Compara los precios de Vidar en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Razbury Games. Publicado por Razbury Games. Lanzado el 14/6/2017. Disponible en PC, Mac, Linux. Géneros: Adventure, Indie, RPG.

A one-person RPG that uses your grief against you: the moment you start caring about a villager, the beast takes them. Compulsively replayable and quietly devastating.

I've played through Vidar twice now, and both times I walked away feeling something close to genuine loss, which is a strange thing to admit about a pixel-art puzzle game built in RPG Maker. That reaction is exactly what solo developer Dean Razavi was chasing. He quit a litigation career to make this, and you can feel the intentionality in every system. This is not a game that stumbled into being interesting; it was architected to hurt you in a specific, considered way. The setup is austere: you are the Stranger, stranded in a snowbound village with 24 remaining inhabitants and 24 days before everyone is dead. A Beast lives beneath the town in a labyrinthine cave, and it takes one villager each night at random. The genius, and the cruelty, is in how tightly the townsfolk are woven together. The blacksmith, the alchemist, the priest, the innkeeper: every one of them has relationships, dependencies, and cascading reactions to every other death. Lose the blacksmith's apprentice early and she pivots to different quests; lose the blacksmith herself and those two surviving NPCs react to fill the void in their own way. Quests lock off. Item chains break. The village you explore on run two is not the village you explored on run one, even if you try to make identical choices, because the randomised death order rewrites the social fabric every time. Gameplay alternates between free time in town, where you talk to survivors and absorb quest hooks, and timed runs into the cave dungeon, where you have roughly ten minutes to push as deep as you can before night falls and the Beast claims its next victim. The cave itself splits into four distinct biome zones, each with its own puzzle logic: ice floors that send you sliding, switch-and-lever sequences, light pillar mechanics in the dark cave section. None of these are combat; there is no leveling, no random encounters, no stat grinding. The puzzles draw from a randomised bank of hundreds of hand-designed rooms, so even the dungeon layout reshuffles between playthroughs. Think Zelda's environmental logic filtered through the bleakest possible context. The visual cues borrow from Squaresoft-era SNES aesthetics, all expressive pixel sprites bundled against the cold, snow drifts accumulating on stoops, footprints fading in real time. The soundtrack carries that same haunting restraint: spare, wintry, the kind of score that makes silence feel intentional. The honest criticisms are real ones. The map shows NPC locations but does not mark your own position, which makes early navigation genuinely cumbersome. There is no quest log, so keeping track of who asked you for what requires actual memory or note-taking. A mandatory introductory sequence repeats on every new run and cannot be skipped, which gets wearing fast. And a small but vocal subset of players found some puzzle solutions opaque enough to stall progress entirely. For a game designed around replay, that tutorial friction is a noticeable cost. Bug reports from the early-access window were addressed quickly by Razavi, and the full 1.0 release cleaned up the worst offenders, but the community remains small enough that detailed walkthroughs are thin. Who is this for. Players who want to feel the weight of an NPC death. Players who love the Majora's Mask-style urgency loop without combat. Anyone who has thought about what grief actually does to a community rather than just a protagonist. A single run takes three to four hours; the randomised systems give it genuine legs across multiple playthroughs. If you need a quest journal, a skip button, and clear map markers, those absences will sand against you throughout. But if you are willing to work with the grain of a small, handcrafted thing that knows exactly what it wants to say, Vidar will stick with you longer than games ten times its size. Kai, Scout Team

Vidar

Vidar

14 jun 2017Razbury Games
GamerScout opina

A one-person RPG that uses your grief against you: the moment you start caring about a villager, the beast takes them. Compulsively replayable and quietly devastating.

