Key art for Night Stones

Game review

Night Stones

6.5 / 10

Developer
Advance Nine
Publisher
Advance Nine
Released
11 November 2024
Platforms
Windows
Genre
Cozy exploration adventure RPG
Monetisation
One-time purchase, no in-game store or additional currency purchases
Players
Single-player only

The short version

Night Stones drops a player-created character on the island of Mythica after a portal home explodes, tasking them with gliding across mountain peaks, sailing through storms, and befriending a cast of quirky townsfolk to find a way back. Solo developer Advance Nine, funded through Kickstarter and built up publicly through years of devlogs, has made something reviewers describe with real warmth — Zelda, Animal Crossing and A Short Hike are the most common comparisons, and almost every review, positive or negative, praises the presentation, the writing, and the obvious craft behind a one-person project. The reservation that shows up with similar consistency in nearly every one of those same reviews is length: most players finish in two to four hours, occasionally stretching to six or more for thorough explorers, and a large share of the review sample says that's simply too little game for the price being asked.

Biggest strengths

  • The writing and character work draw consistent, specific praise — reviewers repeatedly call the dialogue funny, the townsfolk memorable, and the overall story "heartfelt" and "wholesome" without becoming saccharine
  • Traversal variety across gliding, sailing, and climbing gives the small handcrafted island real movement-based satisfaction, with several reviewers comparing the feel favourably to Breath of the Wild's exploration loop at a fraction of the scale
  • The developer responded quickly and specifically to launch feedback, shipping an improved camera system and a world map within three weeks of release, directly addressing one of the most common early complaints

Biggest weaknesses

  • The single most repeated criticism across the entire review sample, in both positive and negative reviews, is that the roughly two-to-four-hour runtime doesn't justify the asking price, with multiple reviewers independently suggesting a price closer to half the list cost would feel fair
  • Combat and puzzle mechanics are consistently described as simple and lightweight rather than a core draw, meaning the game leans almost entirely on exploration and narrative to carry its runtime
  • Camera control was reported as a serious frustration at launch, with multiple reviewers describing difficulty steering to see what they needed during platforming and combat, though the developer's December 2024 camera and map update appears to have addressed at least part of this

Who it's for: Fans of gentle, low-stakes exploration games like A Short Hike or the cozier end of the Zelda spectrum who want a short, complete, heartfelt story rather than a long-tail RPG, and who are comfortable paying a premium price for a premium-feeling but brief experience.

Our recommendation: Strongly worth playing, but wait for a sale — the near-unanimous reviewer advice, matched by this review's own reading of the sample, is that the experience is excellent for what it is but doesn't justify its list price at two to four hours long.

6.5 / 10

Night Stones has an unusually well-documented origin story for a small indie release: a Kickstarter campaign, years of public developer vlogs, and a solo creator, referred to affectionately by reviewers simply as "Ryan," building the whole thing largely alone alongside a full-time job. That backstory shows up constantly in the review sample — reviewers who followed the devlogs on YouTube, backed the Kickstarter, or simply discovered the game through its creator's public process form a noticeably large and goodwill-heavy portion of the game's audience. What that audience consistently says, though, is more useful than the backstory alone: this is a genuinely charming, well-crafted cozy adventure that most reviewers still can't fully recommend at its current price, because of how little of it there actually is.

A small island, warmly realised

The praise for what Night Stones actually is tends to be specific rather than vague. Reviewers repeatedly call out the dialogue as funny without being overwritten, the townsfolk as memorable despite the game's short length, and the overall tone as "wholesome" and "heartfelt" in a way that lands as sincere rather than saccharine. Movement is a particular strength: gliding from mountaintops, sailing between islands, and eventually climbing sheer surfaces give the small, handcrafted world a real sense of momentum, and several reviewers draw a direct, favourable comparison to Breath of the Wild's traversal feel, just scaled down to a fraction of that game's size and ambition. Combat and puzzles are consistently described as simple rather than a core draw — nobody in the sample claims otherwise — but most reviewers frame this as an acceptable trade-off for a game clearly built to prioritise exploration and story over combat depth.

The complaint nearly everyone raises

Set against all of that goodwill is a single reservation that appears with striking consistency across the entire review sample, regardless of whether the overall verdict lands positive or negative: the game is short, and its price doesn't match that length. Reported completion times cluster tightly between two and four hours for most players, stretching to six or more only for slower or especially thorough explorers. Reviewers aren't shy about naming a fairer number: one writes plainly "the price should be 10€, not 20€"; another calls it "$20 for 2 hours," arguing they nearly refunded the game within Steam's return window despite enjoying it. This isn't a minority complaint tucked into otherwise glowing reviews — it's the load-bearing caveat in nearly every review this game has received, delivered by people who otherwise like the game a great deal and, in many cases, actively supported its development for years beforehand.

A camera the developer moved quickly to fix

A second, more concrete complaint concerns camera control, with multiple reviewers at launch describing genuine frustration steering the view during platforming and combat sequences — one calls the resulting experience "rage inducing." This review can add useful context: the developer's own events feed shows a dedicated camera-and-map improvement update arriving on 3 December 2024, three weeks after the 11 November launch, titled directly "Improved Camera and a World Map... Oh My!" — a fast, specific response to exactly this complaint rather than a fix that took months to arrive. It's worth noting for any buyer checking reviews written before that date that the camera experience they're reading about may not fully match the current build.

