
Explore mysterious worlds, solve puzzles and battle in order to uncover the burdens of the past.
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About
Explore hidden realms and navigate through sprawling dungeons in an action packed adventure. Play as an agile bird that is guided by the Sea. Follow the destined path in order to uncover the burdens of the past.
Discover forgotten lands filled with deadly traps, unique puzzles, weird creatures and interconnected layouts. Exploration is completely nonlinear, so don't be afraid to leave a difficult area and come back stronger!
Over 100 hand-crafted rooms filled with secrets to explore
As little hand holding as possible!
Maybe some backtracking? (OH NO)
Use your sword to defend yourself against hostile foes. Spacing is the key for survival!
Easy to get used to but hard to master combat
Tons of secret game mechanics to discover and use
I think there is a bird carrying a gun or something
Unearth secrets and items that will help you gain new abilities and new ways to fight back against your enemies.
Upgradable core abilities that will reward the exploration
A trinket system that supports many different play-styles
The Sea awaits...
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English
Reviews
Some classic dungeon exploration with enemies and puzzles is held back by backtracking issues and frustrating, poorly balanced combat mechanics. You’re a freshly hatched bird on a secluded island, joined by two feathered companions. The early moments of your life are filled with lighthearted play and combat training, preparing you for a rite of passage: taking flight into the larger world. But when the day finally arrives, your attempt is halted by a shadowy sea serpent coiled in dark clouds. From a gameplay perspective, this top-down action-adventure opts for a minimalist control scheme. Your feathered fighter is equipped with a simple sword combo and a pistol. The sword delivers a three-hit combo and is your main method of dishing out damage. The gun, on the other hand, is more tactical. It only fires when you aim, can only shoot in the four cardinal directions, and is best used for stunning enemies rather than causing meaningful damage. Reloading is possible in two ways: you either pick up your spent bullets if they get stopped by walls or simply reload by switching screens. Exploration begins on your modest island, which cleverly expands through a central elevator that connects to four main dungeons. You initially choose between a sunken temple or catacombs, but progression to one higher and deeper stage is tied to a foolish mechanic. Instead of simply riding the elevator, you need to find a special spot in two other dungeons that lets you travel there. Each dungeon plays out as a series of interlinked rooms filled with enemies, puzzles, keys, and switches. However, what sets these dungeons apart is their unique environmental gimmicks. One may feature gusts of wind that alter your movement, another might rely on traps like rolling pins. While these ideas sound intriguing, their actual implementation is frustratingly shallow. These mechanics often require backtracking to manipulate specific objects, which are limited to certain rooms. Rooms don’t have any visual clues on what you can find there, but there is an overall treasure counter that lets you know when a dungeon is completely cleared out. Enemies don’t drop coins or gear, just health-restoring feathers. These can also be found in destructible pots and objects scattered throughout. Treasure chests, however, are where the real upgrades lie. These often contain special feathers that extend your health bar, materials to permanently boost your bullet count or sword damage, and trinkets that provide gameplay perks. These can range from a shotgun blast that fires all bullets at once to more damage. While all of this sounds fairly solid, the game’s biggest misstep lies in its combat design. Simply put, it’s the weakest part of the experience. The lack of invincibility frames when taking damage, combined with knockback and contact damage from enemies, results in cheap and frustrating deaths. Enemy-filled rooms and boss arenas are often overcrowded with environmental hazards like spikes and holes. You can find yourself stun-locked and juggled between enemies and traps until you’re out of health. Thankfully, the checkpoint system is fairly generous and enemies don’t respawn (unless you quit the game or rest at the elevator). Dying respawns you at the entrance of the room you perished in, which makes repeated attempts less punishing. Still, this doesn’t fully alleviate the pain of being knocked into a pit just before solving a puzzle or beating a tough enemy.
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Concurrent players on Steam, sampled daily since tracking started.
Wow, surprised I'm the first review for this one. I've only been playing this for an hour so it's more first impressions, but it's very cool and enjoyable so far. I found a link to this on Twitter/X, and glad I did. It basically plays like 2-D Zelda with a bit of a creepy vibe. Music is good. Fighting monsters is a challenge and feels good when you clear them out, and the puzzles are enjoyable. At least based on what I've played so far, I can definitely recommend this to someone who enjoys the gameplay of Zelda games like Link To The Past, except you're basically just thrown into the dungeon and there isn't going around talking to characters, which I find nice, I like just getting thrown into the action. I might update this once I'm finished with it but it looks like it needs reviews. Oh and it works great on Steam Deck, that's where I'm playing it from.
Oyun çok güzel gerek bumacaları gerek animasyonları çizim tarzı yapanın ellerine sağlık tek sorun zindanlardaki düşmanlar bize göre çok güçlü kalıyor.
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