
fault - StP - LIGHTKRAVTE is the latest entry in the fault series, which has shipped over 500,000 copies worldwide. LIGHTKRAVTE presents its story through the eyes of Khaji Oberg, an ordinary and unremarkable teenaged boy who finds himself reaching for a dream that slips ever further away from him.
Modeled estimate, not a reported figure. How we estimate →
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About




Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−50% | 386reviews | 88% | — | $107.4K |
| $8.99−50% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
the game looks nice, but its so boring. when i noticed its just a linear game without choices i just closed the game. ive better books to read
强啊果子哥,但每次想到这个国家的结局就让人很难受....所以正传挖坑不填来前传继续挖坑?宁愿你少做两个动效少画几张cg把坑填了行不行啊
第三季拖好久了,快点出吧,游戏流程大约5小时,说实话不打折不值这个价,而且个人感觉也没有正传的剧情令人惊艳。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很好的短篇故事。
3 years late to purchase and read it More than 9 years of waiting But the moment the intro video plays and that opening strings hit, you know what you're in for. A story weaved with heart This is the fault we've all been glad to see back
fault - StP - LIGHTKRAVTE, developed by ALICE IN DISSONANCE and published by Phoenixx Inc., is a deeply polished kinetic visual novel that prioritizes emotional storytelling, atmospheric worldbuilding, and character introspection over interactivity or branching choices. It is a prequel set within the larger fault universe, yet it stands comfortably on its own as a focused, character-driven narrative. What distinguishes LIGHTKRAVTE from many other visual novels is its remarkable level of presentation: fluidly animated portraits, expressive character movement, rich backgrounds, and a cinematic sense of pacing that makes even quiet scenes feel alive. ALICE IN DISSONANCE has long been known for elevating the visual novel format visually, and LIGHTKRAVTE continues that tradition with some of their most refined work to date. The story centers on Khaji Oberg, an ordinary boy with an extraordinary dream: to become a painter in a world where magic-driven technology has reshaped society. Unlike many VN protagonists, Khaji begins his journey far from admirable. He is insecure, somewhat self-centered, prone to naive idealism, and constantly at odds with both his own limits and the expectations around him. His artistic goals often border on childish obsession, and he harbors impulses that highlight his immaturity. But this intentional characterization becomes the emotional engine of the narrative. Over time, the story uses Khaji’s flaws as a canvas to explore ambition, self-worth, creative frustration, and the painful gap between who we think we are and who we want to become. Watching him stumble, reflect, and gradually evolve becomes one of the most compelling aspects of the experience. The supporting cast is thoughtfully constructed, offering a mix of familiar series characters and newcomers who enrich the emotional landscape of the story. Each interaction pushes Khaji’s arc forward, whether by challenging his worldview, grounding his emotional turmoil, or offering alternative perspectives on creativity and purpose. LIGHTKRAVTE doesn’t rely on dramatic fantasy stakes to create tension; instead, it invests in the quieter but more resonant conflicts of personal growth, family expectation, and discovering one’s place in a rapidly changing world. Even though the setting includes wondrous elements such as mana-based technology (“manakravte”), the narrative remains anchored in human vulnerability and the bittersweet journey toward self-knowledge. Visually, the game is exceptional. The kinetic novel format allows for detailed animated expressions, subtle gesture work, and dynamic compositions that help scenes feel textured and intimate. The backgrounds are lush and atmospheric, and the color palette shifts thoughtfully to support the emotional tone of each chapter. Combined with a gentle, often melancholic soundtrack, the result is an audiovisual presentation that far surpasses what most visual novels attempt. These production values not only elevate storytelling moments but also help maintain momentum in a genre that relies heavily on reading rather than interaction. Structurally, LIGHTKRAVTE is linear, offering no choices, branching routes, or gameplay beyond advancing the text. This places full responsibility on the strength of the writing and direction—and fortunately, those elements hold firm. The prose is graceful and introspective, the pacing carefully measured, and the emotional rhythm deliberate. The absence of player agency may be disappointing for those who prefer choice-driven narratives, but within the kinetic novel framework, the linearity serves its purpose: it ensures an uninterrupted emotional arc and a cohesive thematic journey. The roughly 6–8 hour length allows the story to develop with depth without overstaying its welcome. That said, LIGHTKRAVTE will not resonate equally with all audiences. Its reliance on internal conflict over external action may feel slow to players seeking a more dramatic fantasy plot. Khaji’s early behavior can be off-putting, especially for those expecting a traditionally likable protagonist. The heavy reading load and deliberate pacing may also deter those who prefer visual novels with puzzles, branching paths, or gameplay variety. But for readers who appreciate character-driven storytelling and the introspective exploration of creativity, identity, and adolescence, LIGHTKRAVTE offers a rare level of sincerity and nuance. In the end, fault - StP - LIGHTKRAVTE succeeds as a beautifully crafted, emotionally thoughtful visual novel that thrives on subtlety rather than spectacle. Its strengths lie in its meticulous presentation, its thematic focus on growth and self-doubt, and its ability to transform an initially flawed protagonist into someone worth understanding. It is a work best enjoyed slowly and reflectively, and one that rewards players who engage with its emotional core. For fans of the fault series, it enriches the world and deepens the lore; for newcomers, it stands as an elegant, self-contained story about the pains and triumphs of wanting to create something meaningful in a world that doesn’t always understand you. Rating: 8/10
Wow Art and animation is a good improvement from the Main Fault series. Music is amazing as usual. The real highlight of this game is the writing and character development. Starts very slow but about the middle point things get very interesting and by the end you are it in the feelings with the force or a meteor.
果子的表现真是令人生厌 如果不是主角还能得到这么多人帮助,怕是一事无成吧,没有情商,对使用魔法的人持有严重的歧视,别人指出自己的问题只会觉得是人飞扬跋扈,真是恶心
演出效果在视觉小说里绝对是独一档了,简直是艺术品。
有点平淡了
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $864.4K | 1.8K | 97% | $29.99 | |
| $905K | 737 | 75% | $17.99 | |
| $135.2K | 465 | 80% | $9.99 | |
| $78.5K | 119 | 84% | $19.99 | |
| $8.4K | 237 | 85% | $1.49 | |
| $60.8K | 197 | 78% | $12.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $107.4K | 863 | 49% | $4.99 | |
| $107.4K | 655 | 75% | $9.99 | |
| $107.5K | 335 | 68% | $10.99 | |
| $107.5K | 250 | 43% | $29.99 | |
| $107.5K | 128 | 97% | $19.99 | |
| $107.5K | 378 | 95% | $10.79 |