Open world in marketing, more linear in practice

The store page frames Mythica as an open world to explore freely, and while the island is genuinely handcrafted rather than procedurally generated, several reviewers push back on how "open" the actual progression feels. Ability unlocks — gliding, then climbing, then further traversal tools — gate access to new areas in a fairly conventional sequence, and one reviewer notes that once climbing opens up, the titular Night Stones mechanic itself becomes largely incidental, relevant mainly to a scattering of bridges and gates rather than a system the whole game is built around. This is a more measured complaint than the length or camera issues, but it's a specific gap between the marketing framing and what several attentive reviewers report actually experiencing.

What full completion actually asks of you

Steam's own achievement data gives a useful, objective read on how the game's length claims hold up in practice. Early milestones — acquiring the glider, collecting the first hundred coins — sit comfortably above 70% completion, consistent with reviewer reports that most of the main path is reachable within a few hours without much friction. But the curve drops off meaningfully for anything resembling full completion: an achievement tied to collecting every keepsake sits under 10%, and a late-game social achievement, "The Negotiator," sits at just 7.7%. That's not an unusually harsh completion cliff for the genre, and it lines up with what the reviews already describe — a short main story that most buyers finish, with a longer tail of side content and collectibles that only the most thorough explorers actually chase down. For a game this size, that's a reasonable shape rather than a red flag on its own; it mainly confirms that the "6+ hours" some reviewers report is achievable specifically by going after that side content, not a baseline expectation for a typical playthrough.

Judging the price against comparable cozy games

It's worth placing the value complaint in context rather than taking it at face value. Several reviewers who raise the price issue do so by comparing Night Stones directly to other short, narrative-forward indies they've paid less for and gotten more hours from, and more than one independently lands on a similar fair-price estimate — somewhere between half and two-thirds of the current list price. That's a specific, consistent piece of consumer feedback rather than the usual reflexive "games are too expensive" complaint, and it's worth taking seriously precisely because it comes overwhelmingly from reviewers who otherwise liked the game enough to finish it and write about it in detail. A solo developer's costs and a small team's costs don't scale the same way a AAA studio's do, and reviewers seem broadly sympathetic to that reality — the complaint isn't that the developer doesn't deserve to be paid, it's specifically that the current number doesn't match the runtime for a genre where buyers have plenty of longer, similarly-priced alternatives to compare against.

Final verdict

Night Stones is exactly the kind of small, sincere, well-made game that's easy to root for — a solo developer's years-long passion project that mostly delivers on the warmth and craft its Kickstarter backers were promised, with writing and traversal that earn its Zelda and A Short Hike comparisons honestly. But this is also a rare case where the review sample speaks with one voice about a single, specific reservation: at two to four hours long, the game's current asking price is more than most of its own admirers think it should cost. Buy it on sale, expect a short, complete, and quietly moving few hours rather than a long adventure, and don't be surprised if you finish it in an evening.

Pros and cons

Pros

  • The writing and character work draw consistent, specific praise — reviewers repeatedly call the dialogue funny, the townsfolk memorable, and the overall story "heartfelt" and "wholesome" without becoming saccharine
  • Traversal variety across gliding, sailing, and climbing gives the small handcrafted island real movement-based satisfaction, with several reviewers comparing the feel favourably to Breath of the Wild's exploration loop at a fraction of the scale
  • The developer responded quickly and specifically to launch feedback, shipping an improved camera system and a world map within three weeks of release, directly addressing one of the most common early complaints
  • As a solo-developer project funded through Kickstarter and built transparently through years of public devlogs, the game is repeatedly credited with a level of polish and completeness reviewers say exceeds what they expected from one person working alongside a full-time job
  • Steam Deck verification and consistently reported smooth performance (outside the camera issues) make this a comfortable pick-up-and-play title on handheld

Cons

  • The single most repeated criticism across the entire review sample, in both positive and negative reviews, is that the roughly two-to-four-hour runtime doesn't justify the asking price, with multiple reviewers independently suggesting a price closer to half the list cost would feel fair
  • Combat and puzzle mechanics are consistently described as simple and lightweight rather than a core draw, meaning the game leans almost entirely on exploration and narrative to carry its runtime
  • Camera control was reported as a serious frustration at launch, with multiple reviewers describing difficulty steering to see what they needed during platforming and combat, though the developer's December 2024 camera and map update appears to have addressed at least part of this
  • Despite marketing language describing an "open world," several reviewers say the actual content is largely linear, gated by ability unlocks in a fairly conventional sequence rather than offering genuine open exploration
  • At least one reviewer notes the game's own central conceit — the titular "stones" that shift day to night — ends up mechanically minor once climbing is unlocked, mostly relevant to a handful of bridges and gates rather than a defining system

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Progression 5.5 / 10
  • Value 4 / 10
  • Originality 5.5 / 10
  • Interface 6 / 10
  • Story 7 / 10