Prodigal on Steam - User reviews, Price & Information

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Journey through a vibrant world fighting vicious monsters, exploring puzzling dungeons, and collecting magical artifacts. Unravel the mysteries of Vann's Point and bond with all of its curious townsfolk!

Prodigal is a action-adventure, puzzle and exploration game developed and published by Colorgrave.
Released on October 15th 2020 is available in English only on Windows.

It has received 435 reviews of which 402 were positive and 33 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 12.49€ on Steam.


The Steam community has classified Prodigal into these genres:

Media & Screenshots

Get an in-depth look at Prodigal 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
  • OS *: Windows 7 (SP1+) and Windows 10
  • Processor: x86, x64 architecture with SSE2 instruction set support
  • Graphics: DX10, DX11, DX12 capable
  • DirectX: Version 10
  • Storage: 324 MB available space

User reviews & Ratings

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

July 2025
On its surface, this is a neat little Zelda-like game. Cute GBA-ish graphics, you wander around and kill monsters with your pickaxe, you explore a few dungeons where you get new items that increase your mobility and solve some puzzles, you fight a few bosses and get some items you need to advance the plot, then you beat the last boss and the game is over. And that all takes around five hours. But the game still has >10 hours of gameplay left after that, and at some point you realize that it's not the Zelda-like you thought it was. What this game is really about is its large cast of townsfolk, who all have backstories for you to discover and tasks for you to do for them, and it's really about you looking for secrets while you trigger events and complete personal quests. This leads to a surprisingly non-linear story, and there are still more dungeons to explore and bosses to fight, but a lot of these can be done in any order or not at all. This is interesting, but sometimes also kind of frustrating, because the game often only gives you vague hints about where you can go next, meaning that often you're not sure what you're supposed to do other than just run another lap around town and talk to everybody to see who has something new to say. The "post-game" content is also filled with a lot of secrets that were clearly intended to keep the game's community occupied while the game was still receiving new content in patches. They're very well hidden, and some of them are going to require you basically combing through every room in the game with every item you have, trying to find something you missed earlier. It's good if you like that kind of thing, but annoying if you want to be able to find everything without resorting to a guide. All in all, I think this is a pretty neat little game that is a lot more ambitious than it might seem at first glance. It's also interesting coming to this as somebody whose first Colorgrave game was Curse Crackers; there are some connections between the game, but if you're going in blind, they're not what you think they will be, and it provides an interestingly different angle on some of their shared lore.
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June 2025
I like this game, but probably more for the potential it has and literally just the art. The artists and pixel artists who worked on this game have made a game that looks true to the GBC titles it is evoking that I honestly think carries this game far more than its gameplay. I wanna say something like "You'd be forgiven thinking this is a Yacht Club Games offering based on the visuals", but I fear that may come off wrong in some way. The overall game is a fairly short affair. You will play through this game and go through the motions, defeat the big villain of this game in maybe less than a day (A previous review I wrote was done in about 8 hours). You can then go on to both get the true ending of this game and get the post-game content in a matter of maybe another day of play (it seems to have taken another eight hours to get through the content). At time of writing, I have 17 hours and 21 of 40 achievements in this game. This is an extremely short game made by what looks like an extremely small team of people (It's a shame the game doesn't have a Credits button). This is a game that looks like a GBC Zelda game, plays a lot like a GBC Zelda game, but falls short in many aspects. I might be an outlier here, but I was personally fine with having to do a lot of back and forth with the inventory for a number of dungeons in the Oracle games (I barely touched Links Awakening as a kid and my copy of the game became lost, lol) This is a difficult "thumbs up" of a game just because there's a lot of promise on display in this game, but that's about it. At times it feels fairly thin. The plot kind of rushes past me, details get introduced in passing that I sometimes feel as though I might have missed a detail or another early on. By the time the games villain appeared I felt a bit sidelined and wondering if I might have accidentally skipped a piece of dialogue with clear foreshadowing (and I may have given how often I accidentally skip the dialogue of some defeated bosses due to the text speed being maxed out by default I think) I want to say that personally, I do find parts of the world building fascinating. What does work in this game in its writing works well enough that I'd probably take notes for my own TTRPG games I run. Like I said, the game feels thin. You can go into just about any dungeon in this game and feel pretty confident that you can get to the boss room in pretty good time. The puzzles in this game are primarily a sort of block/barrel mover set of puzzles where you have to get all of the switches pressed at once. One thing I will say is that a lot of the puzzles feel like there are either multiple solutions to them, unintended solutions, or just designed with very purposeful red herrings. The puzzles range from being either pretty easy, frustrating as a result of those red herrings, and in one very specific case absolutely absurd. The actual layout of the dungeons is a point of frustration just as well. The game seems to be