Arabel
Overview :
Arabel is a 3D adventure game telling the story of a lost knight, searching her way out of the strange and twisted lands of the Abyss.
The path is set, but the gates have to be opened, and the guardians defeated.
Safe journey to you !
Travel through the Abyss :
Open your way through the darkness, ride along the old ruins and activate the seized mechanisms in the roots to awaken the abyss.
Fight the Guardians :
To defeat the monsters of the Abyss, you will need more than mere brute strength.
Observe them and shoot their shell to weaken them ! It’s the only way to defeat them!
Creator note :
PFFF ! Making that kind of game was a real thrill !… and a hell of workload !
Seeing this very personal universe take life is quite strange but, wow! I’m so happy with it!
Creating this game allowed me to improve drastically. And even if the result isn’t perfect yet, i can tell that I’ve come a long way!
Special thanks to my friend Emmanuel (FractalStrike) for the musics, without which the game would clearly not have the same atmosphere!
I really hope you’ll enjoy playing this game !
Bye !
Credits and thanks :
Amaury Dangréau (Am.Hyde) – GAME creation.
Emmanuel Barbaut (FractalStrikeOst on soundcloud) – musics.
Cannelle Offman – Translation.
Playtesters :
Kader .C
Julien .D
Quentin .H
Nicolas .B
Loïc .A
Steam User 2
A nice little game. I don't know why most people don't like the platforming, it's very simple. The combat is simple and enjoyable, the music is pleasant, and the visuals are too. Especially since you can get it at a good discount
Steam User 0
Extremely cool concept and art direction, akin to Nier with a hint of Flower, a combination that somehow works better than you might expect. Unfortunately, there's little more than a proof of concept here; a bit more polish and a lot more development would make for a particularly novel game. It is, however, very cheap, takes no more than an hour to complete, and not too terribly janky, so I still kind of recommend it, anyway, if only to experience what could be, or could have been.
Steam User 0
Pros:
- A really nice and unique art style
- Great animations overall, though a bit more polishing would’ve made them even better
- The music fits the art style well and adds a lot to the immersion
- I really liked the monster and character designs
- The sound effect for the ranged attack (RMB) is satisfying
- Thanks to the short playtime, the game doesn’t feel repetitive
Cons:
The game could’ve used more overall polishing
- I couldn’t find options to adjust sound volume or mouse sensitivity (might’ve missed it, but it made things a bit
harder since I prefer lower sensitivity)
- Some map boundaries felt intrusive — invisible walls in places where it felt like you should be able to move a bit
further
- After falling off the edge post–final boss, I respawned outside the arena and couldn’t re-enter due to invisible
walls (I did manage to find a workaround, though)
Combat is decent but a bit rough:
- Ranged attack only works when aiming at nearby objects/enemies, which felt limiting
- Melee feels slightly clunky, but it got the job done
Overall:
I’d say it’s definitely worth picking up. It’s a short experience, but I enjoyed my time with it. With a bit more polish, it could’ve been even better. I’m curious to see what the developers do next.
Steam User 0
good short game with nice music and great visual artstyle. the combat and parkour are okay, the same with the story. but overall nice and fun game.
Steam User 0
Arabel is an independent action-adventure game created by developer Amaury Hyde and published by Amaury Hyde in collaboration with Plug In Digital. Designed largely as a solo development project, the game reflects a highly personal creative vision that blends exploration, light puzzle-solving, and action combat within a mysterious dark-fantasy environment. Rather than presenting a large open world or complex RPG systems, the experience focuses on guiding players through a compact but atmospheric journey that emphasizes mood, environmental storytelling, and encounters with strange creatures that inhabit an unfamiliar dimension.
The story centers on a knight named Arabel who finds herself trapped in a surreal realm known as the Abyss. This strange world is filled with ancient ruins, unusual landscapes, and hostile guardians that stand between Arabel and her escape. Unlike many narrative-driven games that rely heavily on dialogue and exposition, Arabel communicates much of its story through environmental clues and visual atmosphere. As players travel through the various areas of the Abyss, they gradually begin to piece together the nature of this mysterious world and the forces that control it. The lack of direct storytelling adds a sense of mystery, encouraging players to interpret the world’s history and purpose through exploration rather than explicit narrative explanations.
Gameplay revolves around navigating a series of interconnected environments while searching for pathways that lead deeper into the Abyss. The player moves through ruins, caverns, and surreal landscapes that contain mechanisms and obstacles that must be activated or bypassed in order to progress. Some paths are blocked by sealed gates or environmental puzzles, which require players to interact with ancient structures scattered throughout the world. These puzzle elements are relatively simple but serve an important purpose in pacing the game, providing moments of problem solving between combat encounters and helping to reinforce the feeling of exploring a forgotten civilization.
