You choose how to play, and the world of Environ adapts around you.
Análises de utilizadores: Neutras (385 análises) - 60% das 385 análises de utilizadores sobre este jogo são positivas.
Data de lançamento: 24 Abr, 2012

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Recomendações de Curadores

"A procedural Metroidvania game with tons of depth and infinite levels to explore. Muscle through the clunky user experience and there's a lot here."
Vê a análise completa aqui.


“Every thought of "I'll just give it five more minutes" turned into, "Wait, where did that last hour go?"”

Acerca deste jogo

A 2D sidescroller without a linear path. An action game with tactical combat and citybuilding. An adventure game that lets you free-roam a vast, procedurally-generated world. A Valley Without Wind defies genre stereotypes. Unlike other procedurally-generated games, you also get a logical progression in difficulty, plus helpful tips and checklists to guide your travels (should you need them).
Choose for yourself how to prepare to face the vastly stronger Overlord. Complete a variety of missions to earn new spells, and/or roam the wilds to uncover secret missions and stashes of magical crafting loot. Customize your characters with unique combinations of enchants and spells that change how you move, jump, and fight. Or rescue people and bring them back to your settlement so that they can then be sent on dispatch missions; you don't have to carry the burden of your fledgling civilization alone!
You choose how to play, and the world adapts around you.

Key features:

  • Travel alone or with friends across an ever-expanding world of dangerous creatures, powerful magic, high technology, and mysteries.
  • You have choice. The world of Environ is a procedurally generated sandbox, and lets you go anywhere you see -- including right into the overlord's keep at any time. (Good luck with that.)
  • Environ is endless. When you save one continent from an overlord, a larger and more complex continent appears.
  • The game adapts to how you play: as you demonstrate your proficiency, monsters and missions upgrade accordingly. Killed 100 bats? Okay, time for... bats on fire!
  • Crazy amounts of character customization. Combine a multitude of spells, enchants, and equipment to create specialized character builds.
  • Play as a long line of brave adventurers. It's not a question of IF your character is going to die, but WHEN. Any character that dies is permanently lost, but you keep all your inventory, enchants, and general progress in the game.
  • Become a community leader. Rescue NPCs for your settlement, construct buildings for them, and improve their skill and mood -- then send them on dispatch missions to help you in return!
  • Be a clever problem-solver. Challenges have more than one solution, each with its own pros and cons. You get to figure things out rather than just jumping through a set of hoops.
  • Difficulty levels give exactly the challenge you want, from casual to hardcore on platforming, combat, and citybuilding independently.
  • All owners of Valley 1 also get the much-improved sequel absolutely free! Valley 2 is out now, and features a different style of more-focused, non-sandbox play. Both games are quite distinct from one another, but you don’t have to choose between them -- both are yours for the price of one!

Requisitos do Sistema

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2 or later
    • Processor: 1.6Ghz CPU (more is recommended for multiplayer servers)
    • Memory: 2 GB RAM
    • Hard Disk Space: 2 GB RAM
    • Video Card: 800x600 or greater desktop screen resolution (1024x768 recommended) Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do).
    • OS: Mac OSX Intel CPU and "Leopard" 10.5 or later.
    • Processor: 1.6Ghz CPU (more is recommended for multiplayer servers)
    • Memory: 2 GB RAM
    • Hard Disk Space: 2 GB RAM
    • Video Card: 800x600 or greater desktop screen resolution (1024x768 recommended) Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do).
    • OS: Ubuntu 10.10 or later, although other unsupported distros may very well work
    • Processor: 1.6Ghz CPU (more is recommended for multiplayer servers)
    • Memory: 2 GB RAM
    • Hard Disk Space: 2 GB RAM
    • Video Card: 800x600 or greater desktop screen resolution (1024x768 recommended) Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do).
Análises úteis de clientes
10 de 14 pessoas (71%) acharam esta análise útil
1.4 hrs em registo
Publicada: 23 Novembro
Terrible design decisions, one after another after another
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7 de 10 pessoas (70%) acharam esta análise útil
1.5 hrs em registo
Publicada: 10 Junho
A Paladin’s Review: A Valley Without Wind. It’s a Unique Experiment into 2D Open World Procedural Generation and I Like It.
  • Genre: 2D Action Sidescroller and City Builder.
  • Developed and Published by: Arcen Games
  • Platform: Windows, Mac OSX and Linux.
  • Free Press Copy Was Supplied
Read the Full Review on A Paladin Without A Crusade

Overall Gameplay Thoughts
A Valley Without Wind. AVWW is a 2-D, side-scrolling, procedural open-world, action adventure game with elements of metroidvania, roguelikes, crafting and strategy all mixed into one game. It puts an emphasis on exploring, tactical combat, and strategic planning. This is a very experimental game and has some wonky mechanics and a weird graphic style that can be polarizing for many. That said, it was well polished and can be fun to play. Especially with it’s procedurally generated world that adapts to the player’s actions and power level.

