Compare The Explorer of Night prices across 50+ stores and find the best deal. Developed by Alexandr Bondarenko. Published by Alexandr Bondarenko. Released on 3/22/2019. Available on PC, Xbox. Genres: Adventure, Indie.

A one-developer pixel forest crawl with genuine boss design and a cat on a mission. Honest, tiny, occasionally maddening.

My first impression of The Explorer of Night was that it knows exactly what it is and commits to that without apology. You are a small cat creature. Someone you love is sick. Deep in the forest is a flower that can fix things. That is the whole contract, and the game never pretends otherwise. What surprised me is how much craft Alexandr Bondarenko packed into that narrow brief. The core movement set is deliberately bare: run, jump, crouch, climb vines or ladders, and throw objects. No double jumps, no unlockable dash, no ability trees. The restraint is the point. The game layers its handful of tools with increasing ingenuity, introducing spiders and swooping birds early, then escalating to projectile-firing enemies you need to redirect with thrown stones, dynamite blocks you have to clear around tight geometry, and later, water-based puzzles that change the tempo entirely. Each mechanic follows an internal logic and never cheats. That is rarer than it sounds for a sub-five-dollar indie release. The boss fights are where the game earns real respect. Each one communicates its solution visually before punishing you, which means frustration stays at a low simmer rather than a boil. The final encounter in particular throws platforms, deadly spikes, and genuine spectacle at you in a way that feels proportionate to the short journey that precedes it. For a game at this price and scale, the boss design reflects someone who thought carefully about pacing and payoff, not just about putting an obstacle at the end of a chapter. There is also a secret ending hiding behind one of the achievements, which the roughly 21% completion rate suggests most players miss entirely. Worth hunting. The weaknesses are real and worth naming. Controller movement is noticeably slidey, which is harmless on open stretches but quietly punishing when the level asks for precision on a narrow ledge. Some mid-game stages run long without a checkpoint in sight, and a few set pieces borrow from a very familiar playbook, including a boulder-chase segment that will feel like muscle memory to anyone who grew up on 16-bit platformers. The pixel art, while atmospheric and genuinely pretty in its dark forest palette, can blur readability when hazards blend into the background. These are friction points, not fatal flaws, but anyone who finds one-hit-kill mechanics anxiety-inducing should know the ground rules going in. For the audience that will actually enjoy this, though, those rough edges are part of the texture. This is a short, focused thing built by one person, shipped with care, and priced so that the risk of disappointment is essentially theoretical. If you have an afternoon, a tolerance for twitchy precision, and any affection for late-80s side-scrollers that trusted the player to figure things out, The Explorer of Night rewards the time you give it. It knows when to end. That alone puts it ahead of most. Kai, Scout Team

The Explorer of Night
AdventureIndie

The Explorer of Night

Mar 22, 2019Alexandr Bondarenko
GamerScout Says

A one-developer pixel forest crawl with genuine boss design and a cat on a mission. Honest, tiny, occasionally maddening.

PCXbox
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About The Explorer of Night

My first impression of The Explorer of Night was that it knows exactly what it is and commits to that without apology. You are a small cat creature. Someone you love is sick. Deep in the forest is a flower that can fix things. That is the whole contract, and the game never pretends otherwise. What surprised me is how much craft Alexandr Bondarenko packed into that narrow brief. The core movement set is deliberately bare: run, jump, crouch, climb vines or ladders, and throw objects. No double jumps, no unlockable dash, no ability trees. The restraint is the point. The game layers its handful of tools with increasing ingenuity, introducing spiders and swooping birds early, then escalating to projectile-firing enemies you need to redirect with thrown stones, dynamite blocks you have to clear around tight geometry, and later, water-based puzzles that change the tempo entirely. Each mechanic follows an internal logic and never cheats. That is rarer than it sounds for a sub-five-dollar indie release. The boss fights are where the game earns real respect. Each one communicates its solution visually before punishing you, which means frustration stays at a low simmer rather than a boil. The final encounter in particular throws platforms, deadly spikes, and genuine spectacle at you in a way that feels proportionate to the short journey that precedes it. For a game at this price and scale, the boss design reflects someone who thought carefully about pacing and payoff, not just about putting an obstacle at the end of a chapter. There is also a secret ending hiding behind one of the achievements, which the roughly 21% completion rate suggests most players miss entirely. Worth hunting. The weaknesses are real and worth naming. Controller movement is noticeably slidey, which is harmless on open stretches but quietly punishing when the level asks for precision on a narrow ledge. Some mid-game stages run long without a checkpoint in sight, and a few set pieces borrow from a very familiar playbook, including a boulder-chase segment that will feel like muscle memory to anyone who grew up on 16-bit platformers. The pixel art, while atmospheric and genuinely pretty in its dark forest palette, can blur readability when hazards blend into the background. These are friction points, not fatal flaws, but anyone who finds one-hit-kill mechanics anxiety-inducing should know the ground rules going in. For the audience that will actually enjoy this, though, those rough edges are part of the texture. This is a short, focused thing built by one person, shipped with care, and priced so that the risk of disappointment is essentially theoretical. If you have an afternoon, a tolerance for twitchy precision, and any affection for late-80s side-scrollers that trusted the player to figure things out, The Explorer of Night rewards the time you give it. It knows when to end. That alone puts it ahead of most. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttier:sub-5One-Hit DeathPrecision PlatformerSolo DeveloperBoss Rush ElementsThrowable ItemsSecret EndingShort Completion

System Requirements

Minimum

OS
Windows XP
Memory
512 MB RAM
DirectX
Version 9.0
Storage
60 MB available space
Graphics
128 MB
Processor
1.6 GHz+

Recommended

OS
Windows 7 or higher
Memory
2 GB RAM
DirectX
Version 9.0
Storage
60 MB available space
Graphics
256 MB
Processor
2.0 GHz+

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Game Info

Developer
Alexandr Bondarenko
Publisher
Alexandr Bondarenko
Release Date
Mar 22, 2019

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Price History

2026-06-074.48(lowest)

Frequently asked questions about The Explorer of Night

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What platforms is The Explorer of Night available on?

The Explorer of Night is available on PC, Xbox.

When was The Explorer of Night released?

The Explorer of Night was released on 22 March 2019.

Who developed The Explorer of Night?

The Explorer of Night was developed by Alexandr Bondarenko.