
A.V. is a first-person stealth-puzzle-musical-adventure game (Try saying that 5 times fast). The game places the player in the role of a rogue music-processing algorithm from a computer's sound systems. From this role, the player can view the world only through audible means.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Stats
Languages: English**languages with full audio support
Engagement
Reviews
A.V. has many things going for it. From the visuals and amazing sounds. To the difficult puzzles. While the game has some hiccups here and there. It is also very well made. The only true fault I could find with it is, you tend to get lost. With no map system or any visual clues to guide you on your path. You end up wondering in circles trying to figure out if there is a puzzle you missed or if your making any progress at all. Nonetheless though A.V. is fun to play and challenging to say the least. I made a video review to show off some of the features and gameplay of this game! http://youtu.be/vn_sox_n3Rs I hope you enjoy! Martyr
Voted best echolocation simulator 2015 by Dayton Does. There’s not much I enjoy more than starting a game and being greeted by a seizure warning. A.V. never really displayed any quickly flashing lights, so I’m not sure it’s necessary but legally it’s probably a smart move. Looking at it from a comedic standpoint however, I could not get more joy out of something so simple. It gets me to thinking, “Is this game worth risking my life for?” No game really is. But, could this puzzle platformer perhaps rival other greats in the genre? It certainly presents some new ideas, but did they serve the game or hinder it? Find out as we take a deeper look at A.V. A.V. is a story about a music program gaining sentience and trying to make sense of the world. The voice-over dialogue of the computer’s interior monologue is well done, although he does sound a bit like a character from South Park. When you enter the game, you will find it almost pitch black. Pressing E will unleash a pulse of sound, which can be used for echolocation. You will be taught about assorted instrument sets that can be used to distort the properties of objects. While it does force you into practical application of the instrument sets, they are introduced in quite a quick succession, and overall I felt a bit overwhelmed by it. There is very little direction present in A.V. Objectives are not clearly defined by the audio logs, and you are stuck without a map. There are various signs to teach you what the various buildings are, so you might use them as landmarks, but the Tron-like environment all looks extremely similar especially in the dark. The soundtrack is created by your movements and the environment, which is really cool. I really can appreciate the innovative approach attempted here, but it might serve better in a game where stealthing (not making noise) isn’t the main feature. While the aesthetic saves this game from a dismal rating, the actual effects aren’t anything to write home about. The gameplay also seems a bit confused. Aren’t I supposed to be sneaking around a bunch of droids? Then why are the droids attracted to the ping which is your only source of “seeing”? When they catch you isn’t clearly defined either. Sometimes you can escape, other times you’re caught as soon as you spot them. After too much time spent pinging droids to come and kill me, I gave in to my animal urges and rage-quit. While I appreciate the innovation this game offers with the soundtrack, the pinging every 5 seconds to see anything is frustrating and disorienting, leaving A.V. to fall down hard in the gameplay department. Still, I would recommend it if you’re looking for a game that tries something new, and presents a unique experience. Gameplay: Controls- 5/10 Fun Factor- 4/10 Difficulty- 7/10 Replayability- 2/10 Innovation- 10/10 Aesthetic: Graphics- 7/10 Music- 9/10 Sound FX- 8/10 Story/Lore- 7/10 Level Design- 7/10 Final Score: 66/100 for innovation, aesthetic, and music. Summary: Innovative sound-based puzzle platformer. Voted best echolocation simulator 2015 by Dayton Does. Full text/photo review: http://www.indiegamebundles.com/review-a-v/ Video review: Video Review: https://www.youtube.com/watch?v=4Lvt3rxZTSQ
Related
Related
Trends
Tracking started Jul 19, 2026 — check back soon for a trend.
Hours played at review time, across 38 reviews with recorded playtime.
A true musical adventure. Lead A.V. through his digital world running, jumping or hitting switches. Using his ping to see. All the while each action you make also creates the soundtrack you hear. Smooth gameplay. http://youtu.be/qtYVJRDSmVw
Неиграбельный кусок инди, который пытается косить под Трона, в котором все обесточили. Эта игра никак с музыкой не связана, вы чё, люди, теги рандомные лепите что ли? Услышали шаги со скоростью клубнячка и давай игру музыкальной провозглашать?
This game seemed interesting at first, but quickly became confusing. The puzzles were hard, but not because they were difficult puzzles, just poorly made ones.
