Compara los precios de VORON: Raven’s Story en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Merk Games. Publicado por Merk Games. Lanzado el 10/11/2025. Disponible en PC. Géneros: Action, Adventure, Indie, Simulation.

A solo-dev flight adventure set in Norse mythology that lives or dies on whether its unusual bird controls click with you - short, flawed, and quietly memorable if they do.

I have a weakness for games with no damage numbers, no skill trees, and no respawn timers, and VORON: Raven's Story has none of those things - it has wings, a stamina bar, and Jormungandr. That combination either hooks you or it doesn't, and knowing which camp you fall into is genuinely the most useful thing I can tell you before you spend an evening with it. The setup is this: you hatch on a peaceful Norse island, learn to fly under your parents' guidance, and get tasked with ferrying lost souls to the World of Gods. Then the world serpent attacks your family and the whole thing turns into a compact rescue mission across several open zones. The control scheme is the first and largest hurdle. You aim with the mouse, flap to accelerate or brake, fold your wings to dive, and manage a stamina gauge that drains with every burst of speed. In the tutorial island there is no stamina limit, and gliding across those open skies feels genuinely lovely. Once the stamina system activates post-Jormungandr, the game shifts from freeform exploration to something more deliberate - you are now thinking about glide angles, stamina orb placement, and whether you can reach the next checkpoint on a single breath of altitude. Some players find that transition brilliant; others dropped the game at exactly that point, frustrated by the tighter orb-collection radius and the sudden constraint on what felt like a freedom fantasy. Both reactions are completely understandable. The level design splits cleanly into two modes. Open glade areas give you room to breathe, locate souls via a caw-sonar mechanic, collect stone tablets full of Norse lore, and just enjoy the painterly twilight landscapes. Trial chambers are the opposite - enclosed spaces packed with pressure-plate puzzles, timed ring gates, and precision aerobatics that the camera sometimes fights against. Collision detection in tighter spaces can be inconsistent, and mid-air input drops are a real problem that the developer has acknowledged. You cannot die; crashes produce a comedic ragdoll that respawns you nearby, which keeps frustration tolerable. The puzzle difficulty curve is uneven - early spatial puzzles are the hardest, while the gate challenges later on feel undertuned. Sound design is a genuine high point: the wind rush under wings, distant god-voices, and the late-game music in particular add texture the visuals alone cannot always sustain. The narrative itself is more atmosphere than plot. Two possible endings exist - return to the human world, or push through the Tower of Thunder trial to become a raven of Odin and reunite your family in the realm of gods. The soul vignettes you complete along the way are self-contained little character sketches, touching in isolation but loosely stitched to the central story. The lore tablets are missable and encountered out of order, functioning more as world flavour than coherent history. When the credits roll, several reviewers noted the ending feels abrupt - no conversation with Odin, no reunion scene, just a cut. For a 3-to-6-hour game built on an emotional family premise, that lands like a closed door instead of a window. As a solo debut from developer Alexander Merkulov, VORON punches above its weight in ambition and atmosphere. The maps are impressively large for a one-person project, the flight system is genuinely novel, and the Norse mythology framing gives the whole thing a melancholy tone that sticks around after the credits. The technical rough edges - bloom so aggressive near Yggdrasil it can briefly blind you, invisible walls in a few zones, mouse sensitivity settings that reset on relaunch - read as the normal scars of a solo launch, not signs of abandonment. Whether patches will address the stamina orb radius and collision inconsistencies matters a lot for the game's long-term reputation. Right now it is a game I would recommend to patient players who find movement-as-mastery inherently satisfying and who can accept a story that gestures at emotion more than it delivers it. Diego, Scout Team

VORON: Raven’s Story

VORON: Raven’s Story

10 nov 2025Merk Games
GamerScout opina

A solo-dev flight adventure set in Norse mythology that lives or dies on whether its unusual bird controls click with you - short, flawed, and quietly memorable if they do.

