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Icon: Voidfall

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Icon: Voidfall

ArxTec · Published by ArxTec

Content notice: Large scale strategy combat in a fantasy setting depicting stylized violence and destruction.

Last updated 29 Sept 2026

Become Arafel, The Dark, in this story-driven RTS prequel to Icon. Corrupt the Choir, spread living corruption across Atrum, evolve monstrous armies, and bring an empire to ruin as you set the stage for the coming Voidfall.

Free to PlayComing SoonDJCTQ 141 DLC available ↗Co-opPvP

Free

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Action, Indie, Strategy · More free games

About this game

Before there was an Icon, there was a fall.

Icon: Voidfall is a story-driven real-time strategy game set centuries before the events of Icon. Step into the role of Arafel, The Dark (an ancient malignant intelligence beyond reality with an insatiable hunger for creation itself). Through corruption, manipulation, and conquest, you will spread your influence across the world of Atrum, twisting its people, breaking its defenders, and preparing the stage for the age of ruin that follows.

Beyond the time-ravaged Arx Gates, the mighty Arx Imperium stands not at the height of its power but as a broken collection of factions vying for power and ripe for Harvest.

Command swarms of evolving 'fel-forms, harvest the world's essence, and reshape the battlefield with living corruption. Corrupt the Choir itself, turning Atrum's greatest protectors into instruments of its destruction. Spread your malignant tendrils across kingdoms, consume ancient strongholds, and transform the living world into an extension of your will.

Witness the beginning of the end. Every victory brings Atrum one step closer to the broken world seen in Icon.

Features:

- PvP or Co-Op multiplayer where you Command either the forces of The Dark or the Arx Impirium in large-scale real-time strategy battles.

- Grow a living corruption across the battlefield, transforming terrain and empowering your armies.

- Harvest resources and evolve humble fel-forms into terrifying engines of war.

- Corrupt the Choir, Atrum's divine intelligences, and reshape the fate of the world.

- Construct grotesque malignancies such as the Fel Spire and Maker's Maw to expand your influence and unlock new horrors.

- Wage war against the armies of the Arx Imperium across a variety of story-driven missions and battlefields.

- Experience the canonical prequel to Icon and uncover the origins of Atrum's collapse.

History remembers heroes.

It forgets the monsters that made them necessary.

Become the darkness beneath the world. The whisper beyond the gate. The hunger that consumed an empire.

Become Arafel and begin the Voidfall.

System Requirements

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Minimum

Minimum:
  • OS: Windows 10 or later (64-Bit)

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    v0.1.12 Alpha Patch Notes

    Icon: Voidfall - Alpha v0.1.12New Systems, New Structures, New Ways to Shape the Battlefield Alpha v0.1.12 is here! This is another major systems update for Icon: Voidfall, introducing new strategic objectives, faction structures, defensive mechanics, environmental simulation, and another substantial combat pass. Relics now give armies reasons to contest the wider map. Frequently travelled routes physically wear paths through the grass. Arx gains new economic and defensive infrastructure. Arafel gains new ways to conceal and consume its own forces. Arcane Aegis has evolved into a full battlefield barrier system. And underneath all of it, CogSys continues learning from real player matches. Introducing RelicsRelics are new neutral strategic objectives scattered across the battlefield. These ruined and ancient remnants of Atrum can be discovered and claimed for a one-time Research Point reward. Relics are designed to give players another reason to leave the safety of their base, explore the map, and contest locations that aren't simply another resource deposit. The computer player can recognize visible, unclaimed Relics as valuable objectives and send an available unit to claim one without abandoning active combat, construction, harvesting, or other committed work. Relics are fully supported across Multiplayer, Theatre, Replays, keyframe seeking, and live synchronization. Spirit PathsYour armies now leave their mark on the world. Repeated movement across the same terrain gradually wears paths into the grass. Workers travelling between resources and drop-offs, armies moving toward the front, Golems crossing industrial routes, and even wildlife following familiar corridors can gradually create visible trails across The Strand. These paths aren't painted onto the map or generated from issued orders. The system samples where grounded units actually travel. Frequently used routes become increasingly visible, while abandoned trails slowly recover as the grass grows back. Wil...
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  • Patch NotesOfficial

    v0.1.11c Alpha Patch Notes

    {STEAM_CLAN_IMAGE}/46188141/fbaa791ff429990904b364689a14f07134374dd5.png Icon: Voidfall - Alpha v0.1.11c Glyphs, Tempests & A Living Battlefield Alpha v0.1.11c is here! This update introduces our new Glyph system, brings violent Tempests to Atrum, gives Slag a very unusual relationship with Twisters, completely rebuilds the grass covering The Strand, expands Steam Achievements, and continues tightening the systems introduced throughout 0.1.11. Introducing Glyphs Glyphs are Icon: Voidfall's Match Mutators. Before a match begins, players can now enable Glyphs that alter the rules of that match. Once the battle begins, the selected Glyphs are locked for its duration. Single Player and Multiplayer now both support Glyph selection, with Multiplayer Glyphs synchronized as part of the host's match rules. Changing them also clears player readiness so everyone has a chance to see that the rules changed before starting. Active Glyphs are displayed during the match through the new Glyph indicator panel. Glyphs also have dedicated Lexicon entries containing both their place in Atrum's lore and an explanation of exactly how they affect gameplay. Glyph - Famine Famine becomes our first economic Glyph. With Famine active: All players receive half normal harvested Ichorite income. Resource-bearing trees are removed from the map. Wildlife does not populate the battlefield. The result is a much leaner match where access to Ichorite becomes considerably more important and several normal economic opportunities simply don't exist. Glyph - Tempest And then there's Tempest. Tempest introduces roaming Twisters as neutral environmental hazards across the battlefield. The first storm begins around 60 seconds into the match, with additional Twisters arriving throughout the game. The system attempts to keep the world dangerous without overwhelming it, with no more than six active funnels at once. Twisters spawn across valid navigable terrain while avoiding active structures. Then they start wa...
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  • Patch NotesOfficial

