Six Ages 2: Lights Going Out
Life after myths. Death, disaster, despair.
This new installment in the Six Ages series is a stand-alone survival-storybook combining interactive fiction and turn-based strategy. The world is ending, and your small clan’s survival depends on how you manage its relationship with the remaining gods and their followers.
Managing your clan is complex, but may require you to:
- explore the wilderness
- trade with (or raid!) your neighbors
- settle disputes mundane, spiritual, or political
- improve livestock pastures
- make offerings
- build altars
- travel to the Otherworld
Whether you’re dealing with angry ghosts or clan policy, there’s rarely one “right” or “wrong” answer, because the deep simulation will make your particular situation unique. Remember that your choices have socio-economic impact, and your advisors often squabble amongst themselves, but some consequences might not be obvious for decades.
Your clan struggles to survive in the world of Glorantha, one of the richest, oldest game settings ever created, perhaps familiar from other games such as RuneQuest or King of Dragon Pass. This bronze age world is facing an existential crisis as it undergoes a transformation. Ten generations after the events of Ride Like the Wind, some gods have already perished and humanity itself seems to be on the brink of annihilation. Here, the laws of physics themselves are subordinate to the whims of the gods and spirits.
In Lights Going Out, you can continue a game you began in Six Ages: Ride Like the Wind, or start a new story in this Great Darkness.
Six Ages 2: Lights Going Out is immensely replayable, with over 600(!) interactive scenes with multiple, system-driven outcomes. Short episodes and automatic saving mean you can play even when you only have a minute or two. The built-in saga records your story for you, while advisors help you track your promises, though their personalities will often judge your actions.
Miracles have always required sacrifice. Now, your people need them more than ever, but the costs are higher, too. Is it worth aiding the destructive gods of Chaos to ensure your own survival?
Steam User 13
As all the games they have made since King of Dragon Pass, this is an amazing story trapped inside a tribe sim, which makes it all the better, as the stories are directly intertwined and depend on your decisions and actions - an important character died? story will continue without him - Did half of your population get eaten by a maggot-looking demon? your economy is pretty much destroyed, but the story will continue. The difference with the previous title is that instead of fighting for a better future for you and your tribe, here neither of those have any future so to speak, as in the generation of the game you will have to choose when will the world END so you already know you are here to try to make it as little of an actual apocalypse as possible. If you are new to the games, I would recommend to start with King of the Dragon Pass, as many things from there will be reused as inspiration for the RLTW games, and then start these two, as unfortunately as niche as they are a lot of time will have to pass before we actually are able to get a continuation (If we ever do, I have seen no confirmation of it at least :c) anyways, amazing game, and thank you A Sharp for it - Any new game of yours is in my preorder without queue :D I think this was kinda of an idea soup instead of an actual review but i wanted to say all of it
Steam User 5
I didn't expect it, but this actually innovates on and genuinely improves the formula set forth by King of Dragon Pass and Six Ages 1.
It really does capture the feeling of being in a dying world, with things constantly getting worse and options being cut off. The inclusion of gods who were previously present but now not is nice as well, to see what you Could have if things didn't suck so much.
That said, I do think a lot of my enjoyment of this is my familiarity with the Glorantha setting, so I dunno if you'd be as into it if you hadn't played the previous games (or Runequest ig, but I haven't even read that, so idk)
Steam User 5
What is a myth? What makes a myth different from a story?
A myth is fundamental. Myths tell tales that build up culture and society; myths do not need to be "factual" to be true. When mythology reaches across time and space and touches you, it is True and Real, regardless of whether it's about a giant man or a princess or a wolf or a horse.
Six Ages is my favorite game. There is no other game like it.
==========
It's worth discussing the first game and the second game and the relations between the two, story-wise and mechanically.
The first game is also good. I've played Six Ages : Ride Like The Wind before. Great game. Lovely game. This sequel is a lot like that game, but much more experimental and weird, and the already very good writing is even better. I won't bother giving too much detail on mechanics, though I think that they are marginally improved. The user interface flows a tiny bit better and the Ventures are more interesting than before.
