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Duskfade on Steam

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Shatter the shackles of time as you jump, swing, and slash through a fantastic world in this love letter to classic 3D action platformers. Zirian, accompanied by his mechanical Cuckoo, must save his sister from a mysterious Clock Tower that has plunged the land into eternal night.

Duskfade is a action-adventure, 3d platformer and action game developed by Weird Beluga and published by Fireshine Games.
Released on August 13th 2026 is available on Windows, Steam Deck and Steam Machine in 9 languages: English, French, German, Spanish - Spain, Japanese, Simplified Chinese, Italian, Portuguese - Brazil and Traditional Chinese.

It has received 832 reviews of which 757 were positive and 75 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 29.99€ on Steam, but you can find it for 17.48€ on Eneba.


The Steam community has classified Duskfade into these genres:


Here is the detailed breakdown of supported languages for Duskfade:

UI Subtitle Audio
English
German
French
Italian
Spanish - Spain
Simplified Chinese
Traditional Chinese
Japanese
Portuguese - Brazil

Media & Screenshots

Get an in-depth look at Duskfade through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Win10 64-bits
  • Processor: Intel i5-8400 or AMD Ryzen5 1500X or faster processor
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX1050Ti 4GB or AMD RX580 4GB or Higher
  • DirectX: Version 12
  • Storage: 20 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