built on a certain awareness that under ideal circumstances, the play should be taking very little damage through their exploration of any given dungeon. I say this because the only way to regain health is in town by sleeping, talking to Lynn, or eating the Smoked Salmon buff item. However, the designers seem keenly aware of how frustrating fall damage from falling into pits is and gives you a buff that lessens it. This other problem I have is, and maybe just MAYBE this is a skill issue, it is stupidly easy to put in a bad input and throw your character into a pit, especially when you're walking down a path that is basically only a tile wide. I'm playing with an Xbox controller, maybe I'd have had a better time playing this game with a more comfortable D-Pad placement, but good god is it frustrating to be walking down a path and your thumb nudges a bit in the wrong direction and you fall off into the abyss. There is also a rant I could go on and on about with Crystal Keys too. Basically they are items you carry through a dungeon to a door and the keys will break if you take damage. It is aggravatingly easy to take damage in this game. Siska's Workshop was made by a madman either more insane than Siska herself or just an absolute sadist. Which there are so many moments in this game where I kept wondering if something was designed for the purposes of schadenfreude. If it is that, all my whinging here amounts to is satisfaction from the developers. The other side of this game is your sort of VN affair of going around the town, entering homes to start a cutscene (potentially), and even marrying one of the girls in town. I kind of just committed to marrying Oakley on accident because I sort of unknowingly was doing things to progress my relationship with her when I thought I was doing things to get better potions. It works out because I am pretty sure I married the character who would absolutely punch God and boy do I love the crazy eyes her sprites have for that and I love her for that. Let us poison God. I could complain endlessly about this game, and yet the weird thing is I give it a thumbs up. I liked what was on display, I liked the potential this game had, and I could tell that a fair amount of effort and some polish went into this game. It might have need a lot more polish, but I wouldn't know what to say exactly that would look like. The unfortunate thing I will say is that at the 15 dollar asking price, I think that is way too much. However, this game goes on sell these days for less than 3 bucks, at time of writing 1.49 for the 2025 steam summer sale. It really does pain me to wonder and write out whether even at that price I can go "Worth the price" because a part of me wonders if it's more a proposition related to overall satisfaction and time. Were this game free, would I even tell someone to play this game? I don't regret sinking about 17 hours into this game, I am cautiously interested in picking up Colorgrave's other games. It would pain me if their future offerings (that is to say the other games they have made) continued to illicit this kind of review from me, because I think there is a lot of promise on display in this game, but nothing to write home about. But the only way from here is up, I hope.
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May 2025
An enjoyable game that's reminiscent of the gameboy Legend of Zelda titles. If I had to complain I'd say the combat was pretty lacking, there's an over reliance on sliding block puzzles, and it's annoying not being able to heal outside of the church. Not deal breakers but certainly makes me hesitate to replay any time soon
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Feb. 2025
+ pretty good dungeon design + interesting characters + excellent music + ton of post game content ( nearly 50% of the game is post game!) - when you die you are transported back to your house outside of the dungeon! makes dying really tedious - some quest are really unclear and you waste a lot of time looking to progress them. in general really solid zelda like with so much charm
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Oct. 2024
A review copy was provided by the developer. Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews, so you can be updated whenever I post a new review. Overall Rating - Average ★★★☆☆ First Impressions It took me a while to realize the significance of the game's title, Prodigal (PD), as you're the disgraced son who fled the familial home, only to return under less than ideal circumstances. Understanding this gave more meaning to the experience, as I played through an homage to classic Game Boy Color (GBC) games. Although smaller in scope, when you can easily see everything on a large, clear screen, the gameplay isn't as restrained as you might expect. Gameplay Despite never playing the handheld Zelda games, I'm familiar enough with their overall mechanics to recognize how they've been applied here. You'll engage in small-scale dungeon exploration, solving puzzles as you acquire tools that sometimes double as weapons, such as the ever-versatile pickax. Many of the puzzles feel pretty similar to one another, as they revolve around either using objects to hold down enough buttons, or pushing them into the right place so you can get to another exit. Along your journey, you'll also wind up helping villagers with simple fetch quests. There's a few ways for you to spend the money you accumulate, but unless you're boosting yourself with various food items, it doesn't have that much utility. https://steamcommunity.com/sharedfiles/filedetails/?id=3356250680 Controls I was able to play this title just fine on my controller, as there's so many inputs available on modern devices compared to an old school Game Boy. What did confuse me slightly were the displayed inputs on the screen, as they didn't properly correlate to the icons on my controller. However, basic trial and error easily dispels that issue, and I had no problems with how PD handled. You just have to realize that your character's movement is on a grid-like basis, with no ability to move diagonally. Story After doing something quite cruel to his parents, Oran ran away from home, doing tremendous harm to his relationship with everyone in his former village. Upon