PC
Steam Deck Playable
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Mínimo histórico: €2.60

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Acerca de VORON: Raven’s Story

I have a weakness for games with no damage numbers, no skill trees, and no respawn timers, and VORON: Raven's Story has none of those things - it has wings, a stamina bar, and Jormungandr. That combination either hooks you or it doesn't, and knowing which camp you fall into is genuinely the most useful thing I can tell you before you spend an evening with it. The setup is this: you hatch on a peaceful Norse island, learn to fly under your parents' guidance, and get tasked with ferrying lost souls to the World of Gods. Then the world serpent attacks your family and the whole thing turns into a compact rescue mission across several open zones. The control scheme is the first and largest hurdle. You aim with the mouse, flap to accelerate or brake, fold your wings to dive, and manage a stamina gauge that drains with every burst of speed. In the tutorial island there is no stamina limit, and gliding across those open skies feels genuinely lovely. Once the stamina system activates post-Jormungandr, the game shifts from freeform exploration to something more deliberate - you are now thinking about glide angles, stamina orb placement, and whether you can reach the next checkpoint on a single breath of altitude. Some players find that transition brilliant; others dropped the game at exactly that point, frustrated by the tighter orb-collection radius and the sudden constraint on what felt like a freedom fantasy. Both reactions are completely understandable. The level design splits cleanly into two modes. Open glade areas give you room to breathe, locate souls via a caw-sonar mechanic, collect stone tablets full of Norse lore, and just enjoy the painterly twilight landscapes. Trial chambers are the opposite - enclosed spaces packed with pressure-plate puzzles, timed ring gates, and precision aerobatics that the camera sometimes fights against. Collision detection in tighter spaces can be inconsistent, and mid-air input drops are a real problem that the developer has acknowledged. You cannot die; crashes produce a comedic ragdoll that respawns you nearby, which keeps frustration tolerable. The puzzle difficulty curve is uneven - early spatial puzzles are the hardest, while the gate challenges later on feel undertuned. Sound design is a genuine high point: the wind rush under wings, distant god-voices, and the late-game music in particular add texture the visuals alone cannot always sustain. The narrative itself is more atmosphere than plot. Two possible endings exist - return to the human world, or push through the Tower of Thunder trial to become a raven of Odin and reunite your family in the realm of gods. The soul vignettes you complete along the way are self-contained little character sketches, touching in isolation but loosely stitched to the central story. The lore tablets are missable and encountered out of order, functioning more as world flavour than coherent history. When the credits roll, several reviewers noted the ending feels abrupt - no conversation with Odin, no reunion scene, just a cut. For a 3-to-6-hour game built on an emotional family premise, that lands like a closed door instead of a window. As a solo debut from developer Alexander Merkulov, VORON punches above its weight in ambition and atmosphere. The maps are impressively large for a one-person project, the flight system is genuinely novel, and the Norse mythology framing gives the whole thing a melancholy tone that sticks around after the credits. The technical rough edges - bloom so aggressive near Yggdrasil it can briefly blind you, invisible walls in a few zones, mouse sensitivity settings that reset on relaunch - read as the normal scars of a solo launch, not signs of abandonment. Whether patches will address the stamina orb radius and collision inconsistencies matters a lot for the game's long-term reputation. Right now it is a game I would recommend to patient players who find movement-as-mastery inherently satisfying and who can accept a story that gestures at emotion more than it delivers it.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:sub-5Flight MechanicsStamina ManagementNorse MythologySoul CollectionOpen World ExplorationRagdoll PhysicsTimed Ring ChallengesAtmospheric NarrativeSolo DeveloperMultiple Endings

Requisitos del sistema

Mínimos

OS
Windows 7, 64-bit
Memory
8 GB RAM
Storage
2500 MB available space
Graphics
Geforce GTX 780 / Radeon R9 290X
Processor
2.4GHz CPU Quad Core

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Información del juego

Desarrolladora
Merk Games
Distribuidora
Merk Games
Fecha de lanzamiento
10 nov 2025

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¿En qué plataformas está disponible VORON: Raven’s Story?

VORON: Raven’s Story está disponible en PC.

¿Cuándo se lanzó VORON: Raven’s Story?

VORON: Raven’s Story se lanzó el 10 de noviembre de 2025.

¿Quién desarrolló VORON: Raven’s Story?

VORON: Raven’s Story fue desarrollado por Merk Games.