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EverDarkly: Beloved
Studio Serotina LLC · Published by Studio Serotina LLC
Last updated 28 Sept 2026
A top-down 2.5D space roguelite. Salvage the bones of a war nobody talks about. Loot rolls, adrenaline charges with chaos, death sends you back to the Cradle. Your AI companion Luna keeps the silence company. Something out there is waiting for you to get good enough.
Action, Adventure, Indie · More free games
About this game
EverDarkly: Beloved
Something out there used to be alive. The wreckage remembers.
EverDarkly: Beloved is a top-down 2.5D space shooter roguelite. You are Blaze, a salvager working the dark between the stations. You have a ship, a debt, and a voice in your head named Luna. You will die a lot. You will come back. The Cradle is patient.
Runs that mean something
Drop into procedural belts and ruins. Fight, scavenge, decide when to push and when to leave. Death is not a punishment. It is part of the loop. Every run feeds the next. Every story arc has a shape, and the shape is yours to find.
Loot that rolls
Every weapon you pull is its own thing. Four rarity tiers. Stat ranges that mean a blue you love can outclass a purple you don't. Build the loadout that fits the way you fight, not the way the game thinks you should.
Adrenaline as ammunition
Tear apart the environment. Asteroids, debris, every breakable thing in reach. The chaos charges your adrenaline. Speed. Shield regen. The difference between "barely" and "easily." Combat is not about playing it safe. The game rewards you for making a mess.
The Cradle
A hub at the edge of nowhere. Talk to Harlan, the freighter captain who knows more than he says. (His parrot is named Poly. Do not ask.) Trade at the Bazaar between runs. Spend what you scraped together. Sleep, if sleep is what you can call it.
Luna
Your AI companion. She narrates. She helps. She is good company for a job like this.
Features
Top-down 2.5D combat with manual aim and weighty feedback
Procedural runs anchored by a hand-built hub
Rolled loot with four rarity tiers and stat variance that actually matters
Adrenaline-driven combat economy
A roster of enemies that hate you in different ways
Hand-tuned story arcs, not infinite filler
Full controller support via Steam Input
Made by Studio Serotina
The dark is patient. The dark is not empty.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: WIndows 10
- Processor: Intel Core i3-6100 or AMD Ryzen 3 1200
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 660 / AMD Radeon HD 7870 or equivalent (1GB VRAM)
- DirectX: Version 11
- Storage: 4 GB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
AnnouncementsOfficial
Dev Log
Dev Log: Every Drop Tells a Story Hey everyone, This one covers roughly two weeks of work. A lot landed, so I will keep each section tight. The headline: weapons now roll with proper rarity tiers, and that one change made every pickup feel different. What's Been Happening Weapons roll with rarity now. Every weapon drop in the game is individually rolled with a quality level: Common, Rare, Epic, or Legendary. This is the biggest system change in weeks and it transforms how pickups feel. A Common weapon lands in the lower half of its stat ranges. A Rare pushes into the upper quarter on damage or fire rate. An Epic is guaranteed top-tier stats. A Legendary maxes everything out: damage, fire rate, number of targets, and it always rolls with two affixes. You can see the rarity at a glance because item names, icons, and badges are all color-coded (silver for Common, blue for Rare, purple for Epic, gold for Legendary). The same weapon type can show up five times in a run and feel different every time depending on what rolled. Boss kills guarantee at least Rare quality, so big fights always feel rewarding. Weapons split into two roles. Alongside the rarity system, every weapon now has a defined role: Rapid or Power. Rapid weapons are your primary shooters (bound to right trigger), Power weapons are your heavy hitters (bound to left trigger). You cannot put a slow cannon in your primary fire slot anymore. The pickup screen now shows you the stats that actually matter for each role, and every weapon got a new icon with proper shading so the loadout and shop screens read clearly. Declining a drop is now a real decision. The old SKIP button on item pickups is gone. In its place: Convert to Energy. When you pass on a drop, you get energy scaled by what you turned down. A Common weapon gives 50, a Legendary gives 1000. Non-weapon items scale by tier instead. Press B to fast-convert without navigating the menu. The energy banks when you dock and wipes on death. It means every unwa...Read full article on Community AnnouncementsAnnouncementsOfficial
Dev Log
Dev Update: The Warden Fights Back Hey everyone, Jobe here. This one is a shorter update, but the work that landed over the last few days made the game feel noticeably better to play. The Junkyard boss got a real upgrade, a frustrating bug got squashed, and I started laying the groundwork for smarter balancing down the road. What's Been Happening The Warden fights back (and you can fight smarter). The Junkyard boss used to be a fight where you dodged patterns and chipped away at a health bar. Now there is a real back and forth to it. If you land an EMP at the right moment, the Warden staggers and you get a window to deal serious damage. Miss the timing, though, and the Warden punishes you for it. The fight rewards paying attention and picking your moments instead of just circling and shooting. It is the first boss encounter in the game that feels like a conversation between you and the thing trying to kill you. Ghost enemies are gone. There was a bug where enemies would spawn into an encounter but just float there, completely inert. No AI, no movement, no collision. They were not dangerous, but they were distracting and made the game feel broken. Tracked the root cause down to a cleanup timing issue during area transitions. The fix is in, and I have diagnostic logging running in the background to make sure it stays fixed. Shield regen actually works now. There was a long-standing issue where shield recovery was not behaving the way it should during runs. Finally tracked it down and got it sorted. One of those fixes where the game does not look any different, but it feels right in a way it quietly was not before. The game is learning from your runs. I integrated a telemetry system that tracks things like area progression, deaths, item pickups, and encounter clears. None of this is visible to you as a player. It is for me, so that when Early Access hits, I have real data about where people are dying, what items they are picking up, and which encounters are too hard or...Read full article on Community AnnouncementsAnnouncementsOfficial
Dev Log
Dev Update: The Belt Has a Story Now Hey everyone, Jobe here. Quick one today. The last few days added a real piece of the story to EverDarkly: Beloved, along with a bigger loadout, smarter items, and a better view out the cockpit window. Here is what landed. What's Been Happening Narrative is starting to land. For months the story has been sitting in my head and in design docs. This week the first real chunk of it is actually in the game. I am keeping the details to myself for now because I want you to find it the way it is meant to be found, but the Belt finally has a reason to be flown through beyond combat. Your first few runs set up a thread you follow, a voice reaching you through the static, and after that the area rotates through a handful of different objectives so it is not the same trip twice. Escorting a convoy. Chasing a ghost signal. Sweeping a wreck. It is the first time the Belt feels like it is telling you something. A bigger loadout. Your ship used to carry two weapons and two abilities. Now it also has a proper engine and a proper shield, each as a real piece of gear you find, equip, and swap. Pick up a better engine and your ship actually moves differently. Pick up a new shield and it is not a bar that just exists, it has stats and rolls and feel. Loot drops got a lot more interesting because there is more to think about when you grab something. Items come in tiers. Every drop rolls as I, II, or III now, and the difference is felt in your hands. A tier III Railgun is not the same weapon as a tier I one. The deeper you push on a run, the better the stuff you can find. No more temporary buffs. I pulled out the old run-only power-ups. The banked energy you earn now goes toward upgrades that stick with you across runs instead. The temporary stuff was fighting the long game, and I would rather have one progression that feels rewarding than two that argue with each other. Small quality-of-life things. The HUD now shows which buttons are bound to which ...Read full article on Community Announcements






