Compare Adventurezator: When Pigs Fly prices across 50+ stores and find the best deal. Developed by Pigasus Games. Published by Degica. Released on 9/17/2015. Available on PC, Mac, Linux. Genres: Adventure, Indie.

A point-and-click adventure that doubles as its own creation kit - the included campaign is a shaky proof-of-concept, but if you have a DIY itch and patience for rough edges, there is something genuinely unusual here.

I have a soft spot for games that arrive with a kind of earnest ambition that outpaces their technical polish, and Adventurezator: When Pigs Fly is exactly that sort of game. Brazilian indie studio Pigasus Games built their isometric point-and-click adventure entirely inside their own creation toolset, then shipped both the tool and the finished campaign as a single package. The pitch is quietly self-referential in a way that adventure game fans will appreciate: the map screen has a Super Mario 3 energy, the camera drops into a low isometric view once you enter a level, and the whole thing sits somewhere between a fairy-tale comedy and a game-making sandbox. Think of it as Monkey Island meeting LittleBigPlanet in a modest, occasionally clumsy embrace. The bundled campaign, When Pigs Fly, follows Edmund, a con artist who sold fake potions and paid for it by being turned into a pigman by one very unhappy customer. Paired with Zookwinkle, a gnome companion with his own affliction to cure, Edmund works through a world of fairy-tale cameos - the Three Bears, the Seven Dwarves, Isaac Newton, and even some Weeping Angel-style figures for the Doctor Who crowd. The story has three or four alternate endings, and its crude humour (be aware: it does contain swearing, which sits a little awkwardly against the cartoonish look) lands more often than it misses. What hurts the campaign is what hurts the engine underneath it: the one-conversation-per-character rule caps exposition, some objects are genuinely difficult to spot against the environment, clicking precision on small items feels finicky, and the combat system resolves as little more than a stat-gated puzzle hidden behind an opaque dust cloud. The crafting angle is more interesting - you are given blueprints and limited materials, which means you cannot blindly combine everything and must actually prioritise, which adds a thin but real layer of resource thinking to the item puzzles. The creation suite is where the real proposition lives. A no-code level editor lets you drag, drop, and rotate assets to build scenes in minutes. An actor creator works a bit like a simplified RPG character screen - hats, skin tones, races, clothes - with a Mask Maker that lets you paste any image file onto a character's face for results ranging from inspired to absurd. A cutscene editor handles intros, outros, and victory screens. A campaign editor strings levels and chapters into a world-spanning structure. Objects in the engine interact dynamically without manual pairing, which is a genuinely clever foundation. The whole suite can be published through Steam Workshop. The honest caveat is that the asset pool is limited, the documentation is thin, and anyone wanting to build something with the structural sophistication of a classic LucasArts game will hit ceiling quickly. What it does allow - quickly, accessibly, with no scripting knowledge - is a complete short adventure that can be shared with other players. For a solo developer's toolkit, that is not nothing. Where Adventurezator stalls is the question of community. A game-maker lives or dies by the volume of content its players generate, and this one launched into a small, quiet space. Steam Workshop support is there, but the library of user adventures has always been modest. Development appears to have quieted since launch. If you are buying this primarily to play curated community content, that pipeline is thin. If you are buying it as a creative toy to spend a weekend building your own short point-and-click story, there is something quietly satisfying in seeing your gnome and your pigman stumble through the scene you arranged for them. The game knows what it is trying to be. It does not fully arrive there, but the intention is charming, the fairy-tale world has genuine warmth, and the emergent object interactions occasionally surprise you in ways the campaign's puzzles do not. Kai, Scout Team

Adventurezator: When Pigs Fly
AdventureIndie

Adventurezator: When Pigs Fly

Sep 17, 2015Pigasus GamesDegica
GamerScout Says

A point-and-click adventure that doubles as its own creation kit - the included campaign is a shaky proof-of-concept, but if you have a DIY itch and patience for rough edges, there is something genuinely unusual here.