Combat encounters form another key part of the gameplay experience. Throughout the journey, Arabel faces monstrous creatures that act as guardians of the Abyss. These enemies are not designed to be defeated by reckless attacks alone. Instead, players must carefully observe their behavior and identify vulnerable areas before striking. Certain enemies possess protective shells or armor that must be weakened by targeting specific points before the player can deal meaningful damage. This design encourages a more thoughtful approach to combat, where patience and observation play a larger role than aggressive button-mashing.
The enemies themselves are visually distinct and contribute significantly to the game’s unsettling atmosphere. Each creature appears as if it belongs to the strange ecosystem of the Abyss, blending organic and otherworldly design elements. Some enemies move slowly but possess heavy defenses, while others are more agile and dangerous, forcing players to adjust their strategies accordingly. These encounters provide moments of tension that contrast with the quieter exploration segments of the game.
The world of Arabel is perhaps its most memorable aspect. The Abyss is portrayed as a haunting landscape where ancient architecture rises from barren terrain and glowing natural elements illuminate otherwise dark environments. The world feels both alien and strangely beautiful, with colorful visual effects highlighting important landmarks and pathways. Despite the relatively small scale of the game’s environments, each area has a distinct visual identity that helps maintain a sense of discovery as players move from one location to another.
The game’s visual style leans toward a minimalist but stylized aesthetic that reflects the limitations of an independent development project while still delivering a unique atmosphere. Rather than striving for photorealistic detail, the game relies on contrasts between light and shadow, vibrant color highlights, and surreal environmental shapes to create its distinctive look. This approach gives the world a dreamlike quality that fits well with the mysterious theme of exploring an unknown dimension.
Sound design plays an equally important role in establishing the game’s tone. The soundtrack, composed by Emmanuel Barbaut, uses ambient melodies and atmospheric soundscapes to enhance the feeling of isolation within the Abyss. Music often fades in and out during exploration, allowing environmental sounds and quiet moments to dominate the experience. This careful balance between music and silence helps create a contemplative mood that complements the lonely journey of the protagonist.
One of the defining characteristics of Arabel is its relatively short runtime. The game is structured as a compact adventure that can typically be completed in about an hour. While this brevity might initially seem like a limitation, it also allows the game to maintain a focused pacing without unnecessary filler content. Every section of the world introduces a new visual theme, puzzle, or combat encounter, ensuring that the experience remains engaging throughout its short duration.
As with many independent games created by small teams or individual developers, Arabel shows some signs of its limited production resources. Certain animations and mechanics may feel slightly rough compared to larger commercial titles, and the overall scope of the game is intentionally modest. However, these imperfections are balanced by the creativity and originality of the world design. The project clearly reflects the developer’s passion for crafting a unique atmosphere rather than competing with large-scale productions.
Ultimately, Arabel stands as a small but memorable indie adventure that emphasizes atmosphere, artistic world design, and exploration. Its mysterious setting, unusual creatures, and minimalist storytelling create an experience that feels more like a short interactive journey than a traditional action game. For players who enjoy atmospheric indie projects and surreal fantasy environments, Arabel offers a brief but intriguing glimpse into a strange world that invites curiosity and interpretation. Even though its scope is limited, the game succeeds in delivering a distinctive and imaginative adventure that demonstrates how creativity and mood can shape a compelling experience even within a small independent project.
Rating: 6/10
Steam User 0
Arabel is a sort of experimental game, running for about an hour, wearing its inspirations on its sleeve rather proudly.
There's very minimal story to it, said story is also pretty much inconsequential to everything going on. The highlight of the game is most probably its extremely atmospheric world design complemented with a wonderful soundtrack.
Tha said, the movement also deserves some recognition, jank aside, the lost knight controls fairly well. The rail grinding, floating and air dashing go a long way ensuring the game feels smooth.
The combat on the other hand is a bit messy. There's a shooting element that provides enemy downtime to go in and do some damage, but the actual combat feels a bit too floaty and weighted at the same time. Boss fights (or at least the few that are in the game) boil down to getting the enemy to go down and hoping that the player is positioned properly for the special attack to actually hit.
There doesn't seem to be a penalty for dying either, so the combat is more of a showpiece than anything.
The biggest issue the game has is its iffy controller support. There is some and it feels great to play with, but the camera sensitivity is so high that it makes the game near impossible to enjoy. I imagine external fixes could solve this issue, but I opted to just go with KBM.
So then what? The game is almost always on sale and for the price it goes for, you really cannot go wrong. Short as it is, it's very ambitious and the love and care put into the game shows brightly throughout its Drakengard 3/NieR Automata inspired jank.
Steam User 0
good short game with passion poured into the whole thing very nice love the concept would love to see more of the world of arabel it was creative and unique.
two big thumbs up from Quentin T