
1st chapter of "Zefyr: A Thief's Melody". In a colorful archipelago, play as a young thief studying at the Guild. Investigate kidnappings, steer clear of roaming pirates or fight them. Sail the ocean on a cute turtle and climb on every island. Cure sick animals and reveal the truth.
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1st chapter of "Zefyr: A Thief's Melody". In a colorful archipelago, play as a young thief studying at the Guild. Investigate kidnappings, steer clear of roaming pirates or fight them. Sail the ocean on a cute turtle and climb on every island. Cure sick animals and reveal the truth.
"Zefyr: Prologue" contains the first chapter of "Zefyr: a Thief's Melody". It's a tribute to old adventure games like "Beyond Good & Evil" and "Zelda Windwaker"; it features exploration, dialogs, fights, puzzles, collectibles and huge Boss battles, all wrapped in a colorful world with a contemplative and feel-good atmosphere.

Run, jump, and climb wherever you want, travel between islands on a turtle, and discover a colorful open world!

Be it pirates, guards, robots or other thieves, you'll face many challenges during your missions. You are free to play sneakily or go straight to confrontation. But choose carefully!

During your journey, you'll find ancient Guardians. Some will block your path, others will be well hidden. Will you be able to bring back peace to these giant creatures?

Look for sick animals and cure them with fruits! Collect flowers, discover lost paintings... Many side quests await you in this feel-good world. Will you find them all?

Freely explore a colorful open world.
Learn various skills: climbing, stealth, fighting, bow, bombs, grapple and much more!
Confront or avoid pirates, guards and robots.
Cure sick animals all over the world.
Collect gemstones, paintings and flowers.
Defy giant Guardians during epic battles.
Discover cute and funny characters.
Save the world! Er no, I mean "be a true hero!" Er no, I mean "help your sister." Well, you have to start somewhere, kid...
Oh, yeah! And ride a cute turtle! But I guess you already got that from the picture.

