
Silverfall: Earth Awakening
Pick your side - druid wolves or steam-powered robots - then spend 25 hours click-murdering everything in a cel-shaded steampunk fantasy world that is considerably more interesting than its quests deserve.
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About Silverfall: Earth Awakening
I have a soft spot for games that commit to a genuinely weird premise, and Silverfall: Earth Awakening commits hard. The world of Nelwe jams elves, goblins, dwarves, and lizardmen into a setting where steam technology and ancient nature magic are locked in an ideological cold war - and then it asks you to pick a side and live with it. That central Nature-versus-Technology axis is not just cosmetic window dressing. Quest choices shift your faction alignment percentage, and crossing the line too far into the opposing camp means losing access to equipment and skill trees you have already invested in. It is a mechanical consequence system that feels meaningfully connective even if the individual quests delivering those choices are mostly forgettable "kill these things and report back" loops. Character building is where Earth Awakening earns its keep. Six playable races - including the two new additions, Dwarves and Lizardmen - each bring racial skill modifiers that layer on top of the Nature or Technology trees and your core combat style. You can run a summoner Goblin stacking a robot, a zombie, a wraith, and an elemental alongside two recruited companions. You can go dual-wield melee Human on the Technology path and lean into steam-powered armor and heavy physical skills. The breadth is real, and a skill-reset mechanic means you are not permanently punished for experimenting. Build variety holds up reasonably well into the later levels, which is more than a lot of its contemporaries managed. The combat itself is click-and-kill Diablo-adjacent action with the visual flair of a cel-shaded Saturday morning cartoon - and honestly the art direction still has personality in a way that generic fantasy brown does not. The expansion's smartest move is letting new players start at level 45 with gear already equipped, skipping the slower opening of the original campaign and landing you straight into the new Nelwe territories where enemy variety is higher and bosses hit noticeably harder. Veterans can import their character from the first game if they hit the level threshold, or roll fresh. The inclusion of a crafting system and demon-enhancement drops that can level up with you adds a loot loop that the original was missing. On the other hand, the multiplayer - both co-op and PVP - is essentially broken and was dismissed by players at launch as a wasted bolt-on. Do not buy this for online play. Single player only, and even then come prepared for clunky companion AI, navigation friction, and a story whose connecting threads are loose enough that the overarching plot feels like scaffolding rather than a building. There is also a real setup tax on modern hardware. Getting this 2008 title running requires manually installing a legacy version of PhysX and jumping through compatibility mode hoops - community guides exist, but it is a hurdle casual players will bounce off. If you clear that bar, what you get is a flawed but genuine curiosity: a mid-tier ARPG with a stronger identity than its review scores suggest, a faction system with actual mechanical teeth, and enough build variety to carry two playthroughs. Narrative depth it is not. Disco Elysium this is not. But if your brain is wired to min-max a summoner build through a steampunk goblin kingdom for 25 hours, Earth Awakening will quietly hold your attention longer than you expect. Monika, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows® XP/Vista
- Sound
- Direct X® 9 compatible
- Memory
- 512 MB RAM
- Graphics
- 3D, 128 MB, Direct X® 9.0c compatible (Nvidia FX 5200, ATI 9500 or better)
- Processor
- 2 GHz
- Hard Drive
- 11 GB free hard drive space
- DirectX Version
- 9.0c
Reviews & Ratings
No ratings available
Game Info
- Developer
- Monte Cristo
- Publisher
- Focus Entertainment
- Release Date
- Jul 18, 2008