
Unending Dusk is a retro inspired beat ‘em up ARPG set in a post-apocalyptic world. Play solo or with up to 4 players online and brawl your way through hordes of enemies. You play as an elite mercenary fighting against a dark force which has locked the Earth in a state of unending dusk.
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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 25 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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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Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b] Unending Dusk [/b] is a decent beat'em up if you enjoy grinding stats and finding rare attack mods. As you can see I dropped over 80 hours just to max out 2 of the 4 characters. I guess you could say that it has some roguelite elements, although there is no perma-death. The stages are randomly generated so you can run into a secret shop or a hidden area, and that is not counting the stat grind which is usually associated with the genre. For me the game managed to capture the nostalgia that I have for classic beat' em ups, despite having all those new features. In my opinion the combat, aesthetic and the controls are faithfully implemented. I play Streets of Rage (2) very often, by comparison the execution of attacks is essentially the same. Unfortunately, it has no grappling which is perhaps my biggest problem. There are definitely some modern features added to the formula such as character levels and different damage types, but overall it truly feels like a game that could be on Genesis - mainly due to aesthetic. [h1] Replay Value: [/h1] Each of the 4 characters can gain up to 50 levels which takes about 30 hours per character. All of them have a skill tree with many upgrades, not counting numerous attack modifiers that you can equip. You not going to get all content in one run as there are many randomized features, such as hidden areas and randomized loot. There are 3 difficulty modes, each of them increases the difficulty and loot quality, additional to adding one new level per mode (and even an endless level at the very end). Obviously the game will get a little repetitive after the first few runs, but if you enjoy finding rare attack upgrades I think you can get a lot of replay value. It has that "post-game" aspect that keeps going until you run out of steam. The developers also added a lot of achievements and a few hidden events, although the lore of the game is not particularly exciting. Most of the randomized events just give some extra experience or make a funny reference. [b] Pros: [/b] + 4 unique characters with individual skill trees + 3 difficulty modes with improving loot drops + decent RPG elements, many rare attack mods + good soundtrack & genesis-like aesthetic + online co-op + achievements & hidden areas + awesome devs, so many updates with no community [b] Cons: [/b] - combat is a bit repetitive due to lack of grabs - could have used more stage variety, elevator perhaps - does not support local co-op (online only) [h1] Overall Thoughts: 8/10 [/h1] Participating in this 'Early Access' title has been a very positive experience for me (bought it on day one). The developers made numerous updates to the game, despite not having a community to work with (literally just 3-4 people playing). They added a lot of content, new moves for all characters, skins, achievements, and improved skill balancing. While the core combat system is not great due to lack of grabs, this game has a lot of replay value if you like grinding. Unlike some of the beat'em ups it supports an online co-op for up to 4 players, so get some friends and see how far you can go before you need to grind for some gear. [code]Review By: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you are looking for a simple street of rage clone, this is not it. In the story mode, its more of a beat em up rpg. You gain xp, find new mods to add more attacks to your moveset. This sounds great and all but one problem. this game becomes a horrendous GRINDFEST. The game goes like this, you beat the first five stages on normal difficulty, then nightmare difficulty along with a new stage is unlocked. But the new stage is only available in nightmare difficulty and also has a recommended character level of +30.. Being only about level 18 when you first finished normal difficulty. You going to have to grind back on the old levels on normal / nightmare to get stronger for the sixth stage. After you beaten the sixth stage on nightmare, hell mode and the final level are unlocked which has a recommended