Posts Tagged ‘A Valley Without Wind’

The Final Draft: A Valley Without Wind

Upon a gentle breeze I hear the celebratory cheer of a multitude of beta testers, for it is they who have helped Arcen Games to bring A Valley Without Wind to the verge of release. The procedurally generated sidescrolling explorathon with graphics more divisive than an actual valley, or even a yawning chasm, has been updated and altered a huge amount since Jim ventured into an early beta. Today, it’s all grown up and ready to launch on Steam and “all [Arcen’s] existing partners for the game”. To prove it, there’s an actual launch trailer below.

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A Valley With Multiplayer Co-Op Testing

Side-scrolling procedurally-generated post-apocalyptic magical adventure thing A Valley Without Wind has entered a multiplayer testing phase, which is available to pre-ordering types. Arcen say: “For those interested in opting into co-operative play in the same server/world with up to a few dozen other players (perhaps even more), head over to the AVWW multiplayer wiki and check out the FAQ section along with other related notes, specs, and such.” There’s a big old post from Chris Park (as is his style) explaining more over here.

A Valley Without Wind Demo And Beta Launch

That windmill was a useless addition

Jim has already been playing A Valley Without Wind and shared the experience here but now you can all have a go for yourselves. There’s a free demo available and you can play the full current version for a mere $10, which is half the price it’ll cost you if you buy it when it’s finished. The game is still at a relatively early stage in development so it’s extra helpful to have a demo available alongside the pre-purchase option. I’ll be playing it soon but in the meantime, I’ll refer you once more to Jim’s thoughts if you need help to work out if you’re interested or not. This new trailer might help too.

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Hands On: A Valley Without Wind

2000 points if you can spot the protagonist.
I’ve just had my first taste of Arcen’s ambitious side-scrolling exploration game (with crafting, base-building, and perma-death), A Valley Without Wind. The game is still at a very early, unreleased stage, but I’ve spent enough time with it to talk a little about what it is and where Arcen are going with it. You can see my attempts at trying to describe it accurately below.
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Later This Month: A Valley Without Wind Beta

That cloud is going to be there for a long time.
Arcen Games have been busy tinkering away with their experimental procedural explore-and-survive ’em up A Valley Without Wind, and they’ve got news for us. Last month they teased us with footage, flaunting its newly reinvented sidescrolling makeover. This month Chris Park of Arcen games has taken to his blog, to unveil a whole host of new details about the game’s design, and features that they are including. Shall we take a look? Read the rest of this entry »

Time To Go: A Valley Without Wind


There’s no looking back for A Valley Without Wind now – its new, side-scrolling look is signed and sealed, as the below humungo-chunk (17 minutes!) of in-game footage proves. Also now on show from this time-straddling exploration and survival game are brand new character models, plus assorted armour for them to find, craft and wear.

I’m still not entirely sure what to think about the side-on perspective, but it’s definitely growing on me. As it is, this is a game I’m increasingly excited about – procedurally-generated world-roaming with, apparently, a proper layer of game on top of it.
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Radical Changes For A Valley Without Wind

Arcen send word that their procedurally-generated adventure game, A Valley Without Wind, is taking a new direction, as you can see in the video I’ve posted below. Rather than being top-down, it’s now a side-scroller. Developer Chris Park explained that the changed had been discussed for some time, and really came about after seeing previews of the game in a top-down perspective, and the reactions people had to that. He also argues that the side-scrolling perspective fits perfectly with the game’s exploration and survival, as well as the evolving combat mechanics. The Arcen boss says: “The result of this side view switch is something that looks incredibly better, that’s orders of magnitude faster for us to create, and that’s more fun to play. It also helps give a much stronger sense of place: partly it’s seeing the sky when you’re outside, but it’s also the varied terrain height, long falls, poison water, and so on.”

It’s a major change, and it seems like an odd one to me. It might not have been the prettiest game in the world, but the perspective was certainly distinctive. This is… less so.
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