his return, the reception varies, with some wishing to forgive the young man for a foolish mistake, while others don't see a reason to forgive him so easily. It's a more dramatic story than most fantasy titles cover, but unless you find and read many optional sources of lore, you won't have a clue what's really going on. Oran isn't a silent protagonist, as you'll occasionally answer yes or no questions when prompted by the villagers. https://steamcommunity.com/sharedfiles/filedetails/?id=3356250031 Visuals Having played another game with a similar visual style, this one doesn't constrain itself with a limited color palette. Without looking poorly, it does a good job capturing the style of GBC titles. If it were solely limited to the in-game credits, NPCs wouldn't express any personality in their smaller compositions. However, due to the portraits that show up as you converse with them, it gives off a clear impression of their mood and what kind of person they likely are, although I wouldn't have expected a gorgon to be such a flirt. Sound Design When listening to the music of PD, it's obvious that it was intentionally constrained to match the GBC's style. It's not solely comprised of beeps or boops, but many of the noises have somewhat of a “crunch” to them. Despite this limitation, the various songs do a good job at matching the tone of what's taking place, ranging from the excitement of dungeon-crawling, triumphing over a boss, or the sorrow from harming your parents. I think the audio/visual elements were done quite well in this title. https://steamcommunity.com/sharedfiles/filedetails/?id=3356250394 Pros 🌟 The characters were well-written, as I found their range of reactions to Oran believable. Some people would be satisfied merely having him return safe and sound, able to make up for the mistakes of his past, while others would be more jaded and cynical. 🌟 With all the content available, I find the effort from the developers compelling. I just think it's off with the execution. Cons ❌ Between the nature of the final boss, and an area filled with sentient monsters, it's obvious that there's a lot of lore tucked away in the game. However, the only way to learn about it is by reading every book possible, with many of them hidden in secret areas. ❌ Main events follow a linear path, but as you wander around the village, talking with NPCs at different times of day, it's possible to advance some plot lines in a way where you might not know all the relevant background information. ❌ The frequency of combat is quite feast or famine. You'll either go through areas that are almost entirely devoid of enemies, or have them mob you all at once. Tips 🔍 In order to get the most out of PD, you'll want to talk with NPCs often as you encounter them. You may have triggered the next progression point with one of them by doing something relevant without knowing it, “By talking with the sheriff here, I unlocked a chat with his deputy at the jail.” 🔍 Don't restrain yourself from using a guide, although talking with the librarian should clear up any confusion. Also, the fountain they refer to is near the sheriff's office. Since there's no water in it, I didn't realize that's what it was. Final Thoughts Something I find odd about the game's design is how much of the content is optional, because it only takes a few hours to beat it. However, when you check your inventory, the second page will be entirely blank, and even the first one probably won't have half of the possible items. For me, it feels like I have to jump through all these hoops for content that wasn't really worth hiding to begin with. It isn't that they're not worth obtaining, such as the anchor greaves, which allow you to walk normally on ice instead of sliding uncontrollably. My point is that I wouldn't have gone to such lengths to hide this content, especially when the base game doesn't take much time to finish. From my perspective, incorporating hidden dungeons like this into the main gameplay loop would make more sense. That way a larger amount of people will see a bigger portion of the game you've designed, instead of only those who want to keep scouring different areas for something they've overlooked. Having beaten the game, it feels like I'm on a scavenger hunt, crossing off items I don't really need, either because I want to fill the blanks, or earn some achievements. Since I didn't find them while looking around myself, I'm just relying on guides so I don't waste my time blindly fumbling around. However, this process feels annoying instead of satisfying. Although I think this was a less than ideal choice, the gameplay was enjoyable. I'd recommend picking this title up on the cheap, if you want a short playthrough, but wouldn't suggest you bother with all the secrets. PC Specs Performance Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 The game ran without incident on default settings. 💖 - PD is healthy
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Frequently Asked Questions

Prodigal is currently priced at 12.49€ on Steam.

Prodigal is currently not on sale. You can purchase it for 12.49€ on Steam.

Prodigal received 402 positive votes out of a total of 435 achieving a rating of 8.56.
😎

Prodigal was developed and published by Colorgrave.

Prodigal is playable and fully supported on Windows.

Prodigal is not playable on MacOS.

Prodigal is not playable on Linux.

Prodigal is a single-player game.

There is a DLC available for Prodigal. Explore additional content available for Prodigal on Steam.

Prodigal does not support mods via Steam Workshop.

Prodigal does not support Steam Remote Play.

Prodigal 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 Prodigal.

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 13 September 2025 00:40
SteamSpy data 05 September 2025 10:14
Steam price 14 September 2025 04:38
Steam reviews 14 September 2025 07:57

If you'd like to dive deeper into the details about Prodigal, 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 Prodigal
  • SteamCharts - Analysis of Prodigal concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Prodigal compatibility
Prodigal
Rating
8.6
402
33
Game modes
Features
Online players
0
Developer
Colorgrave
Publisher
Colorgrave
Release 15 Oct 2020
Platforms