Hi there! I'm Mathias and I've been creating video games since I was a child. I love coding, playing music and drawing. So what's better than creating a video game to do all of this at the same time? I do everything alone because I love every part of it and I'm a curious guy who likes to know how it works! I hope you'll like it :)
If you want to support me or learn more, don't hesitate to check out my website, where you can find all the links to social media, my dev blog and other stuff. Thank you so much!
Stats
Languages: English, French, Spanish - Spain, Simplified Chinese, Portuguese - Brazil
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Lorsqu'atteindre la fin d'un prologue engendre une réelle déception, en nous laissant sur notre faim, c'est bon signe... Sans miser sur des graphismes à vous déboîter la mâchoire, Zefyr réussit à charmer le joueur d'emblée grâce à ses parti-pris consensuels. Ses environnements d'abord, présentent des îles ensoleillées et des personnages aux traits mangaesques, un cadre qui évoque sans conteste l'univers coloré de One Piece - une impression renforcée par la présence de bateaux, coffres et autres pirates à rayures. Ses mécaniques de jeu ensuite, car notre héros peut se battre facilement mais aussi se mouvoir avec aisance, profitant de compétences séduisantes autant qu'usuelles (sauts dirigeables, escalade de toute paroi, absence de dégâts de chute). Ce prologue constitue une belle promesse, en esquissant les contours d'un jeu à l'univers plaisant, propice à l'exploration et aux quêtes variées en toute détente, le sourire aux lèvres, car rien ne se veut punitif grâce à une sauvegarde continue de votre progression et une difficulté qui semble contenue. J'attends désormais le jeu complet avec une certaine impatience. À signaler : - Les combats sont éventuellement un peu longuets, de nombreux coups de bâton étant requis pour venir à bout d'adversaires qui ne ripostent guère. Cela contraste avec l'unique coup nécessaire pour mettre KO un ennemi quand on frappe par derrière. - Le thème musical principal n'est pas désagréable mais demeure un tantinet trop "MIDI-esque" pour mes exigeantes esgourdes. - Les succès se récoltent aisément en collant à l'image zen du jeu. C'est appréciable. - Les options techniques sont encore un peu limitées. J'ai tenté de restreindre les FPS à 100 ou moins sans succès : mon écran 21/9 (parfaitement pris en charge) cherchait continuellement à atteindre les 144 FPS. - Si l'Azerty est forcément géré (normal pour un jeu développé par un français), on ne peut pas paramétrer l'usage de la molette pour sauter. - J'ai remarqué (au moins ?) deux fautes dans les sous-titres en anglais : "[i]without further ado[/i]" au lieu de "[i]without further do[/i]" et "[i]the guild sends your contact[/i]" au lieu de "[i]the guild sent your contact[/i]" (il s'agit d'une action passée).
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A Beautifully Atmospheric Experience It's a captivating and mysterious journey that instantly pulled me in with its haunting visuals and immersive sound design. The atmosphere is rich, the storytelling subtle but impactful, and it left me genuinely curious about what’s to come in the full game. It’s a short experience, but one that sticks with you. Highly recommended for fans of narrative-driven exploration games!
This was a fun little Zelda-like game, and I have to say that for a project made by just one developer, it’s incredibly impressive. However, while there’s clear passion behind this game, there are also a lot of flaws that hold it back. It’s hard to give it a completely positive or completely negative review, but I’m going to err on the side of negative because the issues really impact the overall experience. • Choppy Animation Transitions The animations in the game feel very "programmed" and lack smooth transitions. For example, when running up a wall and reaching the top, the character immediately snaps into position without any fluidity. This issue appears throughout the game, making movement and actions feel stiff and robotic, as if one animation abruptly flips to the next. It lacks the polish and natural flow you’d expect in a game with refined animation. • Movement Feels Sluggish Running is slow and tedious, and there’s no way to move faster. Rolling would be a great addition, especially since the roll animation already exists—it’s triggered every