21 hours played
Aug. 2026
Duskfade is a representation of everything that is right with modern indie games, a game with charm, a unique story, enjoyable platfroming to the likes of Classic Ratchet & Clank games and a runtime that is not too short nor too long for the asking price. I genuinely really enjoyed this game in all it's aspects, setpiece design was amazing, characters and lore was interesting and unique albeit a bit clichê even though there is absolutely no problem if you take in consideration this can be enjoyed at all ages. This has been a year where I've been investing heavily and buying a bunch of Indie games and this is one where I'd give my definite seal of recommendation. We need more of this!
15 hours played
Aug. 2026
I marked "recommended" in order to support the developers, and I do think it's a perfectly fine game, but I do have a lot of criticism. Overall, I'd say I give the game a 6/10—by no means a bad game, but leaves a lot to be desired. I can see a lot of potential in the game, and I would be more than willing to try a sequel if/when it comes out. I'll start with the things I didn't like, then move on to what I did like Unfortunately, due to Steam's 8000-character limit on reviews, I will have to extend this into a comment. Apologies. The first thing that stuck out to me was the voice acting and writing. This unfortunately falls into the "anime dub" category of voice acting—which is to say, overdone and underwhelming. The Cuckoo companion ended up being virtually insufferable, with her actual voice, the frequency at which she speaks, and the things she says. I don't need her to tell me to use a potion when I'm at low health—I have played a video game before. Zirian's voice is also not great, and his action "lines" got very old very fast, but my issue with him is more the writing. Zirian is one of those not-so-bright protagonists, and I don't think he was written well. The story side of things was equally bland. I predicted the twist instantly, and watching the cast not pick up on it was mildly frustrating, but understandable since Zirian is... we'll say "intellectually challenged." I feel like more time was spent on the twist rather than the more interesting parts of the story, like the Clockmasters or Minutero. Next thing was the movement. This game gives you all of your basic tools (jump, double-jump, and air dash/dodge) right away, which makes the platforming feel very same-y practically instantly. Many jumps, even into the endgame, could be straight-up skipped with a dodge roll of an edge, coyote long jump, air dash, then double jump, which is truly unfortunate, because I think the level design is pretty good. The actual movement feels very floaty, and I often slipped right off the other side of the platform I was aiming for because I had too much momentum. The various tools the game provides feel fairly well-used, though at no point did I feel challenged by any given platforming segment, including the instant-death escape segment at the end . The combat is also very lackluster. I didn't expect the kind of depth something like Kingdom Hearts has, but I was still disappointed. Even after purchasing all of the Minutero upgrades, all I really did was press the attack button, and occasionally dodge. A block would have gone a very long way in making the combat more fun. I only used the heavy attack when I needed it for certain enemies, and the same is true for the gadgets. The typical enemy variety was lukewarm, and with little-to-no feedback on damage, it was quite boring. An enemy health bar would go a very long way. When I attempted to use the perfect dodge reprisal ability, which was frequently because of how strong it was, more often than not, I would miss my intended target, and sometimes move even farther away as I attacked. I could be wrong, but it felt like there is a "short dodge" and a "long dodge," depending on how many times you pressed the dodge button, and that it was interfering with my reprisal. The standard dodge attack was serviceable, with its functionality dropping rapidly the more enemies were in an encounter. Later enemies felt spongey and bloated, and since there were no base damage increases to Minutero, even earlier enemies could feel a bit spongey at times. On the subject of combat, I enjoyed most of the bosses, but the final boss specifically was not very fun. The first phase forces you to stand around and dodge several times, and if you die on the second phase, you have to restart from the first phase again. You do get a full heal and potion restock between phases, which is kind, but replaying the entire fight is unnecessarily frustrating. Most of the collectibles are purely cosmetic, with the exception of the Upgrade Gears, Clock Heart Pieces, and Star Core Fragments. This isn't necessarily a bad thing, but it just feels frustrating to go out of my way to get to a collectible, only for it to be another cosmetic, or worse, one of the coins. I liked the Rainbow Ingots because I'm a general fan of swords, and I liked the Thieving Kittens and Dye Jars because I like character customization, but the coins just felt so boring by comparison. An art gallery is fine, but most games have that as a post-game treat, not as one of the nine major collectibles. Same thing goes for the music boxes—I did enjoy the little memory game when you picked one up, but all they do is unlock another song for you to listen to, and while the soundtrack is all right, nothing really stuck out to me. While I'm on the topic of collectibles, one of them being completely secret with no way to track where you had or had not collected them is absolutely terrible, especially when combined with the lack of any kind of map. In addition, the big reveal from these collectibles was extremely predictable, and the reward being a thirty second cutscene after the credits was massively disappointing. Many of the collectibles were in places that felt largely uninspired, like just behind a wall or off a cliff, and the ratio of currency to big items felt very off. The small chests containing purely pocket-change amounts of currency was also extremely disappointing, and the cap on currency was baffling, given how easy it was to get there. I ended up ignoring the chests after I hit the cap, in case I decided to go back and get the rest of the Upgrade Gears. I did not. While the level design was all right, and each area felt fairly distinct from the others, the absence of any sort of in-game map saw me getting hopelessly lost on revisits, especially in the Academy. With the levels being as large as they are, a map is practically necessary—even just a minimap in one of the two empty corners would have been a godsend. Kingdom Hearts doesn't have a map because all of the areas in the game are small enough to easily navigate. However, in the sequel, when the areas became significantly larger and more complex, they added a map in the corner to help you navigate. Not being able to rebind my controls was frustrating, but workable. I played on controller, which was almost definitely intended, but from reading other reviews, the keyboard layout seems sub-par—I hear dodge is bound to Q, which interferes with WASD movement. The game usually ran fairly smoothly, but there were several areas where it stuttered, particularly cutscenes and the Desert area, with the hub world lagging occasionally as well. The cutscenes were especially bad, with some of them being seconds out of sync with the audio. I have no idea why, but I know my PC isn't top-of-the-line, so I'd be willing to chalk it up to that. I did have a crash near the end of the game, in either the Hills area or the Desert area—I can't recall which. The character and enemy designs were just all right. Zirian is a typical protagonist type, with brown spiky hair and a big sword, but the enemies and NPCs felt very one-note. The Cloudies were fine, and had some variations even among similar builds, though they often felt like they were the same model with different accessories, or a different hairstyle. The enemies were very similar, however, with all being purple blobs (oddly referred to as "black" in dialogue) with various accoutrements. The things I liked will be in a comment due to the aforementioned 8000-character limit.
12 hours played
Aug. 2026
Are you looking for a PS2 game? You found it. Duskfade gives the appearance of a Kingdom Hearts game but it really plays more like a melee Ratchet and Clank. I recommend it, especially if you know going in that you are getting more of a PS2 B games with all it's quirks. Pros: - Presentation - Gameplay feel - Bosses Battles Cons: - Stale Progression - Gated exploration (Have to revisit the zones after you get ALL powerups) - Unrewarding exploration (Often rewarded with currency that is very easy to be maxed out on)
17 hours played
Aug. 2026
Having finished the game, I would give Duskfade a solid 7/10; I've enjoyed the platforming sections, the scenery is beautiful with a wide selection of areas to explore, and of course I enjoyed seeping in the nostalgia of old PS games era, with the most noticable being, of course, Kingdom Hearts. But I feel like the combat is only really servicable for the game and doesn't expand much, and many of the collectables are only to cash in for flavor items, like in-game played OSTs and cards of characters; nothing bad, but I stopped going out of my way to collect them eventually. I would say that if you're a fan of the old styled PS2/3 games and you have the money to spare, I would recommend giving Duskfade a try. It's not an instant classic for me, but again, it's enjoyable to just feel the old school charm that has influenced the game so much.
14 hours played
Aug. 2026
It starts off strong, then drops the ball hard. That last part was so insufferably bad. Still its fun for a while. The end was just not for me. Edit: To Elaborate a little further: Combat: I feel like the combat starts really nice, but never adds to it. Combat is "there" but its really nothing exciting, it gets more and more annoying with every Area adding a new enemy type. It likes to compare itself to KH2, combat there was constantly evolving, here not so much. Exploration: At first the exploration is fun, and you do find quite a few things that you don't understand yet. Later on, most you find are Coins for cards, Dyes for your clothes, metal for your weapon color. The real upgrades never seem to "pop" up in satisfying places. I just went out of my way and found this cool path, just to be greeted by another coin Controls: The controls feel really good, up until you get to the rails section. Me not being a friend of "Rails" in general, really don't like the way these control. Feels too clunky, and is the reason why i cannot finish the game (End Spoiler) The last section where you have to escape the tower (Upwards btw.. even though you just fought on top of the tower...) Every Mistake is a instadeath. And the rail section there is timed so badly, that there is a huge chance of being unwinable, forcing you to retry.

