Compare UNSIGHTED prices across 50+ stores and find the best deal. Developed by Studio Pixel Punk. Published by Humble Games. Released on 9/30/2021. Available on PC, Xbox. Genres: Action, Adventure, Indie, RPG. Metacritic score: 84/100.

A ticking-clock action RPG where every NPC can die permanently, Arcadia's fate shifts based on who you choose to save.

UNSIGHTED is a top-down action RPG with a brutal time-pressure hook: every character in the city of Arcadia, including your companions, is counting down to death. That countdown is literal. Each NPC has a timer, and if you dawdle, they turn Unsighted, becoming hostile before dying entirely. It is one of the most genuinely anxiety-inducing mechanical conceits in recent indie RPGs, and it works because the writing earns your attachment to these people before the clock starts feeling cruel. You play as Alma, an automaton who wakes up after a war has gutted her world. The city of Arcadia is a metroidvania-style labyrinth of interconnected biomes, each with its own visual identity and gatekeeper bosses. Movement and combat feel tight in a way that rewards learning. You cycle between two equipped weapons in real time, and the weapon variety is genuinely impressive: swords, axes, hammers, boomerangs, chakrams, guns, and more. Chip installation is the build system here, and it actually has teeth. You slot chips into a limited grid to customize Alma's stats and abilities, and the combinations create meaningfully different playstyles. A speed-and-dodge build plays completely differently from a tanky parry-heavy setup. Past hour 20 you are still discovering synergies, which is the sign of a system that respects your intelligence. The bosses are the clearest evidence that Studio Pixel Punk knows what they are doing. Each fight is a readable but punishing dance, telegraphed well enough to learn without feeling like it's holding your hand. The parry window is precise and satisfying when you nail it. Where UNSIGHTED occasionally stumbles is in its mid-game pacing: some of the backtracking to collect upgrades tips from purposeful exploration into mild padding, and the narrative, while emotionally effective, is fairly lean on worldbuilding lore. If you come in expecting Disco Elysium levels of text density, recalibrate. The storytelling here is more in the vein of a great graphic novel: atmospheric, economic, hitting hard in short bursts. The timer system deserves a longer look because it is the thing most likely to make or break your experience. On normal difficulty, the timers are tight enough to create real stakes without becoming punishing to a first-time player who doesn't know the optimal route. You can extend character timers using a resource called Anima, which you also need for upgrades, so every Anima decision is a small moral calculation. It sounds gimmicky on paper. In practice it is one of the more quietly affecting design choices in the genre. Watching an NPC you liked turn hostile because you prioritized the wrong dungeon is a specific kind of bad feeling that UNSIGHTED earns, not manufactures. For RPG players specifically: do not walk in expecting deep dialogue trees or branching quest lines. The character-building depth lives in the chip system and combat expression, not in conversation options. What narrative payoff exists is tied to the survival outcomes of your run, and the endings reflect those choices in ways that feel proportional rather than arbitrary. It is a game about urgency and triage, and it respects players who engage with that theme seriously. Monika, Scout Team

UNSIGHTED
ActionAdventureIndieRPG

UNSIGHTED

Sep 30, 2021Studio Pixel PunkHumble Games
GamerScout Says

A ticking-clock action RPG where every NPC can die permanently, Arcadia's fate shifts based on who you choose to save.

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About UNSIGHTED

UNSIGHTED is a top-down action RPG with a brutal time-pressure hook: every character in the city of Arcadia, including your companions, is counting down to death. That countdown is literal. Each NPC has a timer, and if you dawdle, they turn Unsighted, becoming hostile before dying entirely. It is one of the most genuinely anxiety-inducing mechanical conceits in recent indie RPGs, and it works because the writing earns your attachment to these people before the clock starts feeling cruel. You play as Alma, an automaton who wakes up after a war has gutted her world. The city of Arcadia is a metroidvania-style labyrinth of interconnected biomes, each with its own visual identity and gatekeeper bosses. Movement and combat feel tight in a way that rewards learning. You cycle between two equipped weapons in real time, and the weapon variety is genuinely impressive: swords, axes, hammers, boomerangs, chakrams, guns, and more. Chip installation is the build system here, and it actually has teeth. You slot chips into a limited grid to customize Alma's stats and abilities, and the combinations create meaningfully different playstyles. A speed-and-dodge build plays completely differently from a tanky parry-heavy setup. Past hour 20 you are still discovering synergies, which is the sign of a system that respects your intelligence. The bosses are the clearest evidence that Studio Pixel Punk knows what they are doing. Each fight is a readable but punishing dance, telegraphed well enough to learn without feeling like it's holding your hand. The parry window is precise and satisfying when you nail it. Where UNSIGHTED occasionally stumbles is in its mid-game pacing: some of the backtracking to collect upgrades tips from purposeful exploration into mild padding, and the narrative, while emotionally effective, is fairly lean on worldbuilding lore. If you come in expecting Disco Elysium levels of text density, recalibrate. The storytelling here is more in the vein of a great graphic novel: atmospheric, economic, hitting hard in short bursts. The timer system deserves a longer look because it is the thing most likely to make or break your experience. On normal difficulty, the timers are tight enough to create real stakes without becoming punishing to a first-time player who doesn't know the optimal route. You can extend character timers using a resource called Anima, which you also need for upgrades, so every Anima decision is a small moral calculation. It sounds gimmicky on paper. In practice it is one of the more quietly affecting design choices in the genre. Watching an NPC you liked turn hostile because you prioritized the wrong dungeon is a specific kind of bad feeling that UNSIGHTED earns, not manufactures. For RPG players specifically: do not walk in expecting deep dialogue trees or branching quest lines. The character-building depth lives in the chip system and combat expression, not in conversation options. What narrative payoff exists is tied to the survival outcomes of your run, and the endings reflect those choices in ways that feel proportional rather than arbitrary. It is a game about urgency and triage, and it respects players who engage with that theme seriously. Monika, Scout Team

Tags

steamMetroidvaniaTicking ClockChip Build SystemPermanent NPC DeathParry MechanicsWeapon VarietyTime PressurePixel Art RPG

System Requirements

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Reviews & Ratings

Metacritic
84
Steam
93%(2,153)

Game Info

Developer
Studio Pixel Punk
Publisher
Humble Games
Release Date
Sep 30, 2021

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