Use your real voice to cast spells in In Verbis Virtus, a fantasy adventure unlike any other. Step into the shoes of a wizard in search of an ancient power. Explore a lost temple, making your way through forgotten chambers brimming with unspeakable beauty and terror.
User reviews: Very Positive (493 reviews) - 86% of the 493 user reviews for this game are positive.
Release Date: Apr 3, 2015

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Recommended By Curators

"Cast spells with your voice! It actually works surprisingly well, and it's gorgeous, to boot. Really excited for the full release."
Read the full review here.


“In Verbis Virtus is one of the only truly innovative and original games that I’ve played in the past half decade or so.”
80% – The Koalition

“Whether you're gazing at the beaming environment or leaping over ledges, you can guarantee that your time is never wasted in In Verbis Virtus.”
Buy! – Gamerz Unite

“[...]it’s an extremely innovating title and I want to know what Indomitus games come up with next.”
4.5/5 – The Mental Attic

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About This Game

Use your real voice to cast spells in In Verbis Virtus, a fantasy adventure unlike any other.

Step into the shoes of a wizard in search of an ancient power. Explore a lost temple, making your way through forgotten chambers brimming with unspeakable beauty and terror. Unlock spells and use them to solve the temple’s enigmas and battle the monsters that lurk in its depths.

Built on the Unreal Engine, lose yourself in the breathtaking world of In Verbis Virtus, possibly the most unique and immersive game you’ll play all year.

Key Features

  • Cast spells in Maha’ki, the language of the gods, using your own voice.
  • Discover and learn multiple spells, each with its own purpose and power.
  • Solve challenging puzzles, escape traps and battle monsters with magic.
  • Explore a lost temple, uncovering the secrets of its mysterious past, as well as your own.
  • Experience stunning graphics powered by the Unreal Engine.

System Requirements

    • OS: Windows XP SP3 / Vista / 7 / 8
    • Processor: 2.0+ GHz dual core processor
    • Memory: 2 GB RAM
    • Graphics: Radeon HD2000 series or higher, Geforce 8000 series or higher, minimum 256MB dedicated memory
    • DirectX: Version 9.0c
    • Storage: 4 GB available space
    • Additional Notes: Requires a microphone (notebook integrated ones do not guarantee best performance)
    • OS: Windows 7 / 8
    • Processor: 2.4+ GHz quad core processor
    • Memory: 4 GB RAM
    • Graphics: Radeon HD6000 series or higher, Geforce 400 series or higher, minimum 1GB dedicated memory
    • DirectX: Version 9.0c
    • Storage: 4 GB available space
    • Additional Notes: Headset microphone
Helpful customer reviews
11 of 12 people (92%) found this review helpful
3.4 hrs on record
Posted: June 15

New concept, pretty fun to play-- using your voice. However as stated by others the game is very disorganized which makes puzzles that the game is full of...even more confusing. If you're willing to deal with some lack of direction and think the game looks cool then buy it.
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9 of 11 people (82%) found this review helpful
5 people found this review funny
8.5 hrs on record
Posted: June 16
Great concept and a beautiful game. Actually having to say your spells instead of just pressing hotkeys X and Y is a really fun way of playing a mage. The biggest downside seems to be that the voice recognition gets wonky on a few occasions (not too many to be bothersome though): casting a beam of light when you actually said the telekinesis spell is not exactly what I expected.

Also, my girlfriend now thinks I've gone completely crazy.
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6 of 6 people (100%) found this review helpful
4 people found this review funny
16.1 hrs on record
Posted: July 2
It's good.

Voice control makes for a very immersive game, and it works much better than I expected. (although it will make you super self-conscious)
It's pretty. Clearly had a lot of love invested in the environment design and creepy-♥♥♥ statues.
Excellent level design. The puzzles walk a fine line between easy enough not to frustrate you but difficult enough to not be trivial.
Longer than I was expecting for the price bracket. Good value for money.

"Voice control" quickly becomes "angry shout control" when it doesn't recognise you the first time and that doesn't help it understand you the second time. It turns out that "NO! not ♥♥♥♥ing ecto lumeh! I said ♥♥♥♥ing atul ♥♥♥♥ing agni!" is not one of the recognised spells.
Explaining to people nearby that you're casting magic spells makes you look super geeky. My wife's eye-rolling has reached dangerous levels.
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37 of 66 people (56%) found this review helpful
3 people found this review funny
14.0 hrs on record
Posted: June 3
*Voice recognition works most of the time
*Good spell variety
*Beautiful environments
*Good atmosphere
*Appropriate music and mostly appropriate sounds
*Lore is interesting for the most part

*Too many puzzles where even the objective is unclear and where necessary items are hidden away
*Voice recognition still sometimes fails, which can quickly lead to death during combat or dangerous platforming
*Spell potential is untapped
*Writing quality is inconsistent
*Lore is conveyed entirely through easily missable "documents"
*Some parts of puzzles are reset upon loading a save

If the player follows a guide and has good luck with voice recognition, this game could last around 10 hours. Achievement hunters will need a bit more time to hunt down all 35 documents. Without a guide, this game could last over 20 hours.

6 out of 10

This game's best features are its voice recognition concept and implementation, visuals, and spell variety. It is impressive to me that such a small team pulled all of this off. Unfortunately, core design decisions regarding puzzles, combat, and direction dealt a serious blow to my enjoyment of the game.

