
CLOSE YOUR EYES. BECOME A WARRIOR: Feel your enemy’s rasping breath; a foot shifts on swampy ground; the crack of steel on wooden shield. The Vale is an audio based action adventure that sets out to breathe new life into medieval combat and fantasy narrative.
Modeled estimate, not a reported figure. How we estimate →
About

Genres
Sums Steam only; PlayStation, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 385reviews | 97% | — | $159.5K |
| $19.99 | 27ratings | 92% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
being blind sucks
I am not blind, but the experience of this game was very unique. Being forced to listen like this was very interesting. The story, characters and voice acting are all quite good and make it worth playing already.
First of all, I am not visually impaired and I have no problem with my hearing ability. You would think that wouldn't be an issue, but sadly it was. I clearly heard the accents and their names and could pinpoint where they are from. That sadly [b]spoiled a whole reveal[/b] for me! The story itself had good moments, but it was overall very weak. I could explain every single plot point of this game in a matter of a few sentences! Surely, you could have done more with it, maybe even played with different endings! Also, perhaps I lack understanding of how audio design works, but [b]why wasn't music and sound separated?[/b] Why can I not turn down the music at all? Especially later on in the story, you will have several enemies, who will all scream in your ears while the music simultaneously blasts away too! Now try to listen for the window when you're supposed to hit the enemy. The characters themselves didn't really have that much of a development. I mean, how were they supposed to grow when characters were only given a few lines? This directly influenced the effect of the ending. I thought the developers were playing a prank on me. This cannot be it! Emotional moments fell flat. [spoiler]The supportive uncle that she had to fight against, her younger brother who wouldn't listen to her, and the shepherd who just turned away and went back home??? I actually believed they would marry! Talk about being baited...![/spoiler] It is such a letdown, especially so because all those issues [i]could have been so easily fixed![/i] It really could have been a sick audio novel with action-based gameplay and great characters, but it ultimately was [b]just nothing at all[/b].
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $19.99 |
| — |
| — |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The Vale: Shadow of the Crown is a rare and quietly powerful game that challenges one of the medium’s most basic assumptions: that sight is the primary way we engage with virtual worlds. Developed by Falling Squirrel in collaboration with Creative Bytes Studios and published by Falling Squirrel Inc., the game builds its entire identity around sound, spatial awareness, and embodiment. Rather than treating accessibility as a secondary feature, The Vale is designed from the ground up to be fully playable without vision, placing the player in the role of a blind protagonist and asking them to experience the world exactly as she does. The story follows a young noblewoman who has lived her life in isolation due to her blindness, sheltered within a keep while war rages beyond its walls. When catastrophe strikes and she is forced to flee into the dangerous valley known as the Vale, the journey becomes both a physical quest for survival and an emotional exploration of independence, fear, and self-worth. The narrative is delivered entirely through voice acting, ambient sound, and environmental cues, creating an unusually intimate connection between player and protagonist. Because there are no visual shortcuts, every conversation, threat, and moment of calm must be interpreted through tone, direction, and proximity, making the storytelling feel personal and grounded rather than cinematic. Gameplay in The Vale is built around sophisticated 3D spatial audio that replaces traditional visual feedback. Movement through environments relies on subtle sound cues such as footsteps echoing differently on stone or grass, wind direction hinting at open spaces, and distant noises guiding exploration. Combat is similarly audio-driven, with enemies announcing themselves through breathing, armor clatter, or weapon sounds that allow players to judge distance and direction. Attacking, blocking, and dodging become acts of listening and timing rather than visual reaction, transforming combat into a rhythmic exchange that feels tense, deliberate, and surprisingly physical. Despite its unconventional presentation, The Vale incorporates many familiar action RPG elements. Players can equip different weapons, such as swords or bows, each with distinct audio signatures and combat rhythms. Shields, positioning, and stamina management all play important roles, and encounters gradually increase in complexity as multiple enemies attack from different angles. Progression systems are straightforward but effective, reinforcing a sense of growth without overwhelming the player with abstract statistics. Because everything is communicated through sound and narration, even menu navigation and equipment management remain fully accessible and consistent with the game’s core philosophy. What makes The Vale particularly striking is how it reframes immersion. By removing detailed visuals, the game forces players to actively imagine the world, often resulting in a stronger sense of presence than many graphically rich titles achieve. Forests feel dense and threatening because of rustling branches and distant animal calls, while towns feel alive through layered conversations, footsteps, and background activity. Music is used sparingly but effectively, enhancing emotional beats without overpowering the soundscape. The result is a world that feels vivid not because it is seen, but because it is heard and felt. Accessibility is not simply a technical achievement here, but a narrative and mechanical statement. The Vale was developed with extensive input from blind and visually impaired players, and it succeeds in offering an experience where accessibility does not dilute challenge or artistic intent. Sighted players are not given advantages, and visually impaired players are not offered a compromised version of the game. Everyone engages with the same systems on equal footing, which is a rare and commendable accomplishment in game design. There are, however, limitations inherent to the approach. Players accustomed to fast-paced visual action may initially struggle with the slower, more deliberate rhythm, and the reliance on audio means that good headphones and a quiet environment are essential. Some encounters can feel demanding until players fully adapt to interpreting sound cues, and those expecting traditional spectacle may find the minimal visuals austere. Yet these constraints are part of the game’s identity, not flaws in execution. Ultimately, The Vale: Shadow of the Crown stands as a landmark example of how games can expand their expressive and experiential range. It is not simply notable because it is accessible, but because it is thoughtfully designed, emotionally resonant, and mechanically coherent on its own terms. By trusting sound as its primary language, The Vale offers a deeply immersive adventure that encourages patience, attention, and empathy. For players willing to meet it on its own terms, it delivers an experience that is both innovative and profoundly human, reminding us that seeing is only one way to understand a world. Rating: 9/10
A truly one-of-a-kind experience. It opens your ears in ways you don’t expect, inviting your mind to vividly construct the world around you. A powerful glimpse into life without sight.