time you jump. However, the roll isn’t used for movement, making traversal in the open world feel unnecessarily slow. • Stiff Jumping Animations Jumping, especially when going downwards, feels awkward. The character drops directly down in place, slowly and stiffly, like a rock, with no sense of fluidity. It looks very unnatural and "programmed," which detracts from the overall immersion. • No Compass or Compass Markers The game doesn’t have compass markers, so you have to constantly rely on the in-game menu map to figure out where you’re going. This adds a layer of tedium to exploration that could easily be solved with directional markers in the world. • No Ledge Grabbing It feels like ledge grabbing should be a standard mechanic in a game like this, but it’s completely absent. This makes platforming sections feel a bit clunky and frustrating. • Poor Enemy AI Enemy behavior is inconsistent and unpolished. For example, in a stealth area, enemies just show a green laser beam to "spot" you—a literal solid green line out of their faces—but the system doesn’t make sense. At one point, I was standing on a ledge above an enemy, and it kept circling below me as if trying to grab me, completely unaware that I wasn’t even on the same level. Moments like this make the game feel unintentionally comical and break immersion. I understand this was made by a solo developer, and I genuinely applaud the effort—it’s not an easy feat to create a game, especially an open-world one. That said, calling this a finished product feels premature. The game is unpolished, janky, and stiff in ways that really hinder the fun. With more refinement, I could see this being something special, but in its current state, it’s hard to recommend. I didn’t touch much on the story, which was fine for what it is. However, even with the incredible ambition of creating an open-world game as a solo developer, I can’t say I would play the full game. I love Zelda-likes, but this feels unpolished and unfinished, almost like something from the GameCube era in terms of AI, programming, and overall design. If the game were more focused and polished, I could see it contending with the likes of **Immortals Fenyx Rising** in terms of enjoyment. But as it stands, it feels more like a tech demo or proof of concept rather than a fully realized experience.
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Super entrée en matière, une petite ambiance sympa qui donne envie d'explorer de prendre son temps. C'est très polish et détente, on veut le suite !
I like it, simple, beautiful and fun. I hope the final release is better optimized, it has almost the same performance in the highest settings as in the Gamecube mode (the lowest settings).
good game :D ⣿⣿⣿⣿⣿⣿⣿⣿⡿⠿⠛⠛⠛⠋⠉⠈⠉⠉⠉⠉⠛⠻⢿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡿⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⢿⣿⣿⣿⣿ ⣿⣿⣿⣿⡏⣀⠀⠀⠀⠀⠀⠀⠀⣀⣤⣤⣤⣄⡀⠀⠀⠀⠀⠀⠀⠀⠙⢿⣿⣿ ⣿⣿⣿⢏⣴⣿⣷⠀⠀⠀⠀⠀⢾⣿⣿⣿⣿⣿⣿⡆⠀⠀⠀⠀⠀⠀⠀⠈⣿⣿ ⣿⣿⣟⣾⣿⡟⠁⠀⠀⠀⠀⠀⢀⣾⣿⣿⣿⣿⣿⣷⢢⠀⠀⠀⠀⠀⠀⠀⢸⣿ ⣿⣿⣿⣿⣟⠀⡴⠄⠀⠀⠀⠀⠀⠀⠙⠻⣿⣿⣿⣿⣷⣄⠀⠀⠀⠀⠀⠀⠀⣿ ⣿⣿⣿⠟⠻⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠶⢴⣿⣿⣿⣿⣿⣧⠀⠀⠀⠀⠀⠀⣿ ⣿⣁⡀⠀⠀⢰⢠⣦⠀⠀⠀⠀⠀⠀⠀⠀⢀⣼⣿⣿⣿⣿⣿⡄⠀⣴⣶⣿⡄⣿ ⣿⡋⠀⠀⠀⠎⢸⣿⡆⠀⠀⠀⠀⠀⠀⣴⣿⣿⣿⣿⣿⣿⣿⠗⢘⣿⣟⠛⠿⣼ ⣿⣿⠋⢀⡌⢰⣿⡿⢿⡀⠀⠀⠀⠀⠀⠙⠿⣿⣿⣿⣿⣿⡇⠀⢸⣿⣿⣧⢀⣼ ⣿⣿⣷⢻⠄⠘⠛⠋⠛⠃⠀⠀⠀⠀⠀⢿⣧⠈⠉⠙⠛⠋⠀⠀⠀⣿⣿⣿⣿⣿ ⣿⣿⣧⠀⠈⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠟⠀⠀⠀⠀⢀⢃⠀⠀⢸⣿⣿⣿⣿ ⣿⣿⡿⠀⠴⢗⣠⣤⣴⡶⠶⠖⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⡸⠀⣿⣿⣿⣿ ⣿⣿⣿⡀⢠⣾⣿⠏⠀⠠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠛⠉⠀⣿⣿⣿⣿ ⣿⣿⣿⣧⠈⢹⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⣿⣿⣿⣿ ⣿⣿⣿⣿⡄⠈⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣴⣾⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣧⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣷⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣦⣄⣀⣀⣀⣀⠀⠀⠀⠀⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡄⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠀⠀⠀⠙⣿⣿⡟⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠀⠁⠀⠀⠹⣿⠃⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⡿⠛⣿⣿⠀⠀⠀⠀⠀⠀⠀⠀⢐⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⠿⠛⠉⠉⠁⠀⢻⣿⡇⠀⠀⠀⠀⠀⠀⢀⠈⣿⣿⡿⠉⠛⠛⠛⠉⠉ ⣿⡿⠋⠁⠀⠀⢀⣀⣠⡴⣸⣿⣇⡄⠀⠀⠀⠀⢀⡿⠄⠙⠛⠀⣀⣠⣤⣤⠄
Kinda reminds me of Zelda in a kind of way and It gives off the rpg vibe
Prometteur Un équilibre parfait entre Zelda classic/bótw et Bge on peut faire le jeu comme on nous l'a tracer ou se cassé la tête pour trouver le sien grâce à la palette de mouvement et casser le jeu!
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.