Sometimes, all you want from a game is to jump around, leaping from one precarious ledge to another, similarly precarious ledge, collecting gems and whacking enemies with a big sword. In 2026, such things are increasingly hard to come by, which is perhaps why Duskfade has been met with such hope. This indie 3D platformer is channelling some serious 2000s vibes, and for fans of Ratchet & Clank or Jak & Daxter, it could well fill the slightly out-of-reach platform in your heart.
Zirian, our suitably spiky-haired lead, has missed his Kingdom Hearts calling, wielding a sword made of clock hands and boasting a pair of chunky pants tucked into his boots. He has to set out into the Clockmakers’ world in search of his sister Allira, after a horrible clockwork disaster shatters the place into bits. Helping you in this bouncy, hacky, slashy adventure is Cuckoo, a little clockwork bird who’s learned to talk. She tells you “Good job!” sometimes, which is the kind of positive reinforcement I need, and it’s all very cheerful, despite the slight worry that your sister has been trapped in some clock-based hell.
There’s a host of inky monsters to wade through on your journey, popping up at inopportune moments. Combat is pretty fun, if occasionally a little too frantic thanks to the camera, relying on a good bit of dodging to go with your sword swinging. Besides that, you’re going to spend the rest of your time hopping and jumping, breaking a ton of crates and crystals, and collecting the loot inside so you can upgrade Zirian’s moveset.
There’s something reassuring about a game like Duskfade. It’s thoroughly pleasant, and relatively charming, helped in no small part by its pretty visuals and excellent score, but it’s the moment to moment classically-styled gameplay that really holds it all together. It’s nostalgic, but on its own terms, and I appreciated the clear and passionate vision that the team at Weird Beluga clearly have.
Traversal and platforming are consistently good, and Zirian’s double jump with an added roll can see you clear some massive distances, while the later addition of a grappling hook and the ability to grind adding a further means to span the gaps. There’s often some interesting nuance to the directionality of your movements, too, with unexpected blocks to avoid or changes in direction that make it feel more interesting and engaging than some platformers manage. It’s hard to iterate in this space, but the Duskfade team have found some small ways to do so.
Unfortunately, Duskfade’s performance on Switch 2 isn’t as reassuring as the rest of its classic setup. There’s some clear framerate snags that slow things down, and while they’re not wholly off-putting, they really do take the shine off all the fun you could otherwise be having. It should run at 60fps in docked mode, and 40fps in handheld with VRR, and it’s the VRR that makes the handheld experience feel smoother and more consistent. The smaller screen makes some of the bigger leaps a little tougher to nail, but it’s otherwise a great way to experience the game.
Sometimes Duskfade’s indie origins do become evident, and it is easy to snag yourself on scenery or jump somewhere you weren’t supposed to, leaving Zirian floating in the air and occasionally permanently stuck. You can at least choose to retry from your last save point, and these checkpoints are frequent enough that it’s not too much of a chore to retread the last few minutes. Besides that, the camera, in classic 3D platformer fashion, can be a bit of an annoyance, especially during the longer boss battles, and Zirian’s upgrade path feels distinctly lethargic.


