SEVEN: The Days Long Gone
An isometric open-world RPG starring a master thief-assassin dropped onto a prison island with a demon in his head and a world that keeps its secrets close.
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About SEVEN: The Days Long Gone
SEVEN: The Days Long Gone is an isometric open-world RPG from IMGN.PRO, released in early 2018, that wears its ambitions loudly. You play as Teriel, a master assassin-thief who ends up on Peh, a vast prison island, after a job goes sideways in the worst possible way. A demonic entity named Artanak gets magically tethered to his mind, and the two of them have to cooperate whether they like it or not. It is a setup with genuine narrative tension, and the Teriel-Artanak dynamic gives the writing more personality than the genre average. The world is a post-post-apocalyptic hybrid: crumbled fantasy ruins buried under a retrofuturist empire called the Vetrall Empire, with energy technology that evokes diesel-punk without fully committing to any one aesthetic label. The worldbuilding is layered and rewards reading item descriptions and environmental storytelling rather than just following quest markers. If you are the kind of player who stops to read in-world documents and actually pieces together lore from fragments, Peh is worth your time. If you skip all that, the setting might feel inconsistent rather than textured. Combat is action-oriented but stealth is your real toolkit. Teriel can parkour across rooftops, pick pockets, pick locks, and neutralize enemies without ever drawing a blade if you play it right. The skill system branches into thief, assassin, and a few hybrid directions, and build variety is present enough to encourage a second run. That said, the game's open-world structure occasionally works against its own pacing. Peh is large, the level-gating between island zones can feel punishing rather than organic, and side content ranges from genuinely interesting faction work to straightforward fetch padding. I will never apologize for calling out padding, and there is padding here. The XP loop in the mid-game drags if you are not selective about which quests you pursue. For an indie RPG, the production quality is notable. The isometric art direction is sharp, and the soundtrack fits the retrofuturist atmosphere well. The controls on PC take adjustment, especially the parkour system, which is fluid once internalized but has a learning curve that feels steeper than it should for a stealth-heavy game where precise movement matters. Inventory management is functional but not elegant. These are not dealbreakers, they are friction points that a patient player will push through. Where SEVEN earns its place on your radar is the writing quality and the willingness to build a genuinely original setting rather than defaulting to generic fantasy or sci-fi shorthand. Teriel has a voice. Artanak has a voice. Their antagonistic partnership carries the main story even when the quest structure falters. For RPG players who value atmosphere, character-driven narrative, and a stealth-forward playstyle over twitch combat, this is a hidden-layer game that did not get the audience it deserved at launch. Monika, Scout Team
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Game Info
- Developer
- IMGN.PRO
- Publisher
- IMGN.PRO
- Release Date
- Jan 22, 2018