level of 45-50. Again, grind like mad on the old levels on nightmare / hell to prepare for the final level. I clocked in total of 40 hrs of grinding to beat the game. It was very repetitive torture. After you beaten the game, the endless mode is unlocked. Just more of the same grind. Also there is a traditional arcade mode with no rpg mechanics but also didnt bother since I was sick of the game after story mode. Pros - Good SNES graphics - Find new mods to add more attacks strings to your moveset Cons - Heavy duty grinding is required to beat story mode - Some achievements are very RNG based, you might never find them in your playthrough - Unpopular game, good luck finding people for multiplayer - Did I mention this game is a HUGE grindfest? 2/10
Very old school beat'em up. The combat is pretty unresponsive. Requires a lot of timing and understanding of when an enemy is going to attack to prepare for it : ). The items are pretty fun. Can augment attacks with a whole bunch of elements and watch everything just explode. The stages are kind of randomized. I don't really like this. It makes the rooms feel pretty disconnected and makes it feel more of a grind. Add to that the 2-4 waves of enemies per room and it just gets to be a tad bit frustrating. On top of that, some rooms have stage graphics in front of the room, which can hide things like enemies and traps. We're talking things like pillars and the like. The enemy corpses also don't decay, which is a bit annoying. 3 waves of enemies later and you can't see the floor anymore. There isn't much variety to traps. They're all more or less the same thing. Little circles to not step on. It just feels like a grind to me because the rooms kind of blend together with no flow to them and each room has so many waves of enemies. That's just my opinion. I don't think that I'll be doing nightmare mode and whatever is after that. Just don't want to grind the same stages over and over again for enough currency to have enough damage to do things like nightmare mode well : /.
I went into this game with already low expectations, but boy is the actual game even worse: - 6 characters, all with stiff as hell controls, and don't be fooled by the swords, there is no melee combat, since getting close you get automatically hit. Instead, melee characters send short shockwaves that make them s**k both at close range and long range. But generally, you can forget about basic attacks, here is how an effective playthrough will work: you guard until your special is ready, then you use the special that should fill your ultimate gauge; repeat until the gauge is ready, then kill everyone with your screenwide ultimate and go to the next area. - as a fan of games with upgrades, these are the most underwhelming upgrades I've ever seen in a game. I can't imagine a scenario where I say "cool, I hit the enemy and random blocks fall on his head, repeatedly". You get upgrades that either boost stats or boost a bit less and give you an ability, but there's absolutely zero variety: there are only 2 choices at any given time, one for int, and one for str, so you will buy that specific item every time, even multiple of some. - as a fan of beat-em up/brawling games, these are the stiffest animations and controls I've ever seen. It's even hard to explain, they just don't move as they should, both aesthetically and input wise. For example, the dragons you see in the sample images aren't some cool dragons that travel through the screen of have some cool animations, they just appear when you use the ultimate as enemies around you suddenly die, hit by nothing. In the end, I just hope my review will convince people not to make the mistake I made buying this game. I bought it at 90% off, and there has never been a game I wanted to refund more than this. Conclusion: Don't make my mistake, don't buy it, it's much worse than it looks.
beat 'em up + рогалик + прокачування. Все це в атмосфері кіберпанку. Декілька ігрових персонажів і у кожного свої методи умертвіння ворогів. Гра коштує своїх грошей навіть без знижок.
2d arcade action beat em up with currently 5 different characters with their own skill trees, it can be a bit grindy at time but its just fun and persistent loot and levels is a plus, some of the hit box detection can be a bit wonky at times but all in all solid time killer.
Какая то лютая дичь. Превратили beat'em up в винегрет из жанров, хотя по сути тупо нажимаешь на кнопку и все! Ни серий ударов ни оружия подобрать. Унылые монстры, унылые задники, примитивное управление и боёвка. Кому понравилась эталонная Mother Russia Bleeds - не рекомендую покупать это.