    v0.1.11b Alpha Patch Notes

    {STEAM_CLAN_IMAGE}/46188141/68fa28e3b43a45c47e1ae98605484e159a2565a2.png Icon: Voidfall - Alpha v0.1.11b Hotfix & Polish Update Alpha v0.1.11b is a smaller follow-up to our massive 0.1.11 release, focused on combat feel, squad presentation, CogSys replay analysis, multiplayer reliability, camera polish, and fixes discovered following the update. This patch is fully replay-compatible with recordings from 0.1.11. Squads Feel More Alive We've made a substantial presentation pass on squads. Squad members now behave visually as a small crowd while remaining a single RTS unit underneath. Members maintain their formation while applying local separation, independent facing, movement variation, and their own movement animations. Once the squad stops, everyone settles cleanly into their assigned positions instead of sliding around trying to continually resolve separation. Every squad member also now receives their own ground circle and click target, making the actual composition and footprint of a squad much easier to read. New Unit Selection Rings Unit ground and selection circles have been completely rebuilt as lightweight runtime geometry. Each squad member receives its own circle Circles use faction colors Selected units receive a faint pulsing interior The teardrop-shaped point indicates the unit's current facing Issued commands briefly pulse the ring between faction colors Unit Size now affects selection-circle scale The result is much clearer feedback about where units are, where they're facing, and which squad members actually occupy the battlefield. Combat Impact & Knockback Combat knockback has been rebuilt into a deterministic impact system. Impacts now resolve a safe endpoint before presentation begins rather than physically shoving pieces of the unit hierarchy around independently. This gives us much more reliable knockback while preserving existing movement paths and, importantly, allows the exact same impact result to replicate across multiplayer, Theatre, and ...
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  • Patch NotesOfficial

    v0.1.11 Alpha Patch Notes

    {STEAM_CLAN_IMAGE}/46188141/1e86b08c12129e25af75f04579f4a0deb67ad8be.pngIcon: Voidfall - Alpha v0.1.11 "Let's All Go To The Movies" Alpha v0.1.11 is here, and this is easily the largest update we've shipped for Icon: Voidfall so far. This release touches nearly every part of the game. We've rebuilt our portrait pipeline, given every structure its own construction presentation, added a full Keybindings Editor, expanded formation movement, introduced Steam Achievements, added new music for the Arx Imperium, overhauled the camera, and launched our new Replay and Theatre systems. Underneath all of that is another enormous round of work on multiplayer synchronization, CogSys, combat behavior, faction progression, performance, presentation, and the core RTS experience. Replay & Theatre Mode One of the biggest additions in v0.1.11 is our new Replay and Theatre system. Matches can now be recorded into .voidreplay files and saved from the End Screen with your own replay name. From the Main Menu, Theatre provides a browser for your locally saved matches where they can be loaded and watched as read-only simulations. New recordings include periodic keyframes, allowing Theatre to provide a timeline with: Play and pause controls 1x, 2x, 3x and 5x playback Timeline scrubbing Previous and next keyframe navigation Team perspective switching Preserved camera, weather, and time-of-day state while seeking Replays are more than a spectator feature for us. The replay format was designed from the beginning to also function as a CogSys training dataset. Alongside the executable command timeline, recordings capture strategic intent and outcomes, research progression, combat damage and deaths, economic state, match results, and other information that can help us understand why a strategy succeeded or failed. That means community replays can become an incredibly useful resource as we continue expanding the strategies and behaviors available to CogSys. Watch Matches Live Theatre isn't limited ...
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  • Patch NotesOfficial

    v0.1.10c Patch Notes

    Icon: Voidfall - v0.1.10cThe Battlefield Comes AliveThe third installment of the 0.1.10 rollout is here.This update is all about making battles feel more alive.From smarter formation movement and battlefield awareness to dynamic weather, reactive Malignance fog, and a fully dynamic day/night cycle, this patch pushes Icon: Voidfall much closer to the living world we've been building toward.Formation Movement ArrivesOne of our biggest gameplay additions in this release is a completely new way to move armies.Multi-unit selections can now create formations directly from the battlefield using right-click drag.Available formation types include:Line formationsTriangle formationsFreehand terrain pathsMulti-row formations for larger armiesCombined with our evolving pathfinding rewrite, armies now feel significantly more intentional when maneuvering across the battlefield.Units Now Fight TogetherCombat has become far more coordinated.Nearby units now communicate threats to one another through a shared combat awareness system.When one unit acquires a hostile target, nearby combat-ready allies can join the engagement naturally without interrupting harvesting, construction, formation movement, or other important tasks.The result is armies that behave much more like cohesive forces instead of collections of independent units.A Living WorldThis update introduces several major presentation systems that dramatically change how the battlefield feels.Reactive Malignance FogThe corruption itself now breathes.Malignance generates a reactive fog layer that:Parts around moving unitsWraps naturally around structuresResponds to cursor interactionSlowly reforms over timeExists entirely as a visual effect without affecting gameplayThe battlefield now feels like it's resisting your presence instead of simply being painted with a texture.Dynamic Day & NightEvery match now progresses through a full day/night cycle.The world features:SunriseMorningNoonSunsetEveningNightLighting, shadows, ambient ...
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