Compare Heroine Anthem Zero -Sacrifice- prices across 50+ stores and find the best deal. Developed by WindThunder Studio. Published by Skywalker HK. Released on 12/22/2016. Available on PC, Mac. Genres: Adventure, Indie, RPG.

Gorgeous hand-crafted 2D side-scroller that puts story and atmosphere first and combat second. Worth it for the art and soundtrack alone, but go in with lowered mechanical expectations.

My first time loading up Heroine Anthem Zero -Sacrifice- felt like stumbling onto a small studio's life work, and in a sense that's exactly what it is. WindThunder Studio spent well over a decade building this world before it reached Western players, and that devotion shows in every painted background and carefully composed cutscene. This is the kind of project that reminds me why I care about indie game preservation in the first place. You play as Wanin, a swordsman and forest keeper, drawn into a mythology built around the World Tree Terasyr, a Fae-human alliance, and the creeping dread of Longhorn Woods. The story earns its weight gradually, and the world-building has genuine depth and a Norse-inflected flavour that feels distinct from the usual anime-ARPG template. Your companion Mormolia, a fairy who doubles as your stun attack and fourth-wall-breaking tutorial guide, adds a lot of the warmth in early hours. The voice work in Japanese and Mandarin fits the tone beautifully, and English subtitles are clean enough that nothing important is lost in translation. The soundtrack is the quiet star of the show. Composers with roots in the Chinese Paladin series brought a sense of ceremonial scale to the score, and the way the music shifts from open-field calm to something darker and more unsettled inside Longhorn Woods shows real intentionality. I caught myself pausing and just listening more than once. That said, players who struggle with more difficult sections will hear certain tracks loop until the feeling curdles, so fair warning there. Combat is where the honest conversation gets harder. Wanin swings through a fast three-hit sword combo, can double jump, wall-slide, and wall-jump, and later unlocks a kick. Collecting up to three Heroic Vigors boosts damage and opens up stronger combo strings. Mormolia's "Flying Ferret" stun move gives you a meaningful tactical option against tougher enemies and some bosses. What's missing, awkwardly, is a block. Wanin visibly carries a shield and cannot use it. There's no dodge roll either, so enemy contact damage is the primary punishment, and platforming hazards like ravines kill regardless of your current stats. The difficulty spikes sharply on keyboard, where remapping controls is not possible, so a controller is genuinely the correct way to experience this. Community feedback at launch also flagged the inability to change resolution or skip certain extended sequences, issues the developers were responsive about, though how much post-launch patching addressed is worth checking before you dive in. This is a single episode, running around eight to nine hours, linear from start to finish, with no side quests and a story that deliberately doesn't resolve its biggest threads. Whether that reads as an invitation to follow into the sequel or an unsatisfying cut-off depends entirely on your tolerance for episodic structure. The game knows what it is, an atmospheric story piece dressed in action-platformer clothing, not a mechanical showcase. If you come in matching those priorities, the craft on display is quietly remarkable. Kai, Scout Team

Heroine Anthem Zero -Sacrifice-
AdventureIndieRPG

Heroine Anthem Zero -Sacrifice-

Dec 22, 2016WindThunder StudioSkywalker HK
GamerScout Says

Gorgeous hand-crafted 2D side-scroller that puts story and atmosphere first and combat second. Worth it for the art and soundtrack alone, but go in with lowered mechanical expectations.

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About Heroine Anthem Zero -Sacrifice-

My first time loading up Heroine Anthem Zero -Sacrifice- felt like stumbling onto a small studio's life work, and in a sense that's exactly what it is. WindThunder Studio spent well over a decade building this world before it reached Western players, and that devotion shows in every painted background and carefully composed cutscene. This is the kind of project that reminds me why I care about indie game preservation in the first place. You play as Wanin, a swordsman and forest keeper, drawn into a mythology built around the World Tree Terasyr, a Fae-human alliance, and the creeping dread of Longhorn Woods. The story earns its weight gradually, and the world-building has genuine depth and a Norse-inflected flavour that feels distinct from the usual anime-ARPG template. Your companion Mormolia, a fairy who doubles as your stun attack and fourth-wall-breaking tutorial guide, adds a lot of the warmth in early hours. The voice work in Japanese and Mandarin fits the tone beautifully, and English subtitles are clean enough that nothing important is lost in translation. The soundtrack is the quiet star of the show. Composers with roots in the Chinese Paladin series brought a sense of ceremonial scale to the score, and the way the music shifts from open-field calm to something darker and more unsettled inside Longhorn Woods shows real intentionality. I caught myself pausing and just listening more than once. That said, players who struggle with more difficult sections will hear certain tracks loop until the feeling curdles, so fair warning there. Combat is where the honest conversation gets harder. Wanin swings through a fast three-hit sword combo, can double jump, wall-slide, and wall-jump, and later unlocks a kick. Collecting up to three Heroic Vigors boosts damage and opens up stronger combo strings. Mormolia's "Flying Ferret" stun move gives you a meaningful tactical option against tougher enemies and some bosses. What's missing, awkwardly, is a block. Wanin visibly carries a shield and cannot use it. There's no dodge roll either, so enemy contact damage is the primary punishment, and platforming hazards like ravines kill regardless of your current stats. The difficulty spikes sharply on keyboard, where remapping controls is not possible, so a controller is genuinely the correct way to experience this. Community feedback at launch also flagged the inability to change resolution or skip certain extended sequences, issues the developers were responsive about, though how much post-launch patching addressed is worth checking before you dive in. This is a single episode, running around eight to nine hours, linear from start to finish, with no side quests and a story that deliberately doesn't resolve its biggest threads. Whether that reads as an invitation to follow into the sequel or an unsatisfying cut-off depends entirely on your tolerance for episodic structure. The game knows what it is, an atmospheric story piece dressed in action-platformer clothing, not a mechanical showcase. If you come in matching those priorities, the craft on display is quietly remarkable. Kai, Scout Team

Tags

singleplayertrading-cardscloud-savestier:indieAtmosphericJapanese Voice ActingEpisodicNorse-inspiredWeapon-based ProgressionStory-FirstController RecommendedLinear Platformer

System Requirements

Minimum

OS
Windows 7 / 8 / 10 (64-bit versions only)
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
NVIDIA Geforce GT440(512M)or AMD Radeon equivalent or above
Processor
Intel Core2 Duo E6550 or AMD equivalent or above

Reviews & Ratings

No ratings available

Game Info

Developer
WindThunder Studio
Publisher
Skywalker HK
Release Date
Dec 22, 2016

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