The grind is REAL in this game. A lot of dedication and love has been put on this game, and it shows. I bought it since I am a fan of the Beat'em up genre, and was looking to have RPG and skill tree mechanics. It did not disapoint, and got my $'s worth of value and entertainment. Pros: - Different characters to try with very different play styles. - Skill tree with 50 tiers and 3 skills in each tier. Do not expect Diablo 3-esque talents with visual skills and new mechanics. Most of them (at least for the 2 or 3 characters that I've tried) just rebalance certain attributes. - Synthwave soundtrack, very good and adds to the ciberpunk ambience. - An tem and enhacement management system (very J-RPG'ish) with lots and lots of items. - An interesting (if somewhat basic) storyline that adds flavor to the grind. No in-game cutscenes, though, just text you encounter in the road. Cons: - The grind, THE GRIND! I haven't reached the end of the game, but it is asking me to replay all levels in a new difficulty (Nightmare). New enemies are added to former levels, so the challenge ramps up. However, the gameplay loop stays the same and it gets monotonous eventually. - The "levels" are just horizontal hallways you fight your way through. Yeah, it is a 2D game, but even older 2D brawlers have mixed use of terrain in vertical or perpendicular perspectives. This adds to the monotony of the grind. - Unresponsive controls. The new standard for Beat'em up controls is Streets of Rage 4 (also River City Underground plays nicely). Unending Dusk, unfortunately, feels clunky and unresponsive, especially in the mid of a combo and when you want to turn to the other side to face enemies (you get stuck). - No in-game guide or tutorial to use items, types of damage and various add-ons. This can get confusing, and you'll end up just experimenting, and those experiments will cost you in-game money, which in turn you get by grinding... repeat the cicle. All in all, I recommend this game for brawler fans that like character progression and do not mind the grind. Also, if you have a low-spec computer, and are looking for a challenge in the style of the old Streets or Rage games but with more depth, search no more and give this game a try.
Ожидал динамичный Beat'em up, а получил унылую кнопконажималку... Запросил возврат.
Once you've beaten 1 mission of this, you have, far as I can tell, seen everything it has to offer. Up to map 7 or so it effectively has 4 types of enemies, 2 of which were only on map 7: Dudes who walk at you and swing once. This is almost every enemy, they're functionally the same enemy. Ninja. They're the above but spend the majority of their time invisible and invincible and if not juggled or killed go invisible as soon as they exit hitstun. Absurdly annoying. Jiggle witches, who just spam fireballs at you. Serious spam. Like 1 ball every half a second per witch. Its pretty obnoxious. Golems. They swing at you once then let you hit them for like 10 seconds. And die. What is the point of these? Maps are absurdly repetitive. And stages are too long. You spawn in, kill 3 waves of enemies, all of which take too long to die for how many the game throws at you. Occasionally you get a message from a cat about events like totems... which you just hit and move on. Or the floor is covered in an absurd number of traps. But there's only like 3 events. And you have to do what feels like 10 areas per stage. 30 waves. With, until near the very end of the game, only 2 functionally different types of enemies, one of which is just annoying. Once you reach the final are you get to fight the bosses. ♥♥♥♥♥♥♥ are they trash. Some examples: - Man who dashes past you with a sword then heals ala Master Yi or Juggernaut. And does so a random number of times. And moves so far its hard (especially for Templar, who can only walk) to punish him at all, nevermind beat out the regen. - Man who spends 90% of the fight invisible and invincible then pops up and shoots a screen wide laser that half the time ignores block for no reason, who even if you DO block it, immediately just shoots you again, somehow hitting behind him, so even if you play perfectly he just punishes you for free anyways. So you have to tediously tap him 1 hit at a time. - 3 men at once who spam giant fireballs that juggle you and do way too much damage while also spamming aoes on the floor. Which, again, screw over the templar, who doesn't have the mobility to deal with this and still have time to fight back. All of these bosses are entirely, 100% immune to hitstun. All have giant hp bars. All do far too much damage. And summon allies, infinitely, for free. So if the enemies and maps are bad, what about us? The dudes we play as, progression, etc? Its... not too good. Bad. Not sure what the devs aiming for here. It has an rpg like progression system based around items; level up to gain capacity, use that to slot items for stats/to add effects to your attack and level up a skill tree. But it doesn't tell you what any stat does. And the skill tree is just