
Game intel
Kingdom of Night
Hunt creatures of the night in this Action RPG set in the suburbs of Arizona in the iconic 1980's. Choose a class, and take to the streets to save your small t…
Kingdom of Night has been on my radar since its early reveal years ago, courting that irresistible mix of coming-of-age drama, cosmic horror, and 80s suburbia. Now, developer Friends of Safety (formerly Black Seven Studios) and publisher DANGEN Entertainment have put out a first public demo on Steam – and not a teaser, a legitimate vertical slice that clocks in around 90 minutes. That caught my attention because it’s the clearest signal yet that this long-gestating ARPG isn’t just vibes and VHS filters; it’s systems, classes, and an open-town structure you can actually test.
The demo drops you into demon-infested Miami, Arizona – yes, that real mining town, not the Florida beach postcard — in a single-night structure that pushes the plot hour by hour. You’re playing as John, whose ordinary teen life is shattered when a satanic cult pulls Baphomet into the neighborhood. It’s very “ultimate evil on your block” energy, the kind of premise that lives or dies by how grounded the town feels and how the characters carry the tone.
On paper, the class spread hits classic ARPG notes: melee bruisers (Barbarian, Knight), mobility and crits (Rogue), minion and curse play (Necromancer), and big arcane control (Sorcerer). Skill trees split into three branches of ten talents; once you hit level 10 in your first branch, you can cross over into another. That’s the kind of rule that sounds small but does a lot for build identity — it forces you to commit, then rewards hybridization later. The loot table is multi-tiered with variable drop rates, from throwaway commons to unique gear that can warp your stat line and abilities. If the demo delivers even one build-defining item per class, that’ll go a long way toward convincing ARPG veterans this isn’t just nostalgia aesthetics.

Exploration matters here. You’re free to roam, interact with NPCs, and take on Demon Generals in whatever order, which suggests a semi-nonlinear structure. The big questions I’ll be poking at: do the lairs feel different in mechanical focus (enemy types, hazards, resistances), and does the town loop you back with new traversal or side-story incentives? Save slots are included, though demo saves won’t carry over — fair enough for a slice, but it does mean we’re testing feel more than progression.
We’re knee-deep in 80s throwbacks across games — from Oxenfree’s supernatural teen angst to Echo Generation’s small-town weirdness. What separates pretenders from contenders is whether the setting is just neon dressing or actually informs moment-to-moment play. Kingdom of Night’s pitch of tackling Generals in any order, meeting serial-like side stories, and navigating one disastrous night could carve its own lane if the town behaves like a character: secrets in cul-de-sacs, shortcuts through alleys, and neighborhoods that broadcast danger without a quest marker babysitting you.

Combat-wise, ARPGs live and die by responsiveness. I’m looking for snappy hit-stop on heavy attacks, clear i-frames (or at least reliable defensive tools), and enemy patterns that demand more than kiting in circles. Children of Morta showed how strong couch co-op ARPGs can feel when classes interlock; the absence of online co-op here is a ding in 2025, but not a deal-breaker if local play sings. The press notes “synergize different character classes” — great — but the demo needs to prove it with combos like a Sorcerer freezing lanes for a Barbarian’s whirlwind cleanup or a Necromancer’s summons pinning elites so a Rogue can get safe backstabs.
Demos like this are more reassuring than any date on a trailer. Friends of Safety rebranding from Black Seven Studios and rolling out a full slice suggests the team’s locking the game down instead of chasing vapor. That said, indie timelines slip — often for the right reasons. If the ambition here is a fully explorable town with order-agnostic boss lairs and five viable classes (plus co-op balance), I’d rather they land it clean than rush. Console versions are “to be announced,” which reads as smart hedging until PC is locked; if the controls and UI are built with pads in mind, it feels natural to expect console later, but let’s not pencil it in until it’s official.

Kingdom of Night’s Steam demo is the first time this stylish 80s-horror ARPG feels tangible, not just nostalgic. Five classes, an open-town slice, and local co-op put the fundamentals on trial; if the combat feel, exploration density, and class synergy click, Q4 2025 just got a lot more interesting. If not, it’s another neon coat of paint. The good news: we can finally find out for ourselves.
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