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This content requires the base game Kingdom of Ashes - Fallen Era on Steam in order to play.

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Planned Release Date: Jul 24, 2026

This content plans to unlock in approximately 7 days

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About This Content

** TWO SKIES. ONE BLADE OF LIGHT, ONE OF SHADOW. CHOOSE YOUR HOUR.**

Day & Night is a standalone expansion built around a single up-front choice and a single rising tension. Every new run you pick your hour — **Day**, **Night**, or **Random** — and the whole run bends to it. Then every fight you're filling two opposed charges: a **Light** bar fed by holy cards and a **Dark** bar fed by shadow cards. Cross a cap and it spills into power. Cross *both* in one turn and the sky goes dark at noon.

Toggle it on from the title screen and the duality spreads everywhere: new cards, relics, and enemies mix straight into the base game's reward pools. Toggle it off and the game is exactly as it was. Your call, every run.

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CHOOSE YOUR HOUR — Day, Night, or Random

Before the first card is drawn, you pick how the run is lit:

- **☀️ Day** — start armored and healing harder, your Light bar primed to spill sooner. The endure run — Light races, so you pump Dark to line up an Eclipse.

- **🌙 Night** — hit harder and draw deeper, your Dark bar primed to spill sooner, but you fight on thinner HP. The race run — Dark races, so you pump Light.

- **🌗 Random** — tilt deck-building toward higher-tier cards — but your hour re-rolls *every fight* and stays hidden while you draft, so you build blind. Trade control for loot.

One choice, a whole new run shape — and a reason to come back as the other.

ECLIPSE CHARGE — fill past the brim

Holy cards fill the Light bar, shadow cards fill the Dark bar, each capped at 12. Cross the cap and the bar **spills**, pouring its stored value into an effect — then keeps the remainder, so your tempo never resets to zero. Two spills, two answers:

- **Daybreak** (Light) — Protection, a heal, a card, and a cleanse. The outlast button.

- **Nightfall** (Dark) — a multi-hit barrage plus Bleed, biting hardest into the wounded. The break-them button.

Bank the bar, read the turn, spill on the beat that matters.

ECLIPSE — when both skies break at once

Spill **both** bars in the same turn and Light and Dark collide:

- **Eclipse** — a burst of damage and durable Protection, a fresh hand, a permanent jolt of Strength, and the enemy struck **Blind**. Both bars reset; the engine begins again.

Double-spill is the payoff you build a whole deck toward — the moment the two heroes' schools become one.

NO SAFETY NET BUT TIMING

Overfilling never burns your health — the cost is opportunity, not HP. But you don't fight in a vacuum: enemies **drain** your Light, **flood** your Dark, and **stoke** your bars to force a wasted spill at the wrong moment. Reading their intent against your two bars is the whole game.

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TWO NEW HEROES — their cards, no one else's

Day & Night adds two playable characters — one of the light, one of the dark — and a pool of cards

**exclusive to them**, never handed to the base roster.

- **Dawnbringer Sol** (Holy) — a radiant ward-engine. Pour Light into Protection, stand behind a reflecting wall that turns every blocked blow back on the attacker, and outlast anything.

- **Duskblade Vesper** (Shadow) — a swarming assassin. Ramp Dark fast off a discounted opener, then chain Nightfalls that pile on extra strikes the more wounded the foe — an accelerating kill.

Each hero has 20 signature cards locked to them alone, on top of the shared Day & Night pool the two of them draft from.

WHAT'S INSIDE

- **A run-defining choice** — **Day / Night / Random**, a run-wide modifier bundle picked at the start of every run, applied to *any* hero you play.

- **50 new cards** — 20 Common · 16 Rare · 9 Legendary · 5 Legendary+. A 10-card shared pool plus 40 signature cards split across the two heroes. Costs spread 0–3 mana (Legendary+ at 4), effect budget scaling with cost. Built on the existing Holy and Shadow elements — no new element to learn.

- **4 relics** — from the **Twin Lantern** that cross-fills both bars into easy convergence, to the unique **Eclipse Glass** that doubles your first Eclipse every fight.

- **7 new foes** — 3 normals, 2 elites, and 2 bosses that hunt your charges:

- **Glimmerleech · Duskmoth · Nightjar** — normals that bleed your Light dry, flood your Dark off-beat, or heal whenever you spill carelessly — so bar tension is in every fight, not just the big ones.

- **The Unsetting Sun** — a Light-side wall that gifts you Light and starves your Dark. Balance both skies to break it.

- **The Long Night** — a tempo race that feeds on your Eclipses. Burst it down before its fury peaks.

BUILT TO FIT

- **Standalone** — no other DLC required; completes a trio with the Scorching Region and Overflow.

- **On/off any time** from the title screen — never mid-run, so nothing orphans.

- **Mixed in everywhere** — DLC content drops into base reward pools, not walled off behind a new map region.

- **Same progression** — DLC enemies grant ash and character mastery exactly like the base game. No separate grind, no second meta track.

- **Save-compatible both ways** — turning the DLC on or off never rewrites a save.

At dawn the light gathers; at dusk the dark deepens. Hold both to the breaking point — and meet the hour you chose.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Kingdom of Ashes uses generative AI for select visual assets:

• Character portraits, enemy sprites, card illustrations, and background art were generated using Microsoft Copilot and then curated, composited, and refined by the developer for use in the game.

All gameplay code, mechanics, narrative text, and game design were created by the developer. No AI content is generated live during gameplay, and the game does not connect to any third-party AI service at runtime — all AI-generated visuals were finalized during development and ship as static assets.

System Requirements

    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i3-4000 / AMD FX-6300 or equivalent
    • Memory: 2048 MB RAM
    • Graphics: Integrated GPU with WebGL 2.0 support (Intel HD 4000 / AMD Radeon HD 7000)
    • DirectX: Version 11
    • Storage: 500 MB available space
    • Sound Card: DirectX compatible
    • Additional Notes: Requires Microsoft Edge WebView2 Runtime (auto-installed on Windows 10/11)
    Recommended:
    • OS: Windows 11 (64-bit)
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 or better
    • Graphics: Dedicated GPU with WebGL 2.0 support (NVIDIA GTX 1050 / AMD RX 560)
    • DirectX: Version 12
    • Storage: 1024 MB available space
    • Sound Card: DirectX compatible
    • Additional Notes: 1080p or higher display recommended
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