Pyre’s length is a bit of a trick question. On paper, it’s a 12-hour game, but it feels longer because of how dense the world-building is. I finished my initial playthrough in 14 hours, but that included a lot of idle time listening to the OST (Darren Korb never misses). The rites are quick—maybe 10 minutes each—but the narrative segments between them are where hours vanish. If you’re like me and have to talk to every NPC after every minor story beat, add 3–4 hours. No regrets, though; the voice acting and pixel art are worth savoring.
Pyre’s playtime really depends on how you approach it. If you’re just gunning for the main story without diving too deep into side content or mastering the rites (the game’s unique basketball-meets-magic battles), you’re looking at around 10–12 hours. But here’s the thing—Pyre’s charm lies in its characters and lore. Talking to your exiled crew, uncovering their backstories, and replaying rites to improve your skills easily tacks on another 5–7 hours. I personally spent 18 hours on my first playthrough because I couldn’t resist seeing every character’s arc through. Supergiant’s writing is just too good to skip.
Replayability is another factor. The game has multiple endings based on who you liberate first, and the rites change depending on your team composition. If you’re a completionist or want to experiment with different strategies, you could easily sink 25+ hours into it. The art style and soundtrack alone made me linger in the Downside way longer than necessary—just soaking in the atmosphere.
My first run of Pyre took me about 15 hours, but I’m the type who reads every dialogue line and reloads saves to try different choices. The rites are deceptively simple at first, but mastering them adds time—especially if you crank up the difficulty later. The game’s structure is episodic, with each 'match' feeling like a chapter, so it’s easy to lose track of time. I’d play for what felt like 30 minutes and realize I’d burned through three liberation rites and two character subplots.
What’s cool is how Pyre respects your pace. You could blitz through in under 10 hours if you’re just here for the story, but the gameplay depth sneaks up on you. I ended up replaying key rites to unlock all the lore tidbits, which stretched my total playtime to 22 hours. The branching narratives and team dynamics make it feel longer than it technically is—in the best way.
2026-04-29 09:58:06
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Once in a millennium, the Phoenix will rise. The earth, the shifters, even the planet will call to her, pleading for her help. When they do, she always answers their call.
Each time, she will choose a young woman who is deserving of carrying her fire, someone who is loving and caring, but with an inner strength that is difficult to break.
Emmi Johnson is a human orphan who was kidnapped by The Mean Ones, grotesque shifters who wanted to create an army to destroy the elemental dragons and other hybrids. The dragons saved her and the others who were being held hostage, but the damage was already done. The Mean Ones were injecting her with their Komodo dragon DNA to make her into a shifter. The pain was excruciating, but the headaches that began soon afterward were worse.
Ajax is a human runaway that was captured and experimented on by The Chief and Oliver. They injected him with earth dragon and elf DNA, turning him into a dragon hybrid.
When Emmi senses chaos around her, something inside of her begins tearing at her insides. The screeching in her head makes her head throb. Ajax is the only one who can calm the fury inside her.
Emmi is terrified that something’s wrong with her. Doc Everett can’t figure out what she is. That is until one day when the danger becomes so great that the Phoenix rises, melding itself to Emmi in a dangerous display of fire that is stronger than any fire dragon’s.
Can Ajax help Emmi to find herself? Can she accept that she is no longer human, having been chosen by the ancient Phoenix? And can she become one with her shifter spirit before the danger that threatens them all comes for them?
Eoin Sinclair is the crowned Prince, son of the Werewolf King and Queen. His mother is the legendary Green wolf. He is to be the next King. He agrees to mate his girlfriend Amira after all she is the Princess of the Sirens and raised to be Royal. She knows how to be a calm, submissive, Luna.
Kayda is a fire dragon werewolf hybrid her father Danny is the Warrior Gamma of the Royal Pack. Dottie her mother is the last pure bred fire dragon. Kayda realises her relationship with Eoin might not be what she assumed. After all, he thinks she is immature, unruly, and childish, and those are the reasons he has told her to her face. No way they're mates.
***** *** *******
"This isn't wrestling." Eoin grunted. "I could easily throw you off." he added.
"But you haven't." I grinned, shifting my hips slightly.
"Because I don't want to hurt you." he said. " Get off." he added through gritted teeth.
"Nope Prince." I smirked, emphasising his title Prince and popping the P disrespectfully. "Besides, you already hurt me, so kiss it better." I smirked, leaning dangerously low to him and pushing out my split lip.
"Kayda." he growled in warning. "Last chance, get off me."
"And if I don't, do I get that spanking?" I asked .