The overall goal in AVWW is to create a valley without wind by bringing peace to the world. The continent you're living on is ruled by an oppressive Overlord and his lieutenants who subjugate the world. To make matters worse, there are harsh windstorms, many strange monsters that roam the lands, Skelebots from a future time, raging oceans and many more dangers in the land. How you bring peace to a tumultuous land such as this is entirely up to you. That, is the point of A Valley Without Wind.

2D Combat Thoughts
When you enter the game of AVWW you choose from a variety of humanoids to be a glyphbearer, a chosen one. Glyphbearers have a glyph that follows them around, allowing them to wield magic from the various elements of nature. These Glyphbearers are assigned by the enigmatic Illari, who are giant floating crystals, to bring peace to Environ. Environ is the world around you, shattered by an unknown apocalypse. The world has forever been changed and contains lands of many different time eras all crammed together in one place. The moon itself has also suffered from the apocalypse, the damage to it is easily seen in the night sky. Once you make it through the intro-mission, you'll find yourself in a small settlement with NPCs and a floating Illari. They protect your settlement's small population & buildings as well as heal your wounds when needed. With you, their hopes and goals lie.

As a glyphbearer, you have the forces of nature at your command: fire, water, earth, air, light, and entropy. These magic spells fill your arsenal of weapons to damage, protect or heal. Your spells cost mana to cast, though your mana pool regenerates quickly. You can be several different kinds of glyphbearers from different time eras including Skelebots. Different characters in the game comes with their own uniquely generated stats. Though you wield a powerful arsenal at your command, you’re very likely to die quite often in the game. Which is intentional with the game’s perma-death system. It isn’t the end of the game when you die, as your items and spells will transfer over to the new character. The only thing that doesn't transfer over are your base/upgraded stats from upgrade stones that you can find while exploring. It should also be noted that dying also causes you to leave behind a vengeful ghost that will attack you later. Which you can kill ghosts, but they can possibly throw a wrench into your plans. Especially if you died in a boss room. So, you’ll want to avoid dying as much as you can. Saving, by the way, is done automatically in the background. That means "scum-saving" is an unavailable tactic in progressing through AVWW. The world of Environ is a harsh and unforgiving place in more than one way.

Why Explore?
Exploration is one of the main features of this game and this is the first game where I didn't question why I was exploring. I simply wanted to. I could and have spent an insane amount of time exploring the depths of Environ. Finding all sorts of goodies, new places to see and monsters to fight. The exploration is so good that it might be a little too too much for its own good. You'll feel the need to explore each and every building or cavern that exists. But the game was designed for you to explore only necessary buildings and you could potentially burn out from exploring everything. That's where the encyclopedia comes in to help point you in the right direction. The encyclopedia is heavily detailed with a glossary of terms, useful tips and a to-do list to keep you on track.

Side Scrolling Combat
Combat is the second staple of the game. The combat is surprisingly engaging. Being a side-scroller means a lot of dodging enemy attacks while simultaneously throwing spells back at them. All of your spells are instantaneously cast, giving combat a frantic and fast tempo. Especially considering there are few ways to protect or heal yourself. There aren’t any traditional potions in the game. So, you're encouraged to defeat the enemy as quickly as possible while avoiding damage. The assortment of enemies won't make this easy though as they cast their own spells and touching them causes you to be knocked back, taking damage. Add in fall-damage, a lot of hostile mobs and surviving can be very rather difficult. But if you die, it’s not so bad. So long as you don’t mind facing the ghost(s) of mistakes past that rise to make sure you don’t die too much in the future. The permadeath mechanic in this game is properly balanced in my opinion.

PC Settings and Graphics
Settings for AVWW1 are pretty much feature complete for a 2D title. Multiple resolution options, V-Sync, controller support, audio sliders and options to turn down the intensity of the graphics are here. Key rebinding is here as well and is quite in-depth. The graphics and animations are a major polarizing feature of this game. Some like them, other’s don’t. I personally liked them but I'm definitely an odd one. The up to eight people Multiplayer is ok but I found that most would go off on their own and do their own thing It doesn't really encourage being on the same screen.

Final Thoughts
A Valley Without Wind (1) was a fun experience. However, fun in an experimental idea sense. This won’t appeal to everyone between its odd collection of game mechanics and it’s polarizing graphics. In my opinion though, its open-ended gameplay makes for a very rewarding exploration and city-building experience. Even if the combat is a bit lacking sometimes. The exploration is very satisfying, allowing you to explore huge levels. It goes on and on and is well paced to keep your interest going. If you like weird metroidvania experimental games, then you should definitely give A Valley Without Wind a chance to win you over.