PCMacLinux
Steam Deck Verified
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.44

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€1.446 Jun 2026
Keyshops
€1.32€1.40€1.48€1.566 Jun12 Jun17 Jun23 Jun28 Jun
Tracking prices since 6 Jun 2026
Create alert

Capturas y multimedia

Captura

Acerca de Vidar

I've played through Vidar twice now, and both times I walked away feeling something close to genuine loss, which is a strange thing to admit about a pixel-art puzzle game built in RPG Maker. That reaction is exactly what solo developer Dean Razavi was chasing. He quit a litigation career to make this, and you can feel the intentionality in every system. This is not a game that stumbled into being interesting; it was architected to hurt you in a specific, considered way. The setup is austere: you are the Stranger, stranded in a snowbound village with 24 remaining inhabitants and 24 days before everyone is dead. A Beast lives beneath the town in a labyrinthine cave, and it takes one villager each night at random. The genius, and the cruelty, is in how tightly the townsfolk are woven together. The blacksmith, the alchemist, the priest, the innkeeper: every one of them has relationships, dependencies, and cascading reactions to every other death. Lose the blacksmith's apprentice early and she pivots to different quests; lose the blacksmith herself and those two surviving NPCs react to fill the void in their own way. Quests lock off. Item chains break. The village you explore on run two is not the village you explored on run one, even if you try to make identical choices, because the randomised death order rewrites the social fabric every time. Gameplay alternates between free time in town, where you talk to survivors and absorb quest hooks, and timed runs into the cave dungeon, where you have roughly ten minutes to push as deep as you can before night falls and the Beast claims its next victim. The cave itself splits into four distinct biome zones, each with its own puzzle logic: ice floors that send you sliding, switch-and-lever sequences, light pillar mechanics in the dark cave section. None of these are combat; there is no leveling, no random encounters, no stat grinding. The puzzles draw from a randomised bank of hundreds of hand-designed rooms, so even the dungeon layout reshuffles between playthroughs. Think Zelda's environmental logic filtered through the bleakest possible context. The visual cues borrow from Squaresoft-era SNES aesthetics, all expressive pixel sprites bundled against the cold, snow drifts accumulating on stoops, footprints fading in real time. The soundtrack carries that same haunting restraint: spare, wintry, the kind of score that makes silence feel intentional. The honest criticisms are real ones. The map shows NPC locations but does not mark your own position, which makes early navigation genuinely cumbersome. There is no quest log, so keeping track of who asked you for what requires actual memory or note-taking. A mandatory introductory sequence repeats on every new run and cannot be skipped, which gets wearing fast. And a small but vocal subset of players found some puzzle solutions opaque enough to stall progress entirely. For a game designed around replay, that tutorial friction is a noticeable cost. Bug reports from the early-access window were addressed quickly by Razavi, and the full 1.0 release cleaned up the worst offenders, but the community remains small enough that detailed walkthroughs are thin. Who is this for. Players who want to feel the weight of an NPC death. Players who love the Majora's Mask-style urgency loop without combat. Anyone who has thought about what grief actually does to a community rather than just a protagonist. A single run takes three to four hours; the randomised systems give it genuine legs across multiple playthroughs. If you need a quest journal, a skip button, and clear map markers, those absences will sand against you throughout. But if you are willing to work with the grain of a small, handcrafted thing that knows exactly what it wants to say, Vidar will stick with you longer than games ten times its size.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Randomised NarrativeEnvironmental PuzzlesNo CombatGrief ThemeRPG MakerShort RunsHigh ReplayabilityBleak AtmosphereTime-Pressure Loop

Requisitos del sistema

Mínimos

OS
Microsoft® Windows® XP / Vista / 7 (32-bit/64-bit)
Memory
1 GB RAM
DirectX
Version 12
Storage
500 MB available space
Graphics
800 x 450 pixels or higher desktop resolution
Processor
Intel® Core i5 equivalent or faster processor

Recomendados

2 GB RAM

Sigue explorando

Community Discussion

Be the first to comment on Vidar.

Reseñas y valoraciones

No hay valoraciones disponibles

Información del juego

Desarrolladora
Razbury Games
Distribuidora
Razbury Games
Fecha de lanzamiento
14 jun 2017

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Compra mejor: guías útiles

Preguntas frecuentes sobre Vidar

¿Cuánto cuesta Vidar?

El precio de Vidar cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Vidar más barato?

Compara los precios de Vidar en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible Vidar?

Vidar está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Vidar?

Vidar se lanzó el 14 de junio de 2017.

¿Quién desarrolló Vidar?

Vidar fue desarrollado por Razbury Games.