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About Adventurezator: When Pigs Fly

I have a soft spot for games that arrive with a kind of earnest ambition that outpaces their technical polish, and Adventurezator: When Pigs Fly is exactly that sort of game. Brazilian indie studio Pigasus Games built their isometric point-and-click adventure entirely inside their own creation toolset, then shipped both the tool and the finished campaign as a single package. The pitch is quietly self-referential in a way that adventure game fans will appreciate: the map screen has a Super Mario 3 energy, the camera drops into a low isometric view once you enter a level, and the whole thing sits somewhere between a fairy-tale comedy and a game-making sandbox. Think of it as Monkey Island meeting LittleBigPlanet in a modest, occasionally clumsy embrace. The bundled campaign, When Pigs Fly, follows Edmund, a con artist who sold fake potions and paid for it by being turned into a pigman by one very unhappy customer. Paired with Zookwinkle, a gnome companion with his own affliction to cure, Edmund works through a world of fairy-tale cameos - the Three Bears, the Seven Dwarves, Isaac Newton, and even some Weeping Angel-style figures for the Doctor Who crowd. The story has three or four alternate endings, and its crude humour (be aware: it does contain swearing, which sits a little awkwardly against the cartoonish look) lands more often than it misses. What hurts the campaign is what hurts the engine underneath it: the one-conversation-per-character rule caps exposition, some objects are genuinely difficult to spot against the environment, clicking precision on small items feels finicky, and the combat system resolves as little more than a stat-gated puzzle hidden behind an opaque dust cloud. The crafting angle is more interesting - you are given blueprints and limited materials, which means you cannot blindly combine everything and must actually prioritise, which adds a thin but real layer of resource thinking to the item puzzles. The creation suite is where the real proposition lives. A no-code level editor lets you drag, drop, and rotate assets to build scenes in minutes. An actor creator works a bit like a simplified RPG character screen - hats, skin tones, races, clothes - with a Mask Maker that lets you paste any image file onto a character's face for results ranging from inspired to absurd. A cutscene editor handles intros, outros, and victory screens. A campaign editor strings levels and chapters into a world-spanning structure. Objects in the engine interact dynamically without manual pairing, which is a genuinely clever foundation. The whole suite can be published through Steam Workshop. The honest caveat is that the asset pool is limited, the documentation is thin, and anyone wanting to build something with the structural sophistication of a classic LucasArts game will hit ceiling quickly. What it does allow - quickly, accessibly, with no scripting knowledge - is a complete short adventure that can be shared with other players. For a solo developer's toolkit, that is not nothing. Where Adventurezator stalls is the question of community. A game-maker lives or dies by the volume of content its players generate, and this one launched into a small, quiet space. Steam Workshop support is there, but the library of user adventures has always been modest. Development appears to have quieted since launch. If you are buying this primarily to play curated community content, that pipeline is thin. If you are buying it as a creative toy to spend a weekend building your own short point-and-click story, there is something quietly satisfying in seeing your gnome and your pigman stumble through the scene you arranged for them. The game knows what it is trying to be. It does not fully arrive there, but the intention is charming, the fairy-tale world has genuine warmth, and the emergent object interactions occasionally surprise you in ways the campaign's puzzles do not. Kai, Scout Team

Tags

singleplayerachievementstrading-cardsworkshopcloud-savestier:sub-5Point-and-Click CreatorNo-Code Level EditorFairy Tale ComedyEmergent Object InteractionWorkshop CommunityIsometric AdventureCrafting PuzzlesMultiple Endings

System Requirements

Minimum

OS
Windows XP / Vista / 7 / 8
Memory
4 GB RAM
DirectX
Version 9.0
Storage
1 GB available space
Graphics
NVIDIA GeForce GTX 250, ATI Radeon 4870 HD, Intel HD 3000, or equivalent card with at least 512 MB VRAM
Processor
1.7 GHz Dual Core
Sound Card
DirectX Compatible Sound Card

Recommended

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
NVIDIA GeForce GTX 460, AMD Radeon HD 6850, or better with at least 1 GB VRAM
Processor
Intel Core i5 2.2 GHz, AMD Athlon 64 2.2Ghz
Sound Card
DirectX Compatible Sound Card

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Game Info

Developer
Pigasus Games
Publisher
Degica
Release Date
Sep 17, 2015

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Adventurezator: When Pigs Fly is available on PC, Mac, Linux.

When was Adventurezator: When Pigs Fly released?

Adventurezator: When Pigs Fly was released on 17 September 2015.

Who developed Adventurezator: When Pigs Fly?

Adventurezator: When Pigs Fly was developed by Pigasus Games and published by Degica.