(¯`·._)♣ ♤ ♥♠ villanueva-9 ♣ ♤ ♥♠(¯`·._) Algoritmos conscientes, radares acústicos y un laberinto cibernético que se desafina rápido Si buscas una aventura en primera persona que rompa por completo con los esquemas de la exploración tradicional, te ponga en los circuitos de un algoritmo de procesamiento de sonido auto-consciente y convierta la música en tu única forma de interactuar con el entorno, la premisa de este título independiente estrenado el 13 de febrero de 2015 suena sumamente innovadora. Desafortunadamente, lo que arranca como una propuesta sensorial única se convierte rápido en una experiencia tosca, confusa y un tanto repetitiva, ofreciendo un bucle jugable que se desinfla debido a sus mapas desorientadores y picos de frustración innecesarios. • Estética abstracta pero escenarios insuperables en monotonía: El planteamiento visual del juego basado en el contraste absoluto entre pantallas oscuras y delgadas líneas de neón cumple de forma muy justa a nivel artístico. No obstante, avanzar por sus salas ofrece una inmersión baja debido a que los pasillos informáticos resultan planos, vacíos y repiten los mismos esquemas gráficos una y otra vez, transmitiendo la constante sensación de estar ante un laberinto estático y sin alma. • Mecánicas de radar y una jugabilidad de sigilo plana: El sistema de juego ofrece una propuesta mecánica que se aleja de la fluidez tradicional de los shooters de acción. La gracia del núcleo jugable radica en que el mundo solo se ilumina cuando emites ondas sonoras; lamentablemente, la tosquedad al alternar entre las 7 herramientas musicales de tu inventario para accionar interruptores vuelve los puzles de lógica un trámite lento, predecible y poco gratificante. • Drones antivirus y un mapa abierto desorientador: El título te permite romper con la monotonía de las pistas lineales al estructurar su campaña a través de mapas abiertos de gran escala. El problema radica en que el diseño de sus salas abusa de la falta de indicadores de dirección claros; esquivar a los 8 tipos de drones antivirus contrarreloj mientras intentas adivinar hacia dónde avanzar se vuelve un ejercicio de ensayo y error molesto. • Pistas de audio en cadena y finales artificiales: El planteamiento de la campaña destaca por encima de otros títulos planos al permitirte recolectar fragmentos de sonido para ensamblar una melodía maestra. Si bien la idea de desbloquear múltiples ramificaciones según tu estilo de juego es interesante sobre el papel, conseguir el 100% de las canciones se vuelve una tarea tediosa que te obliga a repetir zonas idénticas para desbloquear sus finales alternativos. • Puntos a mejorar: La interfaz general de los menús exteriores es demasiado rudimentaria, carece de un tutorial interactivo animado que explique el funcionamiento avanzado de los sockets de energía y el software arrastra problemas de rendimiento al ejecutar sus funciones ópticas en monitores modernos. Asimismo, su compatibilidad original con dispositivos de realidad virtual (Oculus VR) ha quedado arcaica y tosca frente a los estándares actuales. • Banda sonora cíclica que satura los auriculares: El apartado sonoro es el gran pilar y el corazón absoluto de toda la propuesta de FirstForever Studios. Sin embargo, al tratarse de un bucle musical tan dependiente de tus propios pasos y ruidos, los sintetizadores electrónicos e industriales pueden terminar por resultar machacones y repetitivos si te quedas atascado durante mucho tiempo en el mismo bloque, obligándote a silenciar el software. Quizás sirva como una curiosidad efímera para los amantes de las experiencias puramente conceptuales que busquen un desafío sonoro diferente en la plataforma de Steam. Pero a nivel de ritmo técnico, originalidad de dinámicas y fidelidad a la diversión arcade fluida, es un experimento a medio gas que se olvida fácilmente tras un par de partidas rápidas. ¡Un par de horas de ondas sonoras, virus informáticos esquivados, pasillos oscuros de neón y una aventura musical que se apaga rápido aseguradas! _____________8__88_____8 ____________88_8__8_____8 ___________888_____88___88888 __________8888______88_8____88 _________8888_______88______8_8 _________8888_______88______8_8 _________8888_______8_______8 _________8888_____8_______8 __________88888____8______8 ___________8888888______8 __888_________88888_8 8888888________88_____ _8888888_______8_____ __888888_______88_____ ___88_____8_____8_____ ____8______8____8_____8_88 _______8888_8__88_8_88888 _____888888_8_88__8888888 ____8888888__88______88888 ____88888_____8_________888 ____88_________8__________8 _____8_________8_____ _______________8_____ ____________8_8_____ _____________88_8_____ ______________88_____ ______________8_____
The game looks really laggy, and the loading screens are really slow! I know this game is made by a indie. But remember developer! There are some gamers who don't have SUPER PCs.
Having exposition in a video game is great, but there's a right way to do it and a wrong way to do it. This is an prime example of the latter - an opening cinematic that explains so much about the premise, but so little of the gameplay. The narrator sounds amateur and frequently rambles, all the while failing to provide any meaningful guidance in how to play the game.
It is a very, I mena VERY complex game. I can only recommend it for people that LOVE puzzule games, and are REALLY good at them. Honestly this is the only game that I would say that you have to be prepaired to want your money back. It can very easly confuse you to a point in which you can't do anything. If yu buy it, be prepared to want a refund very early in the game. So sadly I can't really recommend this game.
overall alright for in between.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.