I like to know what my goal is in a puzzle game so that I can consider the tools at my disposal and develop a logical plan for how to achieve it. I don't mind a bit of experimentation and exploration, but they are taken to extremes here. Puzzles frequently lack clear objectives even when one is halfway through them, objects necessary to solutions are sometimes hidden away or meant for other rooms' puzzles, repeated platforming around death traps is often necessary to get perspective, it is not always clear if a player is equipped to solve a puzzle he finds yet, and the player frequently does not even always know what solving a puzzle will accomplish.

One room in the last chapter of the game stands out to me (spoilers ahead): after going through several steps to lift or move platforms and open up floor and wall panels, the player is "rewarded" with a mysterious ball of ice. Like the room in which it resides, it has no obvious purpose, but as the player considers it, he realizes that it is growing smaller. It is melting. Now the player, with no sense whatsoever of what to do, feels rushed to do something. It turns out that the solution here is to cast a fiery bomb spell on it, get out of the underground corridor where it was found, take it to another room, place it in one of three holes in the wall that lead to an opening in the ceiling, walk a particular path around a large room while using telekinesis on the ball in the ceiling (because the floor path matches a path in the ceiling that the player cannot see), freeze the ball in place at the end of the path, and make it explode, all before it melts to nothing. If he fails, he has to start the process all over again. And this is just one part of one puzzle.

Even if I had the time to devote to reaching such a solution on my own, it would not be time well spent. Worse, if I need to leave the game, parts of the puzzle (e.g. object positions) may be reset. Thus, in the absence of a hint system, busy players may find themselves frequently starting the game up to face not just the same puzzle again, but parts that they have already solved. It is no surprise, then, that only 5% of players reach the end of chapter 2, according to the Steam achievements. This is a shame, as chapter 3 is the best-looking part of the game and has more spells to introduce.

Players who are interested in challenging puzzles or willing to use a walkthrough may still find a reason to walk away from this game: the combat.

There is only a handful of normal enemies: walking and flying swarms that follow a set path and die easily, wisps that follow a set path and die easily, bipeds who charge the player, and floating mages who can cast three spells. Dealing with the first two types is no big deal, but the bipeds (Saevar) are another story. One-on-one, they are a joke: the player can simply cast a bomb spell on them, then stun them to give the bomb enough time to charge. But since they can spawn in twos or threes, the player never gets any great area of effect spells, and voice recognition may fail, these creatures can actually pose a challenge sometimes. The floating mages (Shar-Seth), in contrast, are somewhat fun to fight because the player has to listen to the words that they chant for their spells, then act accordingly. But these are much deadlier if the voice recognition happens to fail. This would all be fine if battles were always preceded by healing ponds and save points, but they aren't--and sometimes the battles are surprises. Death means having to re-do whatever platforming was necessary to reach these battles in the first place.

Then there are the three bosses: the first is almost like a battle with the Shar-Seth, but requires a trick to kill it when it heals itself; the second is a two-part chase involving the ice, teleport, and telekinesis spells; and the third is a battle against clones with powerful spells. Fortunately, the game either saves automatically at the beginning of these battles or has a save point right before them. Unfortunately, voice recognition failures tend to result in instant death and the third boss in particular is very frustrating.

Clearly, imperfect voice recognition is my biggest reason for judging the combat negatively. But there are other annoyances. Every spell cast requires that the player hold down LMB, speak the proper words, then release LMB. This is obviously to let the game know when to "listen" for the player's voice and when he is done speaking, but since it makes actions take noticeably longer to perform, situations that require quick reflexes become all the more tense. Additionally, if the player casts the wrong spell, he has to first cancel it before he can cast another, interfering with the flow of combat. Two spells--the light beam and the ice beam--even look similar, so it may not be immediately apparent that the wrong spell was cast. Finally, releasing projectiles caught by the shield spell too often sends them flying everywhere except where the player is aiming, which can make the final boss battle take much longer than it should.

(NOTE: It has come to my attention that the game offers the player the option to record his own voice for spells to improve voice recognition. I will not be playing the entire game again to test this, so I can't say if this would have improved the speech recognition. Regardless, the game's obtuse puzzles and awkward combat were enough to hurt my experience.)

The story is all right: the player character is simply out to bring his loved one back to life by using the magic he finds in the temple, while the god who guides him wants him to do something else. Occasionally the journal will update with a little bit of his backstory or his feelings about what he is experiencing, but it didn't add anything to the game. The 35 hidden documents, however, provide a good deal of lore, explaining some of the history of the temple, the gods, and the civilizations that worshiped them. It's just a shame that so many of them are hidden (why hide the meat of the story?) and that the writing is a bit inconsistent, sometimes sounding proper and authoritative and other times sounding modern, even sloppy.

I would like to give this game a higher score and a recommendation for its unique mechanic (an experience in itself), visuals, and spell variety, but the core aspects of gameplay--the puzzles and the combat--just don't work for me. As another reviewer remarks, this game has a lot of wasted potential. I give this game a 6 out of 10, though more hardcore puzzlers might get more enjoyment out of it.

Be wary of reviewers with only a few hours played: chapters 2 and 3 are longer and harder than 1.
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8 of 12 people (67%) found this review helpful
9.9 hrs on record
Posted: June 14
Really fun. You can cast spells with your voice. It has great puzzles. Also it has beautiful environments.

If you like Puzzles you should give this game a try
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