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Watch trailer on Steam ↗From The Dark
Caleb Tyson · Published by Caleb Tyson
6 user reviews — 83% positive (6 reviews)
Last updated 28 Sept 2026
A tense, procedurally generated dungeon crawler where your only advantage is the dark. Face relentless enemies and find a way to reclaim the light that was stolen.
£4.29
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Price history
Action, Adventure, Indie, RPG, Early Access, Casual · 2025 · More under £5 games
From The Dark immerses you in a world where every shadow hides a threat. Navigate through procedurally generated dungeons as you fight relentless enemies and seek the light lost to darkness, all while exploring an adventure that combines action, RPG elements, and early access features.
About this game
A tense, procedurally generated dungeon crawler where the only source of light is you. Trade concealment for visibility, exchange light for strength, or lose speed for endurance. Regardless of what you choose, survival isn't guaranteed.

FEATURES
Master specialized "Light Aura" items
Each revealing the room in different ways: soft light, LiDAR, scanlines, echolocation
Every attack counts. With every magical power you use, you pay with light
Wield a wide arsenal of hand-crafted & unique weapons
Melee, ranged, and magic, each with their own strengths & playstyles
Juggle between hundreds of items, ranging from swords to trinkets for passive stat boosts
Conquer three distinct, playable regions
Each with exclusive items, enemies, and styles
Battle a large variety of enemies
Explore numerous randomized rooms
Speak to a multitude of NPCs
Upgrade your gear, learn secrets, and even gamble in-game currency
Dance on the edge of life and death with the Permadeath option
LIGHT AURA
They said gods didn't exist. They were wrong, and the most vicious took the very resource needed to survive: light. Now, you're left to channel whatever magic you have into a fragile glow to guide your path. The more you shine, the more you can see, but the easier they can find you. Look for a good balance and use the darkness to your advantage.
Magic is costly. Every spell you cast temporarily spends Light Aura. Too much at once, and you could go blind.
ITEMS
Chests and crates litter the place, each containing money or a weapon. Everything you find has its own use, strengthening you in various ways. Some will let you conjure magic, others will cut deep into the flesh of your foes, and a few might even keep you breathing. Find 250+ items to fight and survive with.

THE LABYRINTHS
A gray, abandoned maze of brick walls and tiles. With no landmarks, it can be easy to lose your way. Cursed souls drift eternally while rogue machines lurk around every corner, forcing a dangerous environment. Weapons here are plentiful, but the lack of magic is suffocating. The darkness ascends from below. Something has to be down here...

THE BURIED DESERT
Buried in old, forgotten temples lie weapons charged with a magical force, though traversing the region may prove difficult. Otherworldly beings are constantly on the hunt as sections get locked down, and one turn could lead to certain death. The ghost of a civilization waits to be found. There's no telling how deep these ruins go.

THE GREEN VALLEYS
Once full of life, the valleys now conceal hidden traps and small creatures under the thick foliage. Deadly predators stalk through the tall grass, using the rugged terrain to their advantage. Even in the darkness, life radiates through the forest, burning itself into equipment left to be discovered.

THE VILLAGE
An endangered sanctuary at the heart of chaos; the residents just don't know it yet. Here, upgrade your weapons, refill your supplies, and recuperate before facing the horrors ahead. The four paths surrounding the village all lead into the unknown that grows restless.

