
I fell from Grace is a retro style adventure game, that blends storytelling and puzzle solving in a branching narrative style. Can you solve the mystery of the strange gift that has cured your wife of terminal illness, but unleashes sinister events before it's too late?
Modeled estimate, not a reported figure. How we estimate →
Discounts
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 29 → 0.14/day in the week after.
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.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The sidescrolling can be a little tedious but overall it's an interesting story that will kill a good few hours
This is an amazing game which I have played multiple times. I love the branching paths and random tasks. I looked at the achievements and there's still so much I haven't discovered. The rhyming gets dull (annoying?) sometimes, but it works with the story. And this game has mature themes, so seeing topics people talk about in rhyming-fashion gets pretty good. Lastly, this game gets dark and emotional. Don't let the rhyming fool you, this game gets pretty real.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I remember really enjoying this game but don't remember why I dropped it. Back to it now...
[i]I fell from Grace[/i], is pleasantly... unpleasant. It's a very dark tale of a man, who, while - hopelessly - trying to save his dying wife, loses a lot more. The rhyming dialogue will be off-putting to many, yet it's actually an element that creates a nice contrast with all the tears and blood that will be spilled throughout this pixel-art, horror-ish adventure. On the other hand, the actual process of playing this leaves a lot to be desired, and the pacing is painfully slow for what is essentially a narrative-driven experience. [b]Cubed3 Rating:[/b] [b]5/10[/b] [url=http://www.cubed3.com/review/5499/1/i-fell-from-grace-pc.html][b]Read Full Review Here[/b][/url]
A dark point and click game, within a very deep depressing believable world. Far for perfect but more than good value for your money. The Great: ----------- - Impressive world building, very deep small narrative paths to explore, that expand upon the world and the characters. - Impressive atmosphere. And a quite unique way to learn about the world through character interactions. - A surprinsingly ammount of content is not needed to complete the game. I got to the ending without realizing that more than 70% of the game was still unexplored. The good: ----------- - Interesting story - Tight controls - Art and music - Good writting (I disabled the rhyme) The bad: ---------- - Lack of mouse controls (however the key controls work quite nicely, and you can play well with a steam controller) - The main character is quite non relatable. This is not a bad thing per se, but the emotions of the character are selfish to a non-justified extreme in some circumstances. This is bad, cause we can take a lot of moral choices as the protagonist but no matter what, he will still expose selfish and insensitive thoughts that are a bit too out of place. More effort and attention here would have made wonders. - Maybe related to the previous point. There are some places where the game is odd and I was not sure if it was a case of underdeveloped or overdeveloped character building. For example, you cannot take some nonviolent approaches if you have in your inventory an item that can be used as a gun. The protagonist reacts in a very inconsistent way to traumatic events. - You have to find six specific items that appear as a bright spot on any place in the world. The locations of these keys are to me very obscure. The Ugly: ----------- - Lack of text options, you cannot adjust the text speed or disable the VN like effect of the text appearing letter by letter. It would be a much better choice to make just the entire text just to appear at once. There is also a delay in a lot of dialogues from one text to the text. This small thing slows incredibly the gameplay. -Though the decisions of the story are clear, they affect the story in a way that does not make sense most of the time. This makes that the dialogue decisions of the player with one of the characters affect the interactions with totally unrelated characters. For example, a character asks you about getting drugs or finding a person depending on a totally unrelated dialog choices with non-connected characters. Another character talks to you about wanting a telescope, and you happen to have one. However you cannot give it to him. Instead in a particular branch of gameplay you are required to give him a totally different item for no explained reason. - A couple of very deep plot/narrative holes: 1) The protagonist decides to not speak about a murder, even with a personal cost to stay out of trouble but then he blackmails the murderer to get a sandwich. The option to speak to the police about any of this does not appear when going to the police station. 2) The relationship between the protagonist and his mentor is totally inconsisted, contribed and does not make any sense. 3) That nuclear reactor scene out of nowhere.
I wanted to like it, I loved the art style, but sadly I found it too boring to continue.
