
Second part of worm adventures and walking simulation and survival game as player worm and mission to find stars and avoid traps in this third person game in ruined land
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About
Second part of Worm adventures. Player character is worm who can walk and jump. Game is third person adventure and walking simulation where worm mission is to find 6 stars to get steam achievements. Stars are hidden in ruins and forest land. So try to find all stars and earn achievements in this third person adventure and walking game. Beware traps like moving spikes and other deathly traps. There is also checkpoints when player dies he respawn to last checkpoint.
Open ruined world
Avoid traps like spikes and moving spike traps
Collect 6 stars to get steam achievements
Checkpoints
3rd person short platformer and simulation game
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
Reviews
Everybody's favorite worm is back, this time he finds himself inside ruins and he is on a mission to gather 6 stars. The game takes about 10-15 minutes to 100%. The traps seem to be easier to avoid than in the previous installment and the map is a little bigger, though a lot of the space is filled with missing textures and since there are no indicators where you're supposed to go, you might end up in one of those spots and softlock the poor worm. Pressing R doesn't put you in the nearest checkpoint, instead you'll be teleported to the start so keep that in mind.
[h3]Червячок хочет звёздочек в руинах[/h3] Кривая и лагающая игра где нужно отыскать 6 звёзд. Некоторые получится взять не с первого раза, но в целом проходится без сложностей. [h3][b][url=store.steampowered.com/curator/31925504] Игровая аналитика от mkabatsky [/url][/b][/h3]
Worm in Ruins, developed by Kendall Studios and published by Valkeala Software, is a small-scale indie exploration platformer that embraces minimalism in both concept and execution. The premise is delightfully peculiar: you take control of a simple worm navigating through a quiet world of crumbling ruins, scattered hazards, and natural landscapes reclaimed by time. Rather than leaning on narrative exposition or elaborate worldbuilding, the game focuses almost entirely on atmosphere and exploration, inviting players to move at an unhurried pace while searching for six hidden stars that serve as its primary objectives. This stripped-down structure defines the entire experience, making it less about progression in a traditional sense and more about the journey of carefully traversing its environments. From a gameplay perspective, Worm in Ruins is built around straightforward third-person movement and light platforming. The worm’s mobility is intentionally modest, emphasizing deliberate positioning and awareness of terrain. Jumps require a bit of precision, especially when navigating uneven surfaces or avoiding environmental hazards such as spikes and moving obstacles. While the mechanics are not deep in terms of complexity, they demand attentiveness. The world is dotted with checkpoints, preventing frustration from building too heavily when a mistimed jump results in failure. This approach keeps the difficulty mild but present, ensuring that the exploration remains engaging without becoming punishing. The collectible stars are hidden across the map in places that encourage players to fully survey their surroundings, rewarding curiosity and patience rather than speed or technical mastery. Visually, the game adopts a muted and somewhat rustic aesthetic that aligns with its theme of decay and solitude. The ruins themselves are not densely detailed, but they convey a sense of abandonment through their weathered textures and sparse design. Trees and natural elements frame the environment, creating the impression of a forgotten world slowly overtaken by nature. The overall presentation feels intentionally modest; this is not a game aiming for cutting-edge visuals, but instead one that relies on simplicity to establish mood. The subdued color palette and quiet ambiance contribute to a contemplative atmosphere, one that feels almost meditative as you guide your unlikely protagonist across broken stone paths and through silent clearings. There is very little in the way of story or explicit context, which may divide players. Some will appreciate the absence of narrative handholding, interpreting the silence as an opportunity to project their own meaning onto the setting. Others may find the lack of direction or lore leaves the experience feeling somewhat empty. Worm in Ruins is not concerned with dramatic stakes or character development; its identity rests in being a compact, self-contained exploration challenge. In many ways, it resembles a collectible-focused walking simulator with light platforming elements rather than a traditional adventure game. The limited scope means that it does not overstay its welcome, but it also means that players expecting layered systems or evolving mechanics may feel that the experience concludes just as it begins to settle into a rhythm. Despite its simplicity, there is a certain charm to the concept of inhabiting such an unassuming creature in a desolate environment. The unusual protagonist adds a layer of novelty, and the act of carefully inching through ruins as a worm gives the game a quiet distinctiveness among more bombastic indie releases. The focus on finding all six stars creates a clear goal, and completionists will find satisfaction in methodically combing the landscape until every collectible has been secured. The game’s modest scale also makes it approachable for players looking for a short, low-commitment experience that can be completed in a single sitting without overwhelming mechanics or narrative complexity. Ultimately, Worm in Ruins stands as a niche but sincere indie project. It does not attempt to revolutionize the platforming genre or deliver a sweeping epic; instead, it offers a calm, focused exploration of space, movement, and discovery through the eyes of an unlikely hero. Its appeal lies in its tranquility and straightforward design philosophy. Players who value atmosphere, collectible hunting, and unhurried exploration will likely appreciate what it offers, while those seeking depth, challenge escalation, or strong storytelling may find it too sparse. As a compact and contemplative experience, however, it succeeds in delivering a quietly memorable journey through forgotten ruins, proving that even the smallest protagonist can anchor a thoughtful adventure. Rating: 5/10
Nice Walking Simu - 3D Platformer - Adventure. Unfortunately camera-angles are a bit challenging. Easy Achievements, 100% / ~25min.
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