After Light Fades Comes To Steam June 20

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Australia-based development studio Orchid of Redemption have announced their new puzzle game After Light Fades will launch on Steam about a month from now. The player character, Alice, has just suffered a sudden loss and can’t deal with it, until she discovers seven artifacts in the ashes of her partner’s burned house. They seem to have survived the fire due to being magic (if only her lover was), and they transport her to seven worlds respectively, inspired by the “Seven Stages” you’ve heard about. Each screen in each world contains a sokoban puzzle that can only be solved by manipulating and pushing items, with the twist that the artifact’s power is also involved in the solution. “This isn’t just a puzzle game about moving boxes, it’s a meditation on what we lose and how we grow,” says Al Thumm, Director. “Each of the 7 key mechanics you master, you must eventually abandon. The player feels that loss, and that’s the heart of the experience.” – After you complete the main game, there’s a level editor that allows you to create your own puzzles, as well as share them with others on Steam Workshop, so you could keep playing indefinitely. Not […]
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Looks interesting, but I hope it’s not too emotional. I like puzzles but not sad stories. Still, $15 with a discount sounds fair. I might try it for the level editor.
 
I’ve played a few puzzle games that were “deep” but not fun. Sokoban mechanics can get repetitive fast unless there’s a lot of creativity. I do like the idea of giving up powers as a metaphor, though. That could work really well if done carefully. I’m curious about how polished the level editor is too. Sharing puzzles might be the thing that gives this game longer life.
 
I think this looks really cool! I love when games are about feelings but also have actual puzzles. The art looks pretty from the trailer and I like how each world is about a different stage of grief. That’s something I’ve only read about in school. I’ve never seen a puzzle game do that. I’m not super good at sokoban puzzles but I’m ready to try and learn. If it helps people feel better or understand emotions more, I think that’s a good thing.
 
What caught my attention right away was the level editor. A game that lets players create their own puzzles is always more valuable to me. I’ve spent hundreds of hours with editors in other puzzle games, and it really depends on how flexible the tools are. If they give us access to the same systems used in the main game—like those elemental mechanics or guardian spirits—I can see the community doing amazing things. I also appreciate that it’s priced reasonably. If the base campaign is solid and teaches the mechanics well, the editor could make this a long-term favorite.
 
I remember a time when games were just about scores and levels. Seeing something like this reminds me how far the medium has come. A game about grief, change, and acceptance? That wasn’t possible back in the early days. I lost my wife ten years ago. I’m not sure I’m ready to go through a game that tries to recreate that pain, but I admire what the developers are doing. Using mechanics as metaphors is a bold choice. If it’s done with care and not just as a gimmick, it could mean a lot to players going through something similar.
 
Coo thatl mechanics are used to tell emotional truths. The seven artifacts being tied to grief stages is simple but poetic. Making the player abandon a mechanic after learning it—there’s something honest in that. That’s what healing feels like: letting go of the things that once helped you. I think a lot of puzzle games focus too much on cleverness, but this one wants to make you feel something with every move. That’s rare. I’ll definitely play it on release day.
 

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