+1 有成就 没中文 幽谷:王权之影 《幽谷:王权之影》是一款纯音频动作冒险游戏,你将扮演一位双目失明的冒险者。 游戏特色 超过 5 小时游戏时长 专业 3D 音频带来极强沉浸体验 含 RPG 元素的动作冒险:可选择装备、玩法、魔法、伙伴与任务 情感饱满的剧情、优质音效与配音 完全支持视障玩家 建议佩戴耳机体验 故事背景 当你的兄长登上王位,你被任命为王国边境一座小城堡的守护者。你天生失明,童年大多在庇护中度过,这次流放对你而言,反而是一场难得的冒险。 在前往城堡的途中,你的队伍遭到庞大入侵军袭击。你孤身身陷敌境,必须搜集物资、寻找盟友,在漫长而凶险的归途中艰难求生。 回家之路,要穿过一片幽暗曲折的山谷 —— 人们只称它为幽谷。这里埋藏着这片土地最黑暗的秘密,其中也包括关于你家族过往的惊人真相。
I am sighted, but loved this game! It's innovative and has an engaging story and interesting characters. Would love a sequel and more games in this vein!
Very cool gaming experience. Designed from the ground up for the visually impaired, this manages to weave intuitive gameplay, an ok story, and some pretty great voice acting into a package you don't need to see to believe. I would recommend trying this out just for a different way of looking at games.
It was quite a challange to play it on 1.2 speakers (left one barely works), but it was well worth it. While I played other sound only games, it was the first that I finished or even went beyond the tutorial really and I'm glad as it's become one of my favorite games. Hopefully we can hear some more from Alex's stories in the future The gameplay is alright, but when you stop at the wall, bush or whatever the boundry is, you should just slide along it instead of making full stops, the walls feel irregular and like magnets, which makes looking for merchants and side quests little bit more tedious once you're in the vicinity and exploring the caves specifically harder for no reason. What it makes up with is solid fights, as even if nothing fancy, are balanced, different from the usual button spam of visual crawlers and feel meaningful. Which leads us to the best part in my opinion, the story, while not really the most complex or revolutionary, it feels real, portrays the struggles of the princess and the peasants quite well, gives us a moral dilemma or two and few choices for the paths (I didn't check how different they are and don't plan on doing it but it's nice that they are there). Sometimes it gets a little bit too theatrical and stiff (partially due to how voice actors talk at times) but it's decent lenght and didn't bore me, I was actually quite invested since mid section and toward the end, as only the beginning was making me reconsider if I should continue. I wish there would be few more options for the skill progression and they were more clear in how much do they scale or the cost etc but as they don't play that big of a deal in being able to finish the game or any side content, I'd say it's not big of a deal. PS. I hate the bees
Masterpiece which needs to be played for everyone who love videogames as a culture. Great story, unique gameplay.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $43.8K | 104 | 46% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $0 | 12 | 58% | Free | |
| $46.8K | 237 | 80% | $10.14 | |
| $97.7K | 149 | 66% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $159.5K | 384 | 73% | $14.99 | |
| $159.5K | 996 | 56% | $8.99 | |
| $159.5K | 280 | 73% | $15.99 | |
| $159.5K | 560 | 88% | $15.99 | |
| $159.6K | 997 | 59% | $4.99 | |
| $159.5K | 430 | 68% | $19.99 |