Read the Notes on This Updated Review
Read the Full Review on A Paladin Without A Crusade
A Paladin's Review: A Valley Without Wind 2
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45 de 49 pessoas (92%) acharam esta análise útil
32.5 hrs em registo
Publicada: 20 de Janeiro de 2014
Try the demo. It's not for everyone. I played it with my friend a long time ago, thought it was an OK game. Came back several months later taking my time playing solo, and actually getting INTO it. There's a LOT to wrap your head around, prepare to learn, you're gonna pick up a lot of things you don't know what to do with for a while, however in a lot of ways combat is no different than Terraria combat, or a platformer like that.

But the development is really good, and tutorials are really funny. The game breaks the "3'rd wall" of roleplay in really fun ways, making fun of the way we play games.

The overworld let's you build upon a settlement you already have. Almost reminds me of a Super Mario Bro's overworld map. Connect farms to your main base to feed your people. Send your people on missions. The main mission? To destroy the Overlord!! You can lower his level before facing him, by killing his Lieutennants around the regional islands, who are amidst an impenetrable slurry of WIND. There's a lot of counters to your missions, and a lot of ways to handle them.

Awesome game if you can get into it. I don't know if it's "indie game of the year" material, I have to take a lot of breaks. I think there's a lot to criticize, but I do get burning desires to play this game sometimes. It's not a crap game, and there's a lot of new things to discover that I think are pretty cool! Give it a shot if you can, and you might like it :)
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48 de 55 pessoas (87%) acharam esta análise útil
1.6 hrs em registo
Publicada: 6 de Março de 2014
Greetings, comrades! I really, REALLY wanted to like this game. I mean, who wouldn't? A randomly generated "Metroid-vania" style game with RPG-heavy gameplay, what more could you want? Well, the answer lies below, if you dare to enter the rabbit hole.


As I already stated, the concept is amazing, and the RPG elements are simple yet complete. Unlike most RPGs, this one gives you a very strong weapon right off the bat. Not the best, but good enough to be a constant companion throughout the game.

I found the graphics to be a refreshing change from the standard "drab-&-dull" that older Indie games are known for (not all Indie games, calm down fan-people). The world is bright and sharp, with clean angles and stunning detail.

The custom difficulty is nice, allowing you to set your own pace.

The controls, while a bit quirky, are responsive and imaginative.


While the RPG elements are all there, there really isn't a temptation to level up. I mean, my character could "tank" all of the early bosses with ease, the only challenge being when a boss is resistant to a certain elemental-type weapon, and you have to use another element to kill it. Even then, the challenge rests not in the boss itself, but rather in finding the new element required to kill it.

While I like quick weapon progression, as it allows you to do other stuff instead of trying to get a new weapon, this game suffers from a lack of other stuff to do. The quests are the same, the enemies are the same, the graphics are the same, and the gameplay style is the same. All the same. All the same. Did I ever tell you the definition of insanity? (Heh, see what I did there? Ha ha! No? Ah, forget it.)

As I said, the world is very realistic, but the characters are not. It's almost like playing one of those old CD drive games in which the people look like cut-outs pasted onto a background. This is actually a fatal flaw, as it throws off jumping in an odd way. It makes you unsure of what is in the background, or what you can jump on. I really can't describe it, but if you play it, you should see what I mean.

I really hate to say it, but this game's lack of creativity and excess of imagination bring this game down from the heights it could have achieved. It's almost like they were so focused on the imaginative idea of the game that they forgot to flesh it out into something workable. Plenty of people like the game, and I can see why, however I just couldn't bring myself to do the same.

Thanks for reading and have an awesome day!
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29 de 34 pessoas (85%) acharam esta análise útil
1 pessoa achou esta análise engraçada
12.7 hrs em registo
Publicada: 23 de Outubro de 2014
I enjoy it. Word of advice: try this one before the sequel.

+Perfect Metroidvania. Unlike Starbound and Terraria, the areas are broken into classic levels via a world map, and you choose where you go. The levels size are pretty good, and feature enough interior/exterior zones to mix things up.

+Great ARPG elements.

+Very easy co-op access, with many players able to join (seriously, a ♥♥♥♥ ton).

+Easily editable sprite. I made Neith and Nu Wa from SMITE. Unlimited possibility with texture packs.

+Day night cycle.

+Strategic elements, such as settlement building, resource gathering, etc.

+Graphics. I find the graphics cool and refreshing.

+Configurable difficulties split in groups. E.G.- Platforming difficulty, Combat difficulty, City Building difficulty. I really like that you can play around with the variables from the get-go. It furthers each experience to be completely different from the last.

-Graphics. If you're a graphics connoisseur, you wont like this.

-Can get repetative, as games of this nature often do.

I recommend it if you like these types of games. I, personally, find it to be a little more forward than the likes of Starbound and Terraria. It feels like an honest to god Metroidvania with other styles (the strategic elements, the world map) present. Grab a friend and have fun.

NOTE: I like the second one. Don't get me wrong- it's almost identical. One very important difference- the second one is not a randomized world, which pretty much means the same stipulations each time. This was a mood killer for me. I HIGHLY recommend trying AVWW before trying its sequel.
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