield against the hostile presences lurking in the trees, and, in some of the game's best moments, stumble onto signals that have no business existing in 1985 or any other year. The world is dotted with other radios too, each playing its own looping sequence, somewhere between found-footage clue and eerie ambient texture. One reviewer compared this to Alan Wake's surreal in-world TV shows, and the parallel holds. The sound design overall is the game's most confident achievement: music swells when Ethan is momentarily safe and drains away into forest static when he isn't, and the forest itself feels like it listens back. Structurally, Radiolight is linear and comfortable with that. You move through densely atmospheric sections, a campsite, an abandoned cabin, cave formations carved with ouroboros symbols, a trail of blood leading somewhere you probably shouldn't follow, collecting clues, reporting observations to Robert over dialogue trees, and occasionally encountering enemies that require more than just walking past them. There are puzzles, but nothing that demands a notebook. The challenge is observational: optional documents, missable dialogue triggers, and environmental details that deepen the narrative for players who slow down and look. The whole run clocks in around 4 to 6 hours, and the game makes a solid argument for that length. It ends before it wears out its welcome, which is a discipline a lot of bigger studios could stand to learn. The cracks are real and worth naming honestly. At launch, some players hit game-breaking bugs, though Knesl was reportedly active in the Steam forums, patching regularly and personally helping affected players, the kind of solo-dev dedication that's rare and worth acknowledging. Some reviewers found the narrative loose at the seams: items picked up and never used, optional scenes that contain critical context and are easy to miss, and a conclusion that leaves several threads unresolved in ways that feel less like purposeful ambiguity and more like a first-time storyteller still finding the edit. Voice acting drew mixed notes too, with the main cast landing better for some players than others. None of this is dealbreaking for the audience this game is built for, but if you need tidy explanations and payoff for every mystery box, Radiolight may frustrate you. For everyone else, the people who played Firewatch and wished it had gone stranger, who found Alan Wake's radio broadcasts more interesting than the combat, who understand that a 5-hour game that commits fully to its mood is worth more than a 30-hour one that doesn't, this is exactly the kind of handcrafted, intentionally paced thing that makes small Steam pages worth watching. Kai, Scout Team

Radiolight
AdventureIndie

Radiolight

Oct 23, 2025Krystof KneslIceberg Interactive
GamerScout Says

Firewatch took you into the woods and left you uneasy. Radiolight takes you somewhere darker, a 4-6 hour supernatural mystery built by one person that earns its creepiness through sound, not shock.

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Screenshots & Media

Screenshot

About Radiolight

I keep a mental shelf of solo-dev games that punch well above their weight class, and after spending an evening inside Ashwood Creek National Park, Radiolight has earned a spot on it. Krystof Knesl built this thing largely alone, and the fact that it holds together as a coherent, atmospheric, genuinely spooky experience is the first thing worth saying out loud. The setup is 1985 small-town America: a teenage scout named Elliot has vanished from a camping trip, a park ranger named Harvey has since gone silent, and you step into the worn boots of Officer Ethan Collins to figure out why. That domestic opener, pottering around Ethan's house, talking to his daughter Mia, piecing together a partial-custody life from a legal document on the desk, does real work. It gives you a person, not just a camera with legs. The moment you enter Ashwood Creek at night, the game shifts into something harder to shake. Two pieces of kit define your time here: a walkie-talkie for checking in with Robert back at the station, and the handheld radio Mia pressed into your hands before you left. That radio is not decorative. You tune it to specific frequencies to progress the investigation, use it as a kind of shield against the hostile presences lurking in the trees, and, in some of the game's best moments, stumble onto signals that have no business existing in 1985 or any other year. The world is dotted with other radios too, each playing its own looping sequence, somewhere between found-footage clue and eerie ambient texture. One reviewer compared this to Alan Wake's surreal in-world TV shows, and the parallel holds. The sound design overall is the game's most confident achievement: music swells when Ethan is momentarily safe and drains away into forest static when he isn't, and the forest itself feels like it listens back. Structurally, Radiolight is linear and comfortable with that. You move through densely atmospheric sections, a campsite, an abandoned cabin, cave formations carved with ouroboros symbols, a trail of blood leading somewhere you probably shouldn't follow, collecting clues, reporting observations to Robert over dialogue trees, and occasionally encountering enemies that require more than just walking past them. There are puzzles, but nothing that demands a notebook. The challenge is observational: optional documents, missable dialogue triggers, and environmental details that deepen the narrative for players who slow down and look. The whole run clocks in around 4 to 6 hours, and the game makes a solid argument for that length. It ends before it wears out its welcome, which is a discipline a lot of bigger studios could stand to learn. The cracks are real and worth naming honestly. At launch, some players hit game-breaking bugs, though Knesl was reportedly active in the Steam forums, patching regularly and personally helping affected players, the kind of solo-dev dedication that's rare and worth acknowledging. Some reviewers found the narrative loose at the seams: items picked up and never used, optional scenes that contain critical context and are easy to miss, and a conclusion that leaves several threads unresolved in ways that feel less like purposeful ambiguity and more like a first-time storyteller still finding the edit. Voice acting drew mixed notes too, with the main cast landing better for some players than others. None of this is dealbreaking for the audience this game is built for, but if you need tidy explanations and payoff for every mystery box, Radiolight may frustrate you. For everyone else, the people who played Firewatch and wished it had gone stranger, who found Alan Wake's radio broadcasts more interesting than the combat, who understand that a 5-hour game that commits fully to its mood is worth more than a 30-hour one that doesn't, this is exactly the kind of handcrafted, intentionally paced thing that makes small Steam pages worth watching. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieWalking Sim HorrorRadio MechanicSupernatural Mystery80s SettingFirst-Person InvestigationSolo DeveloperFound DocumentsDialogue ChoicesSingle Evening

System Requirements

Minimum

OS
Windows 10 64Bit
Memory
6 GB RAM
DirectX
Version 11
Storage
6 GB available space
Graphics
NVIDIA GTX 1060 6GB/ AMD Radeon RX 480
Processor
Intel Core i5-9600 / AMD R5 3600
Additional Notes
Older and weaker devices might run the game but are more likely to have occasional frame drops below what we consider playable.

Recommended

OS
Windows 11 64Bit
Memory
16 GB RAM
Storage
6 GB available space
Graphics
NVIDIA RTX 2070 / AMD Radeon RX 6700
Processor
Intel Core i3-14100 / AMD r5 5600
Additional Notes
These settings target great framerates also on higher resolution monitors

Reviews & Ratings

No ratings available

Game Info

Developer
Krystof Knesl
Publisher
Iceberg Interactive
Release Date
Oct 23, 2025

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