Suffice to say, the mechanics are Good. They are interesting because they reflect the world. Everything you do feels very diegetic; you'll rarely take actions that break immersion. Activities and buttons you push always feel immersive. It's "end season," not "end turn." It is not Sid Meier's Civilization, it is to instead experience a civilization. They are also fun; raiding and exploring are still fun. If you ever have trouble with the mechanics, browse the manual or listen to your advisors.
I strongly recommend playing the first game in order to transfer a save. Although not required, it is more fun and adds more personal connection. You see a lot transfer over; history, characters, events, even clans to a degree! It really builds the intimacy, more than games that are famous for it like Mass Effect, The Witcher, Hitman, or the Telltale games.
==========
Lights Going Out is about the lights going out.
Not swiftly. Not all at once. This game wants to do you slowly. Unlike Six Ages, where you quickly reach an endgame condition that will result in a loss, I found it overall more difficult to LOSE this game. Instead, you watch your people suffering. You watch your neighbors turning to Chaos.
And I loved it.
It turns out, being in desperate situations don't have to be unpleasant to play. It is possible to play POORLY and have a bad time, but this game understands that desperation does NOT mean bad gameplay. It instead means you GET TO (you do not 'have to,' you GET TO) make difficult choices.
I mentioned The Witcher briefly. People love the difficult choices in The Witcher. (The Witcher is not at all the gold standard, but it came to mind.)
Making difficult ethical dilemmas is FUN. There are entire video games about it! People spend hours discussing the ethics of one decision or another from video games or books or old episodes of Star Trek, the list goes on and on and on. The fact is, you are in a desperate situation and you GET TO make tough choices. This is not a punishment. This is a reward. This is a treat.
Deciding between embracing Dark Things and eating is Fun, because the game very rarely asks you to do outright unpleasant things. There's no point where you're forced to turn on a beloved NPC and brutalize them. Again, that would almost be too easy. Instead, you have to make rugged choices about food, and how you treat outsiders (which is again, very rarely simply "kill and murder them") and how you even consider your own Clan's morals.
Because this game wants to do you slowly.
==========
The experience for art, UI, and interface is Quite Good.
Some artists returned, but I believe some artists are new. The music is by a different composer, but whoever they are they did a nice job. It fits the soundscape of the original Six Ages and the older game, King of Dragon Pass while also being firmly its own thing. It definitely gets the Bronze Age vibe right.
The UI is slightly worse only in that it's not really updated at all aside from the text on the menu being a tiny, tiny bit darker.
I would have liked some more accessibility options , but assuming you are not visually impaired and can read text, this game doesn't have any real issues with accessibility.
The art remains outstanding. There's a lot of it. It's all very pretty. There's not much else to say on it.
==========
It runs fine on Steam Deck. I suggest using Touchscreen mode.
==========
There is a moment that this game provides that no other game can provide, and I doubt any other game ever will. It is not a scripted event. Even if you have the right character, AND the right event, you are not guaranteed to get it.
It was only possible because the writers and programmers allowed you to import your save, and had such bizarre and creative events in the first game (Ride like the Wind) that could end up having party members sent tumbling through time and space into this second game (Lights Going Out), skipping centuries and ending up far in the future.
In this event, that time-displaced character went on a quest to the realm of the gods. There, to my utter surprise, they ran across a part of the Gods Realm that included our own clan's history. There, they saw the events of their own life as an outsider.
Their own life was now enshrined in Myth. They saw, as an outsider, the nature of mythology. The narrative of their life was now a Fundamental part of our clan's society.
I saw an old friend; a character from the first game, their life long over but their form now remade as a god. In that moment, I as a player was desperate for cows and food. In that moment, I was so completely and perfectly synchronized with the questing character in ways no other game has ever done. Here I am! In the gods realm! Seeing a familiar face in a time of great need! O what fortune.
And to my genuine disappointment, this familiar face did not recognize my character. Despite the character LITERALLY being a part of his story, there was no recognition. The figures from the past were gone. They were gods now; existing outside of space and time as living myths.
The game has a few extra lines in this scene if you use such a character, but it was not necessary.