Eoin snapped. I saw it happen in his eyes. I had pushed him to his limit. He swiftly stood up with me in his arms and walked a few paces. Before I knew it, he had me bent over a fallen tree log on the edge of the clearing my head and upper body over the log and my butt in the air.
******* ********* *****
Will the future Kings Flame burn him, or will it set him on fire?
Book 3 of the Green Wolf series.
"The gods are dead. The bloodlines remain. And she's about to bring it all down."
Rowyn Vale grew up on the wrong side of the realm - poor, half-starved, and pissed off at the world. Her fae parents ran relics, sold shadows, and tried to sell her. She's used to surviving. Not exploding with ancient light and accidentally blinding a rich fae girl in the middle of high school.
Now she's sentenced to death for a power she didn't ask for.
But when a winged, arrogant disaster of a boy crashes through her prison ceiling and drags her into the sky, Rowyn learns the truth: she's not just some broken street fae.
She's godblooded.
Welcome to Eidolon Academy - a sentient university hidden in a pocket realm where every student is descended from a god, and each year ends in a deadly Trial that can kill you... or awaken something worse.
Survive the Trials, and ascend.
Fail, and vanish forever.
And if the rumors are true?
Rowyn isn't just another godblood.
She might be the heir of the Godkiller - the one being powerful enough to raise the Pantheon.
Let the Trials begin.
Let the realm burn
Eidolon Academy Book 1
The supernatural world has been at war with the rogue King, Soren, for ten bloody years. He has amassed an army of wolves, vampires and witches called the Mystics that leave bodies everywhere in their wake. His group of elemental warriors are known as the Realm Assassins, which he uses on special occasions.
Recently, Soren has been on the hunt for something more powerful than what he already has in his arsenal, to keep as his queen. What will he find?
Killian is the werewolf Alpha to the Nightshade Pack deep in the south of Terra Aasveig. While he is out looking for covens and other packs to ally himself with to face the war ahead of them, he finds something he isn’t expecting. He is taken by surprise when he finds his mate is part of the Timber Coven he is trying to make connections with, but she's no witch.
Ember is a powerful fire elemental that helps guard a coven of witches that she has lived with her entire life. She not only has the ability of fire manipulation but can also do basic magic. With her leadership ability, she is set out to be the next high priestess of the Timber Coven. That is until she finds her soulmate right next to her in a battle against a small unit of Mystics that King Soren has sent.
Let's go on this adventure together, as we learn that Ember holds a secret that will bring about the death of hundreds but will also save thousands more.
After losing the love of her life, Kelanar is arrested for attempted murder and ends up having to serve her punishment at the guard tower.
Elsewhere, Kelanar's lost love Hector becomes a vampire against his will. Now, he must learn to be a vampire and work for the very man who ruined his life.
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Join the citizens of Ember City as they navigate through unexpected trials, fighting their inner demons and falling for the enemy.
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Elara Voss has lived her life in the frame of a fire that stole everything—her family, and her home. Raised by the loyal butler who saved her, she sharpened her instincts, learned to survive, and waited. She never forgot the red-and-gold masks that destroyed her world, nor the hands that left her orphaned.
Now, a seemingly ordinary job at a sprawling estate brings her face-to-face with Lucian Raye, the fragile yet commanding heir of the very empire tied to her past.
The deeper Elara digs, the clearer the truth becomes. With every revelation, In the family filled with lies-- yet spark and loyalty tested, Elara rises as the Phoenix—beautiful, deadly, and unstoppable. The mafia empire that wronged her will never be the same.
Pyre is this gorgeous, almost poetic game where you lead a band of exiles through a mystical purgatory called the Downside. The core of it is a mix of visual novel-style storytelling and these intense, ritualistic sports matches called Rites. You’re the Reader, someone who can interpret the ancient Book of Rites, and your goal is to guide your team to victory in these celestial tournaments to earn their freedom. But here’s the twist—every victory means someone gets to return to the Commonwealth above, leaving the rest behind. The emotional weight comes from choosing who to liberate, knowing it might weaken your team for future battles. The characters are all so vividly written, from the gruff demon Jodariel to the mischievous harpist Titania, and their dialogues make the world feel alive. The Rites themselves play like a surreal blend of basketball and magic duels, with each character having unique abilities. It’s a game about sacrifice, camaraderie, and the bittersweet taste of redemption.
What really stuck with me was how Supergiant (the devs) made every decision feel monumental. Even the soundtrack—Darren Korb’s folk-tinged hymns—adds layers to the melancholy. By the end, I was attached to my ragtag group in a way few games achieve. It’s less about 'winning' and more about the stories you carve out together.