Compare Unknown Fate prices across 50+ stores and find the best deal. Developed by Marslit Games. Published by Fulqrum Publishing. Released on 9/6/2018. Available on PC. Genres: Adventure, Indie. Metacritic score: 48/100.

A surreal first-person fever dream with genuine atmosphere and a world worth gawking at, let down by floaty platforming, hollow combat, and a story that loses its nerve before the credits roll.

My honest first thought stepping into Unknown Fate was that Marslit Games had conjured something genuinely strange and worth paying attention to. You play as Richard, a man who slips from a rain-soaked suburban street into a dimension that feels assembled from suppressed memories and half-formed nightmares, floating brickwork, pixie-like creatures, a flying whale drifting past in the distance. The visual design has a real handcrafted weirdness to it, and in those first twenty minutes the atmosphere does something right: it makes you feel like an outsider who desperately wants to understand the rules of a world that refuses to explain itself. The mechanical bones underneath that atmosphere are where things start to creak. The core loop asks you to explore each area, find hidden plinths to activate, and use a glowing Artifact to move platforms and create walkways across gaps. The Artifact unlocks new abilities as you recover pieces of it scattered through the world, and the idea of tying progression to recovered memory is genuinely clever. In practice, though, the puzzles stay shallow the entire runtime. Spotting which object needs to be nudged rarely requires anything more than turning around slowly until something glows. Combat is worse: a single enemy type that you blind with the Artifact and then fire at before it can react. There is technically a boss, but calling it a boss encounter would be generous. Playing on a flatscreen with a controller, the platforming sections become the game's most consistent source of irritation. Jump physics feel unreliable in a way that is hard to predict or compensate for, and the game's few demanding jumps can trap you in a loop of failed attempts with no clear explanation for why the character suddenly decides to cooperate on attempt thirty-one. Several reviewers flagged bugs where the Artifact mechanics simply stop responding, forcing a reload to an earlier checkpoint. The sound design, at least, holds up throughout. The score carries that unsettling, low-frequency dread that suits the world, and it never tries to oversell the emotion the story is failing to deliver. That story is the real loss here. The opening hour of Unknown Fate genuinely compels. Richard piecing together a life he cannot remember, guided through a crumbling in-between place by creatures he barely understands, carries real emotional potential. But the further the narrative goes, the less it trusts its own mystery. Things become brighter, the mood flattens, and by the end the resolution leaves more questions than it resolves in any satisfying way. The whole experience runs only a few hours, which would be forgivable if those hours paid off. They do not quite get there. For players who are primarily drawn to atmosphere and world-building and can tolerate rough mechanics as the price of admission, there is a specific kind of mood here that is not easy to find elsewhere. Think Antichamber's spatial strangeness without the puzzle rigour, or the liminal dread of early walking-sim horror without the scares. If you have a VR headset, reviewers consistently note the experience holds together better in that format, where the immersion papers over the control roughness. On a flat monitor, what remains is a short, imperfect thing that occasionally catches the light in an interesting way. Approach it as a mood piece with action window-dressing and you will get more out of it than if you arrive expecting a tightly designed puzzle-adventure. Kai, Scout Team

Unknown Fate
AdventureIndie

Unknown Fate

Sep 6, 2018Marslit GamesFulqrum Publishing
GamerScout Says

A surreal first-person fever dream with genuine atmosphere and a world worth gawking at, let down by floaty platforming, hollow combat, and a story that loses its nerve before the credits roll.

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About Unknown Fate

My honest first thought stepping into Unknown Fate was that Marslit Games had conjured something genuinely strange and worth paying attention to. You play as Richard, a man who slips from a rain-soaked suburban street into a dimension that feels assembled from suppressed memories and half-formed nightmares, floating brickwork, pixie-like creatures, a flying whale drifting past in the distance. The visual design has a real handcrafted weirdness to it, and in those first twenty minutes the atmosphere does something right: it makes you feel like an outsider who desperately wants to understand the rules of a world that refuses to explain itself. The mechanical bones underneath that atmosphere are where things start to creak. The core loop asks you to explore each area, find hidden plinths to activate, and use a glowing Artifact to move platforms and create walkways across gaps. The Artifact unlocks new abilities as you recover pieces of it scattered through the world, and the idea of tying progression to recovered memory is genuinely clever. In practice, though, the puzzles stay shallow the entire runtime. Spotting which object needs to be nudged rarely requires anything more than turning around slowly until something glows. Combat is worse: a single enemy type that you blind with the Artifact and then fire at before it can react. There is technically a boss, but calling it a boss encounter would be generous. Playing on a flatscreen with a controller, the platforming sections become the game's most consistent source of irritation. Jump physics feel unreliable in a way that is hard to predict or compensate for, and the game's few demanding jumps can trap you in a loop of failed attempts with no clear explanation for why the character suddenly decides to cooperate on attempt thirty-one. Several reviewers flagged bugs where the Artifact mechanics simply stop responding, forcing a reload to an earlier checkpoint. The sound design, at least, holds up throughout. The score carries that unsettling, low-frequency dread that suits the world, and it never tries to oversell the emotion the story is failing to deliver. That story is the real loss here. The opening hour of Unknown Fate genuinely compels. Richard piecing together a life he cannot remember, guided through a crumbling in-between place by creatures he barely understands, carries real emotional potential. But the further the narrative goes, the less it trusts its own mystery. Things become brighter, the mood flattens, and by the end the resolution leaves more questions than it resolves in any satisfying way. The whole experience runs only a few hours, which would be forgivable if those hours paid off. They do not quite get there. For players who are primarily drawn to atmosphere and world-building and can tolerate rough mechanics as the price of admission, there is a specific kind of mood here that is not easy to find elsewhere. Think Antichamber's spatial strangeness without the puzzle rigour, or the liminal dread of early walking-sim horror without the scares. If you have a VR headset, reviewers consistently note the experience holds together better in that format, where the immersion papers over the control roughness. On a flat monitor, what remains is a short, imperfect thing that occasionally catches the light in an interesting way. Approach it as a mood piece with action window-dressing and you will get more out of it than if you arrive expecting a tightly designed puzzle-adventure. Kai, Scout Team

Tags

singleplayercontroller-supporttier:sub-5Walking Sim AdjacentSurreal Horror AtmosphereVR OptionalArtifact MechanicsAmnesia NarrativeShort RuntimeFlatscreen UnfriendlyMemory Collection

System Requirements

Minimum

OS
Windows 7 / 8.1 / 10
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
8 GB available space
Graphics
GeForce GT 430, Radeon HD 5400 or HD4000, 1GB VRAM; 1280 x 720 resolution
Processor
Intel Core 2 Duo, 2.2 GHz
Sound Card
Compatible with DirectX®: 9.0c
VR Support
SteamVR. Standing or Room Scale

Reviews & Ratings

Metacritic
48

Game Info

Developer
Marslit Games
Publisher
Fulqrum Publishing
Release Date
Sep 6, 2018

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