System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Intel Celeron N4120
- Memory: 8 GB RAM
- Graphics: Intel UHD Graphics 600
- Storage: 650 MB available space
Recommended
- OS: Windows 10
- Storage: 650 MB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
v0.5.0 Update
Greetings from the Facility!This update brings some changes to gameplay, progression, and Q.O.L, along with a number of fixes. Ideally, the game should now be a little easier early-game while still retaining difficulty later on.Spawn RoomsFor the longest time, a dungeon would begin as soon as you loaded in. Enemies would move around, and often times you may find yourself unprepared when the next room is populated. This will no longer be the case.Upon loading in, you'll start in a room with some crates and maybe a chest or two. Enemies outside are frozen, and once you approach the doors, they'll open and all AI will unfreeze. The dungeon will now start on your timing.Mimics are also now unable to spawn in this room, so you're guaranteed safe to open any chest that loads.Enemy FootstepsThis was a change that should've been made months ago, but I never got around to it. Now, when a creature moves along the floor, you'll hear its steps. If something's approaching you, you'll know.Gameplay ChangesAdded 31 items to early-mid game.Added one enemy to each region.Stepping into a flood light or a pillar's fire will now increase your detection stat by 25%.Enemy health now scales with level a little more.Increased Mage's Book Bonus Magic Damage from 2 -> 3.Lowered Steel Breastplate item rarity from Uncommon -> Common.Lowered Steel Breastplate defense from 12 -> 10.Steel Breastplate can now be found as early as Labyrinths Floor 1.Perpetuation will now reduce your Light Aura by a third when in use.Antenna pings will now fade a half-second quicker, and now has a shorter range.Sound Wave magic damage reduced from 24 -> 20.Sound Wave use cooldown reduced from 2s -> 1s.Lowered Flamethrower Ranged Damage from 10 -> 9.Lowered Flamethrower Bonus Speed from 0 -> -3.Slightly adjusted Spike Trap's collision to be a little more forgiving.Dropped items will no longer be placed so low to the ground.Made Electrified Blade, Ice Staff, and Shatter bound.Lowered Desert Bow rarity from Rare -> Unc...Read full article on Community Announcements (ZeroDev)Patch NotesOfficial
0.4.8 Patch 1
Small patch.Made the Charger's passive attack a little quieterSlowed down Skeleton Sentinel's laser projectilesFixed Buried Desert blocked walls not having collisionRead full article on Community Announcements (ZeroDev)Patch NotesOfficial
0.4.8 Update
Greetings from the Facility!Some more changes and improvements.Gameplay ChangesAdded Bound property to some items, preventing them from ever being lost on death (starter items included).Slightly increased likelihood of items being lost on death.Added Light Aura potions.Charger now has a passive attack per cycle.Replaced Health Potions in Green Valleys Floor 2 with Health+ Potions.Slightly reduced the chance for healing potions to spawn on shelves in the Labyrinths.Made The Cube significantly rarer in Buried Desert Floor 3.Reduced The Cube bonus regen from 10 -> 5.Clock speed reduced from 9 -> 7.Warrior incoming damage multiplier increased from 0.7x -> 0.75x.Warrior light aura reduction multiplier increased from 0.8x -> 0.85x.Made Perpetual Fire, Steel Dagger, and Orb of Light a little more common in the Labyrinths Floor 1.Lab Batteries are now weaker, and will alert nearby enemies when destroyed.Lab Batteries will now grant 12 Light Aura rather than 7.Visual/Audio ChangesNoah's UI will now display how many arrows you have.Made it so Mutated Spider jump sound is loud for the first jump, but quieter for consecutive attacks. This is per-session.Improved the Info Menu.Story ChangesAdded 9 journals.Switched Archer and Mage colors on the menu.FixesItems sold to the Stranger In A Bin can no longer hold a negative value.Sand Elemental should no longer fire through most walls.Fixed Buried Desert walls having some clipping textures.Fixed Forest Guardian shooting through walls.Fixed Repulsion Book not triggering the cooldown if no enemies are in proximity.Read full article on Community Announcements (ZeroDev)Patch NotesOfficial
0.4.7 Update
Greetings from the Facility!Small list of changes, mainly focusing on some polish and visual improvements. While v0.5 was the next update planned, and it won't be ready for a little bit longer, I figured I should release some improvements that make the game feel a little more whole overall.Gameplay ChangesAdded mappable keybinds in the Settings menu.Organized the Settings menu.Brute Skeleton can no longer be pushed and can no longer receive knockback.Removed the list of controls from the menu and pause screens.Added occasional shelves containing a healing potion to the Labyrinths.Reworked "Overlap to Pickup" to be "Approach to Interact", applying the functionality to interactions other than just items and notes, such as powerups or the main NPCs. This has also been optimized.Visual/Audio ChangesReduced amount of particles leaving the Flamethrower.Gave Flamethrower an attack sound.Gave Flamethrower a light when used.Added camera lag.Adjusted Labyrinths floor tile texture.Adjusted Buried Desert environment textures.Adjusted village ground.Made Labyrinths & Buried Desert Wall/Floor textures a little smaller.Added dirt patches to Labyrinths.Added cosmetic utility boxes and vents to Labyrinths.Added large fossils to the Buried Desert.Added mushrooms that can appear along the walls in the Green Valleys.Added a subtle dust particle for when chests open.Added a new item pickup overlay.Placed Powerup and Note pickups under this new system, as well.Adjusted the Torch model and inventory sprite.Adjusted Quick-Access Bar transparency for unselected items, making it easier to tell which item is selected.Held items will now have their names displayed next to the Quick-Access Bar and Offhand slots.Added a small effect when Lightkeep drops an item.Decorated Labyrinth Floor 3 Lightkeep room.There will now be a small sound when an item is picked up.Story ChangesAdded 2 journals.Replaced "RESPAWN" text for "RESURRECT".That's all for this patch. v0.5 will continue being worked on.Take ...Read full article on Community Announcements (ZeroDev)Patch NotesOfficial
v0.5 Progress Update
Greetings from the Facility!Been nearly a month since the release of v0.4.6 and the last post shared. Figured I'd share what's going on.Once the last update was released, I was fairly confident that v0.5, the last major Early Access update, would release some time in July. That is changing, and it will probably be around September now, which was also the initial plan for leaving Early Access. This isn't some deliberate or intentional decision - the last few weeks have had very slow development. A lot of the remaining work involves creating and implementing new enemies and items, and progress just hasn't moved along as quickly as I would've liked.That said, progress hasn't been completely halted. Some visual/audio changes, stat tweaks, and a few additions have been made, along with a bit of new content ready to be added in-engine. I'm optimistic that progress will pick up soon.I'll likely make another post somewhat soon to talk more about what this last update will include. Take care!Read full article on Community Announcements (ZeroDev)