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Frequently Asked Questions

Duskfade is currently priced at 29.99€ on Steam.

No, Duskfade is currently not on sale. You can purchase it for 29.99€ on Steam.

Yes, Duskfade received 757 positive votes out of a total of 832 achieving a rating of 8.56.
😎

Duskfade was developed by Weird Beluga and published by Fireshine Games.

Yes, Duskfade is playable and fully supported on Windows.

No, Duskfade is not playable on MacOS.

No, Duskfade is not playable on Linux.

Yes, Duskfade is playable and fully supported on Steam Deck.

Yes, Duskfade is playable and fully supported on Steam Machine.

No, Duskfade does not support VR.

Duskfade is a single-player game.

Yes, there is a DLC available for Duskfade. Explore additional content available for Duskfade on Steam.

No, Duskfade does not support mods via Steam Workshop.

No, Duskfade does not support Steam Remote Play.

Yes, Duskfade is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Duskfade.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 03 October 2026 21:10 UTC
SteamSpy data 04 November 2026 10:33 UTC
Steam price 15 November 2026 15:27 UTC
Steam reviews 22 October 2026 08:09 UTC

If you'd like to dive deeper into the details about Duskfade, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Duskfade
  • SteamCharts - Analysis of Duskfade concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Duskfade compatibility
Duskfade
Rating
8.6
757
75
Game modes
Features
Online players
30
Developer
Weird Beluga
Publisher
Fireshine Games
Release 13 Aug 2026
Platforms
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