Tyro and Sylvie live at the edge of Whisperwood. Nothing about that afternoon is dangerous yet.
A plague moves through Whisperwood and twists it. You go in as Tyro, one field mouse with a blade, to find the thing that did this.
Tyro carries two meters. Health is his body. Sanity is his hold on what is real. Damage takes from both, so a fight you win badly still costs you the ground you walk on.
When health hits zero Tyro does not die. He slips into a Fugue State and wakes at the last Safe Haven he found, with sanity restored.
A cracked mind is not only a cost. Parts of Whisperwood are built for it.
Methodical combat, a forest that tells its own story without stopping to explain it, and endings that depend on how much of Tyro's mind is still his.
We went quiet on this one for a while, and players deserved better than that. The demo didn't feel the way it should have, so we're rebuilding it around the feedback. The goal is a new demo by the end of the year.
The full story is on the devlog, and the work will show up there as it happens. A wishlist still costs you nothing, and it is how Steam tells you the moment the new demo lands.
Wishlist on Steam →Double opt-in, unsubscribe any time, and the devlog shows the work either way.
Surf the dark, build momentum, and smash a path across ten zones. The demo is out.
Play the demo → Prequel, 24 pagesTyro and Sylvie before the forest turned. A standalone story, digital or in print.
Read issue one → The studioTurtlevania Games. See the rest of what is in the workshop.
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