Compara los precios de ARIDA: Backland's Awakening en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Aoca Game Lab. Publicado por Aoca Game Lab. Lanzado el 15/8/2019. Disponible en PC, Linux. Géneros: Adventure, Casual, Indie, RPG, Free To Play.

A two-hour window into 19th-century Brazilian sertao that most Western players will never see anywhere else - quiet, handcrafted, and honest about what it is.

My first reaction to ARIDA was gratitude, which is not something I say about many free-to-play games. Aoca Game Lab, a small studio out of Salvador, Brazil, built this as their debut release, and the specificity of care they put into a setting that the rest of the games industry has barely acknowledged is the entire reason to show up. You play as Cicera, a young girl navigating a punishing drought in the 19th-century Brazilian backlands, keeping herself and her aging grandfather alive long enough to find her parents on the other side of a sun-scorched horizon. The mechanics are light but deliberate. You carry a machete to clear paths and a hoe to dig for water, and you need grindstones to keep both tools usable - blunt equipment fails you fast. Food sources in the world regenerate; water does not. That asymmetry is a quiet design choice that mirrors the real stakes of drought survival without turning the game into a punishing resource sim. Village elders hand out quests that trade supplies for progress, and a handful of regional crafting recipes let you process the local flora into something edible. None of this is mechanically complex, and it was never meant to be. What it is, is atmospheric scaffolding that keeps you moving through a world that clearly had people behind it who cared about getting the textures of that specific place right. The visuals carry a low-poly warmth that reviewers have compared to early-era 3D adventure games - slightly dated, immediately charming. The soundtrack does more heavy lifting than you might expect; it shifts the whole feeling of the backland from hostile to melancholy to quietly hopeful in a way that sneaks up on you. Collectible objects scattered across the world flesh out local legends, and finding them is more about curiosity than checklist completion. The whole thing runs about two hours on a first playthrough, with a shorter pass possible if you are chasing achievements. Speaking of achievements: some have had unlock bugs reported by players, worth knowing before you invest a second run in completionism. The keyboard-and-mouse controls are the game's roughest edge on PC. The developers recommend a controller, and that recommendation should be taken seriously - movement in particular feels designed around thumbsticks, not a mouse. If you sit down at a keyboard expecting a polished port, you will notice the friction. That said, the friction is manageable, and none of it breaks the experience the way a crashed narrative beat would. This is planned as the first chapter of a trilogy, and it reads like one - an opening act that establishes a world and a character rather than a complete arc. If you need narrative closure in a single sitting, that context is worth having before you start. But if you value the kind of small game that knows exactly what it wants to say and where it wants to put you for two hours, ARIDA earns that time. It is the kind of release I wish got covered more: rooted in a real place, built by a team that believed the subject matter was worth the effort, and freely available to anyone curious enough to download it. Kai, Scout Team

ARIDA: Backland's Awakening

ARIDA: Backland's Awakening

15 ago 2019Aoca Game Lab
GamerScout opina

A two-hour window into 19th-century Brazilian sertao that most Western players will never see anywhere else - quiet, handcrafted, and honest about what it is.

PCLinux
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Acerca de ARIDA: Backland's Awakening

My first reaction to ARIDA was gratitude, which is not something I say about many free-to-play games. Aoca Game Lab, a small studio out of Salvador, Brazil, built this as their debut release, and the specificity of care they put into a setting that the rest of the games industry has barely acknowledged is the entire reason to show up. You play as Cicera, a young girl navigating a punishing drought in the 19th-century Brazilian backlands, keeping herself and her aging grandfather alive long enough to find her parents on the other side of a sun-scorched horizon. The mechanics are light but deliberate. You carry a machete to clear paths and a hoe to dig for water, and you need grindstones to keep both tools usable - blunt equipment fails you fast. Food sources in the world regenerate; water does not. That asymmetry is a quiet design choice that mirrors the real stakes of drought survival without turning the game into a punishing resource sim. Village elders hand out quests that trade supplies for progress, and a handful of regional crafting recipes let you process the local flora into something edible. None of this is mechanically complex, and it was never meant to be. What it is, is atmospheric scaffolding that keeps you moving through a world that clearly had people behind it who cared about getting the textures of that specific place right. The visuals carry a low-poly warmth that reviewers have compared to early-era 3D adventure games - slightly dated, immediately charming. The soundtrack does more heavy lifting than you might expect; it shifts the whole feeling of the backland from hostile to melancholy to quietly hopeful in a way that sneaks up on you. Collectible objects scattered across the world flesh out local legends, and finding them is more about curiosity than checklist completion. The whole thing runs about two hours on a first playthrough, with a shorter pass possible if you are chasing achievements. Speaking of achievements: some have had unlock bugs reported by players, worth knowing before you invest a second run in completionism. The keyboard-and-mouse controls are the game's roughest edge on PC. The developers recommend a controller, and that recommendation should be taken seriously - movement in particular feels designed around thumbsticks, not a mouse. If you sit down at a keyboard expecting a polished port, you will notice the friction. That said, the friction is manageable, and none of it breaks the experience the way a crashed narrative beat would. This is planned as the first chapter of a trilogy, and it reads like one - an opening act that establishes a world and a character rather than a complete arc. If you need narrative closure in a single sitting, that context is worth having before you start. But if you value the kind of small game that knows exactly what it wants to say and where it wants to put you for two hours, ARIDA earns that time. It is the kind of release I wish got covered more: rooted in a real place, built by a team that believed the subject matter was worth the effort, and freely available to anyone curious enough to download it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Brazilian SettingHistorical NarrativeThird-Person ExplorationController RecommendedShort CompletableResource Management LiteTrilogy Chapter One

Requisitos del sistema

Mínimos

OS
Windows 8
Memory
6 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GeForce GTX750 TI
Processor
Dual Core Processor, 2.6 GHz

Recomendados

OS
Windows 11 or higher
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GeForce GTX1060 4GB or higher
Processor
Intel Core i5 2.6 GHz or higher

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Información del juego

Desarrolladora
Aoca Game Lab
Distribuidora
Aoca Game Lab
Fecha de lanzamiento
15 ago 2019

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¿En qué plataformas está disponible ARIDA: Backland's Awakening?

ARIDA: Backland's Awakening está disponible en PC, Linux.

¿Cuándo se lanzó ARIDA: Backland's Awakening?

ARIDA: Backland's Awakening se lanzó el 15 de agosto de 2019.

¿Quién desarrolló ARIDA: Backland's Awakening?

ARIDA: Backland's Awakening fue desarrollado por Aoca Game Lab.