boring passives like 'fill X bar y speed faster'. So the only interesting part is adding effects to moves. You can add a missile effect and stike effect to your attacks. Spawn fireball, lighting, etc on moves. Amount of stuff summoned goes up from Light>heavy>ability>meter using move; ie basic strike summons 1 fireball, heavy 3, meter using 9, that kind of thing. But these attacks do practically no damage. So I don't get the point. And they're so expensive to buy you can't really try them out to see which feels like the best combo despite the spawn having infinite hp enemies to try stuff on. Hitting for over 100, add fireball, gets less than 10 more damage. What? That wasn't even worth slotting in. It also has items to dump your cash into but a good 1/2 of the shop needs to be unlocked and doesn't seem worth the effort when the start items are so meh. You can buy ai allies, but seem to have no control on which one you get, and they vanish after 1 map. You can buy bounties to get bonus cash from running maps but... that's just boring. I'm just running the same map. You didn't make the map more fun or anything. Its paying for busy work. And most confusingly, you can pay 5k credits... for a token you can sell for 1k credits. What? You get tokens in maps you can trade for bounties or these for free but then you are getting an item to trade for an item that's worth less than killing the first screen in the game. Why is this even here? Why is any part of this chain of trades a thing that exists? Now all that leaves is the characters movesets and... the other issue. Your character has: Basic attack combo. Tends to feel bad. Poorly animated. Also really imbalanced between characters; engineer, for example, gets a giant 1/4 screen aoe as his basic move. While others struggle to hit 1 dude an inch in front of them. Jump attack. Also feels bad, very stubby. Heavy move. You can charge these for more damage... except for Templar. Who just can't for no reason at all. Tend to feel alright. Dash attack. Again, not everyone gets this. Special move, which uses a recharging meter. You get 2 of these per character. Usually like a dash and another move. Near universally a dash and other move. This 'other move' is usually the most unique part of a characters kit. Super move which takes a meter that fills when fighting. Templar aside, very underwhelming, usually just a burst of damage in an aoe or a line. Not that much better than just attacking and almost certainly worse than using the meter for the haste powerr. Holding super mode gives you a haste power. There's also a grab but its so funky to use it may as well not even exist. So characters have 7 moves, tops. And 1 is just a dash. To try and carry this grindfest of a game that has you grind for items to add to these moves to make them do nearly no extra damage. That's... not enough. It maybe would be enough if the addon items weren't jokes. Or the game wasn't incredibly poorly animated so they felt satisfying to use. But neither of these things are the case. Combat feels bad and very spammy. The game has 'costumes' listed in its updates, but don't be misled, those are just pallete swaps. Visually the only character I find appealing is the Templar and she's by far the most half-assed character in the game so its wasted; she's missing nearly half the moves the others have and her non-dash special and super are both the same move: hitting the enemies on the entire screen with a dot. Which feels really good so I don't hold it against her too much. She is, in fact, more or less the only part of this game I like, damned shame she's missing so many moves. Great design visually. So what's the 'other issue'? When you get to the 7th or so map, the game forces the difficulty to 'nightmare' to continue. Which makes enemies almost instantly kill you and take even longer to kill. And they already took FAR too long. I just dropped it here to make this review. While it had its issues up to this point; the lacking enemy variety, movesets, absurdly imbalanced bosses, unclear UI, underpowered and boring progression, etc, as a 'turn off your brain and grind' game, it was fine. I was having fun. I was playing a cyborg Templar and deus vaulting things so hard my presence alone was killing them. But then you get to this. And its like... no. I'm not grinding the boring maps 20 times to buy stats I don't know the effect of in the hope the stat I bought makes these enemies not nearly instakill and not take 20 years to die, per wave, 3 times per area, 10 times per stage, only to end up at a boss that's completely immune to hitstun, knocks me back every hit and either heals or spends half the fight invincible, again. Fix this stupid forced nightmare crap and I'd rec this if people literally only want a mindless, basic brawler to see numbers go up in (even if you have no idea what the numbers do). As is I wouldn't rec it at all. Its no longer fun even as a mindless grindfest when enemies suddenly gain so much hp and damage.
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