I Fell from Grace, developed and published by Deep Taiga, is a narrative-driven adventure that leans heavily into themes of desperation, moral compromise, and the emotional toll of love pushed to its limits. Framed within a retro-inspired pixel art presentation, the game tells a deeply personal story centered on Henry, a man struggling to cope with his wife Grace’s terminal illness. What begins as a tale of devotion and hope gradually transforms into a darker meditation on obsession, consequence, and the fragile boundaries between right and wrong. Rather than offering escapism, the game invites players into a somber world defined by decay, rain-soaked streets, and characters burdened by their own unresolved grief. The setting reinforces this melancholic tone from the outset. Nearly every environment feels subdued and claustrophobic, drenched in muted colors and persistent gloom. Henry’s home, his workplace, and the surrounding town are interconnected spaces that feel small yet heavy with implication. The world itself seems tired, mirroring Henry’s mental and emotional exhaustion. Conversations with other characters reveal a broader societal malaise, suggesting that despair extends beyond Henry’s personal tragedy. This pervasive atmosphere of decline and moral ambiguity strengthens the narrative’s central question: how far would someone go to save the person they love? Gameplay follows traditional adventure mechanics, with side-scrolling exploration and interaction-based progression. Players guide Henry through environments, examining objects, engaging in dialogue, and solving puzzles to advance the story. The puzzles are generally straightforward, often revolving around item usage and environmental observation rather than complex logic chains. While this simplicity keeps the focus on storytelling, it can also make certain segments feel repetitive or lacking in mechanical depth. The absence of clear objective tracking or navigation assistance occasionally results in moments of uncertainty, where players must rely on trial and error or repeated backtracking to uncover the next step. One of the game’s most distinctive design choices was its initial commitment to fully rhymed dialogue. Every conversation was originally written in verse, lending the narrative a theatrical and poetic cadence. This stylistic gamble proved divisive among players. For some, the rhyming structure added a layer of surreal charm and artistic identity; for others, it disrupted immersion and constrained character expression. In response to feedback, the developer later introduced an option to experience the dialogue in standard prose. Even so, the lingering poetic sensibility shapes the tone of the game, giving it an unusual rhythm that distinguishes it from more conventional indie adventures. Where I Fell from Grace truly distinguishes itself is in its branching narrative structure. Player choices carry tangible consequences, leading to multiple possible endings that range from bleak tragedy to fragile acceptance. Decisions are rarely framed as purely good or evil; instead, they reflect shades of gray that align with Henry’s increasingly strained moral compass. This structure encourages reflection and replayability, as players may wish to explore alternative paths to see how different decisions reshape the narrative. The weight of these choices reinforces the central theme that actions born of love can still produce devastating outcomes. The audiovisual presentation enhances the story’s somber tone. The pixel art style is detailed and expressive despite its retro aesthetic, capturing subtle character emotions and environmental nuances. Rain frequently streaks across scenes, adding texture and reinforcing the sense of unrelenting gloom. The soundtrack complements this mood with subdued, jazz-inflected compositions that echo noir sensibilities. Together, the visuals and audio create a cohesive atmosphere that supports the narrative’s introspective depth. Despite its strengths, the game is not without flaws. Pacing can feel uneven, particularly during extended segments of backtracking or when puzzle solutions lack clear contextual clues. The mechanical simplicity may leave some players craving more interactive complexity. However, these shortcomings stem largely from the developer’s prioritization of narrative over gameplay density. For those drawn to story-centric experiences, the emotional weight of Henry’s journey often outweighs the mechanical limitations. Ultimately, I Fell from Grace is a bold and introspective indie title that prioritizes moral complexity and emotional storytelling over conventional gameplay thrills. It explores themes of love, desperation, and consequence with sincerity, offering players a story that lingers long after completion. While its stylistic experiments and subdued pacing may not appeal to everyone, the game stands as a testament to the power of narrative ambition within the indie space. For players seeking a character-driven adventure unafraid to confront uncomfortable truths, it delivers a poignant and thought-provoking experience wrapped in a rain-soaked pixelated world. Rating: 6/10
how far would you go?
Great story and characters, I love how the game gives you choices and you're not just stuck with a linear path of story to follow. fantastic game. 10/10
PROS - Interesting and mysterious story, with bits of psychological horror and a non-tipical "hero". It keeps you invested to see what happens. - Excellent choice and consequence, many choices, branches and endings for you to explore. - Nice pixel art which depicts very well a decaying and rotten city CONS - It can turn repetitive. There are lots of fetch quests, which you end up going from one side to another almost every day. The whole area is almost open for you from the beginning, so you end up revisiting areas that only change a bit of dialogue and not much more. - Loading times are quite long OVERALL: A compelling psycological thriller/horror story that makes you feel invested with its characters. The mood is bleak, the "hero" is a horrible person, and most people if they are not like him, they are just poor victims of other similar cruel people. You have lots of decisions with consequences and arcs, and the story does not unfold completely on one playthrough. You can see what happened to other characters or see other points of view by playing again with different choices, which provides replay value. If you are willing to go through the repetitive parts of fetch quests, and to explore every nook and cranny, I recommend it! SCORE: 8/10
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