Platforms:
PC, Nintendo Switch
Released:
February 12, 2025
Publishers:
Astra Logical, Darenn Keller
Developer:
Darenn Keller
The survival city-building genre is generally considered to be quite intimidating with high hour counts for even just one scenario and incredibly in-depth mechanics that will take multiple attempts even to begin grasping. This is where Dawnfolk makes an effort to differ from the usual fare, making use of familiar mechanics and easily comprehensible visual design to make a survival game that is still difficult but not so unapproachable.
Created by single developer Darenn Keller, Dawnfolk is set in a land blanketed in perpetual darkness where players take control of the ruler of the kingdom itself, with the goal of rebuilding and someday finding a way to push the darkness back forever. Accompanied by a fiery companion named Lueur, you begin trying to establish the lost kingdom and solve the mystery of who began spreading the darkness in the first place.
![](https://cdn.checkpointgaming.net/wp-content/uploads/2025/02/10222640/20250129134045_1.jpg)
Dawnfolk operates on an entirely tile-based system; even the main menu abides by these rules which gives the game a very consistent sense of theme. The game recommends that you play with a gamepad and I highly agree, it makes the best use of the control scheme and is very easy to pick up. I also found that most of my actions in the game resulted in a very satisfying gamepad rumble that would be missing with a mouse and keyboard.
The story mode for Dawnfolk offers multiple scenarios that are completed in order; each scenario sees the player dropped into a new area, intending to clear the darkness tile by tile to expand and create a new settlement. The light that is used to clear darkness is an expendable resource that needs to be generated alongside other resources such as workforce, food and materials. Erecting the appropriate buildings, or making use of the land itself are the key ways of generating resources, but the act of doing so has a cost and this is the main push and pull of Dawnfolk as with most survival city-building games. Happily, Dawnfolk uses a very clear visual design to show what resources will be gained and lost from buildings, making decisions fast and easily comprehensible.
“It’s very fresh to have a game in this genre that has such bite-sized, yet satisfying levels on offer…”
These scenarios don’t take very long to complete at all. I found that I had finished the main objective in each one after an hour, maybe an hour and a half. It’s very fresh to have a game in this genre that has such bite-sized, yet satisfying levels on offer. Each new scenario offers new challenges and environments. I especially loved the enchanted forest where my main goal was to develop the land without pissing off the local elven population.
There is also a lot of intrigue surrounding this world covered in darkness, how it came to be this way and if there is any sort of way to stop it. There are little hints as to the darkness’ origins in each new stage, either found by exploring the area and finding notes left behind, talking to any surviving inhabitants of the land, or through encounters with the game’s shadowy antagonist. Throughout each stage, while the central goal changes each time with some examples being building a castle or collecting a certain number of resources, the main threat remains the same.
After a certain period of time has passed in the scenario, dark storms will appear at the edges of your settlement and slowly begin to devour it, ending the game if they reach your main base of operations in the centre. If you have been rationing your light, it’s possible to cleanse the storms before they do any real damage, but otherwise, it’s about playing the waiting game and hoping you can outlast them. It’s a good bit of tension and a nice dose of horror in the otherwise easygoing game.
While I do really like the darkness as a threat, I do wish there was a more defensive way to protect yourself and your settlement against it, instead of needing to actively fight each time. Some sort of light tower or barrier I think is what I was craving, a high-cost building at the expense of other resources that makes it more difficult for the dark storms to reach your town at all. Because while expanding outward does make it harder for the storms to reach the centre I never felt there was any real sense of fortification and that’s something I would have appreciated.
![](https://cdn.checkpointgaming.net/wp-content/uploads/2025/02/10222719/20250129135101_1.jpg)
Despite this, the fast pace of the levels meant that I stayed engaged through my entire playthrough of story mode and actually came out of it wishing for more. Luckily, there is a harder difficulty available, along with an endless mode that I found very appealing because even just working to establish my kingdom with no plot anchor was a lot of fun, due mostly to the satisfying controls and visuals of the game.
The controls in Dawnfolk are very snappy, especially when using a gamepad it’s very easy to scroll between the different tiles and make changes where they are needed. The jump from tile to tile plays a cute little ‘bloop’ noise and has your cursor doing a very satisfying little bounce, placing buildings plays appropriate sound effects and Lueur makes the cutest little babbling noises whenever he talks. It’s all very reactive and endearing.
![](https://cdn.checkpointgaming.net/wp-content/uploads/2025/02/10222658/20250129134209_1.jpg)
Minigames are also a nice little diversion, popping up whenever you perform an interactive action such as hunting, fighting or harvesting. It usually just revolves around angling a bow at the bottom of the screen or catching things falling from the top of the screen. They are very simple, but a fun way to make these takes engaging. The controls on them are also very snappy and easy to pick up so there is no sense of disconnect between them and the main game.
The only control issue I had was whenever a random event occurred and Lueur popped up to lay out my options. Whenever I had more than two options to select between, the control on the joystick was too sensitive and I would often accidentally jump over the option I wanted to select, no matter how gentle I was. Luckily this is a fairly rare occurrence, so it didn’t affect the game demonstrably, but it bothered me whenever it happened, especially with how polished the rest of Dawnfolk felt.
Visually, Dawnfolk is very distinctive with a usual dark green and blue colour palette highlighted with spots of bright yellow light. The world grows brighter the more you play and expand out which is very satisfying, but it still maintains its richer palette even in a world free of darkness, which is very refreshing. The dark storms and anything associated with them appear in swirls of black and purple that appear completely unnatural when presented beside your civilisation and it makes them feel like a real invasion of what you have created, especially when areas of your city get swallowed by them.
8
Great
Positive:
- Great gameplay feedback across tiles and menus
- Ramping difficulty adds replay value
- Easy to pick up and play
Negative:
- Occasional control issues
- Lack of alternatives to deal with approaching darkness
Dawnfolk is a brilliant simplification of the city-building genre with satisfying, short scenarios to play through without skimping on difficulty. Even in easy mode, it does start getting tough towards the end and there are both hard and impossible modes on offer for those who want a little more spice. It’s supremely engaging visually and controls really well with an easily readable and comprehensible style. There are hours of fun to find in the darkness, so long as you are ready to illuminate it.