In that moment, I understood it all as emotions rushed over me. This game, and the series as a whole - RuneQuest, Glorantha, all of it - is about Mythology in every sense. HeroQuesting, the staple of the series and the universe, is a way that we can experience mythos of the past and have them mean something to us.
HeroQuesters go on such quests to re-enact myths in order to touch them and gain greater understanding. They put themselves into the mindset of these myths; they IMMERSE themselves, they EMBODY them.
This series, and this game especially does exactly that. YOU the player are immersing yourself. YOU are HeroQuesting. Six Ages : Ride Like The Wind is a game about embodying other people and other worlds - veracity be damned - to feel greater Truth.
If we are touched by something, no matter if it's an event or a story or real or fictional, then it holds great meaning and deeper Truths.
This entire series is an engine designed to create such stories in order to bring you in contact with such greater meaning.
For me, it was appreciating things that are gone and cannot come back. What that meaning is for you though, that's up to you.
==========
Horses and rams and dying gods. Sadness for what's lost but joy in what's here. The sense of the strange-familiar. As I played Six Ages : Lights Going out, I wondered at how this game of all games, and this world of all worlds, managed to incise itself into my own spacetime braid.
Steam User 9
Like it's siblings, Six Ages 1: Ride Like the Wind and King of Dragon Pass, Six Ages 2 is one of the best games ever made. Truly. My wife agrees with me.
Steam User 5
Once you figure out how the game's systems work, this is an excellent hidden gem of a story-driven sandbox.
Definitely recommend.
Steam User 5
Six Ages 2: Lights Going Out
Rating: ★★★★☆ (4/5)
Six Ages 2: Lights Going Out is a captivating follow-up to the acclaimed Six Ages: Ride Like the Wind. Set in the immersive world of Glorantha, this game masterfully blends mythology, strategy, and storytelling. Whether you're a fan of King of Dragon Pass or new to this universe, Six Ages 2 offers a rich and engaging experience that stands out in the realm of narrative-driven strategy games.
The game places you at the helm of a small clan, and your decisions determine its fate in a world on the brink of chaos. What makes Six Ages 2 particularly special is how it weaves mythological elements into gameplay. The cyclical nature of time and gods plays a crucial role, making you feel like part of a larger story that spans generations. The writing is deeply engrossing, filled with choices that genuinely make you pause and consider the long-term consequences for your people.
The art style is simple but evocative, fitting the ancient and mythic tone of the game. The sound design complements this well, creating a moody and atmospheric experience as you guide your clan through both triumphs and tribulations. The interface, though slightly complex, is manageable once you get the hang of it, and it encourages a careful, measured approach to leadership.
Where Six Ages 2 truly excels is in its replayability. No two playthroughs feel exactly the same due to the branching narratives and diverse outcomes based on your choices. However, some players might find the game’s pace a bit slow at times, especially during the early stages, as it takes time for the full weight of your decisions to become clear.
For fans of strategy games that prioritize narrative and immersion, Six Ages 2: Lights Going Out is a rewarding experience. It’s not a game you rush through but rather one you savor as you slowly shape the destiny of your clan in a world fraught with magic, mystery, and peril.
Overall, Six Ages 2 builds on the strengths of its predecessor while delivering a unique, story-rich strategy experience. If you enjoy making tough decisions in a deeply realized world, this is one to check out.
Steam User 2
I absolutely loved Six Ages: Ride Like the Wind, but Six Ages 2: Lights Go Out takes everything to the next level. Set during the world's apocalypse, this game masterfully evokes a feeling of desperation, resilience, and mythic struggle as your clan fights to keep the last light of hope alive against an ever-consuming darkness.
With gameplay nearly twice as long as King of Dragon Pass, Six Ages 2 is full of existential, mythological conflict. Every victory feels hard-earned, and every setback reminds you that the world is crumbling—but you still push forward. The addition of council members acting as distinct personalities within the clan adds another layer of depth, with their own side stories and interactions that enrich the experience.
Replayability is excellent, and I love that you can port your save from Ride Like the Wind, creating a continual story for your clan across both games. Whether you're a veteran of Glorantha or new to this mythic world, Six Ages 2 is a must-play. Highly recommended!