Compare Son of Nor prices across 50+ stores and find the best deal. Developed by stillalive studios. Published by Viva Media. Released on 4/27/2015. Available on PC, Mac, Linux. Genres: Action, Adventure, Indie. Metacritic score: 54/100.

Rare proof that a Kickstarter indie can swing for genuinely original combat systems, even when the rough edges cut back hard. Worth knowing about before you dismiss it.

My honest first impression of Son of Nor was something close to cautious delight followed by a slow, grinding disappointment that I still think about more than I probably should. The central idea here is genuinely rare: you play a mage in a desert world called Noshrac with no conventional weapons whatsoever. Your tools are telekinesis, sand terraforming, and eventually elemental spells covering Wind, Fire, and Essence, and the game insists you improvise with all of them constantly. Tear a boulder out of a canyon wall and hurl it, raise sand beneath your feet to reach a ledge, drop an enemy off a cliff, or fuse two elemental effects together for something nastier. There is a real spark in that loop, something that recalls physics-toy sandbox games at their best moments. The puzzle design, when it lands, is the clearest sign of what this game could have been. Obelisk puzzles, terraforming grid challenges that ask you to redirect laser beams by repositioning sand, riddles tucked into corners of the world. These sections breathe. The game even carries a no-HUD philosophy, embedding everything in the environment, which gives quieter moments a moody, world-absorbed quality that indie games twice its size rarely attempt. The original atmospheric soundtrack leans into that desert-mysticism tone, and it works. Those stretches where Son of Nor trusts its own strangeness are genuinely worth sitting with. Then combat shows up and pulls the rug. Sarahul enemies, the lizard-people antagonists, tend to rush in swarms with almost no tactical variety, leaving you grabbing whatever loose rocks are nearby before they close the distance. Your elemental spells carry charge limits, the in-game tome for switching abilities does not pause the action, and floaty physics make throws feel imprecise just when precision matters most. The camera is finicky, targeting is loose, and a handful of outright physics bugs can end a run without warning. The story running underneath all this, a twelve-plus hour arc about humanity's last enclave fighting extinction, has a full cast of professional voice actors and a mythology that shows genuine craft, but the actual narrative momentum is fitful and the characters rarely develop beyond their opening descriptions. For all those complaints, Son of Nor arrived as a Kickstarter project from a small team, and the ambition-to-resource ratio here is legitimately striking. Four-player online co-op and two-player local splitscreen co-op are both present, and some community voices found the co-op mode to be the game's strongest mode, letting the creative sandbox elements breathe a bit more when you have a partner improvising alongside you. The PVP competitive multiplayer exists on paper, though finding a live match has always been difficult. The world of Noshrac has a lore density that bigger studios building franchise IP would recognize as real work. I keep Son of Nor on my radar precisely because its problems are problems of execution, not imagination. If you have patience for rough controls, stiff character animation, and visuals that feel a generation behind, what you get in return is a magic system with genuine combinatorial depth, puzzle spaces that respect your intelligence, and a desert-world atmosphere that a lot of similar-budget games simply never manage. It is not a comfortable recommendation. It is, though, a game you will remember for what it tried rather than resent for what it failed. Kai, Scout Team

Son of Nor
ActionAdventureIndie

Son of Nor

Apr 27, 2015stillalive studiosViva Media
GamerScout Says

Rare proof that a Kickstarter indie can swing for genuinely original combat systems, even when the rough edges cut back hard. Worth knowing about before you dismiss it.

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Screenshots & Media

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About Son of Nor

My honest first impression of Son of Nor was something close to cautious delight followed by a slow, grinding disappointment that I still think about more than I probably should. The central idea here is genuinely rare: you play a mage in a desert world called Noshrac with no conventional weapons whatsoever. Your tools are telekinesis, sand terraforming, and eventually elemental spells covering Wind, Fire, and Essence, and the game insists you improvise with all of them constantly. Tear a boulder out of a canyon wall and hurl it, raise sand beneath your feet to reach a ledge, drop an enemy off a cliff, or fuse two elemental effects together for something nastier. There is a real spark in that loop, something that recalls physics-toy sandbox games at their best moments. The puzzle design, when it lands, is the clearest sign of what this game could have been. Obelisk puzzles, terraforming grid challenges that ask you to redirect laser beams by repositioning sand, riddles tucked into corners of the world. These sections breathe. The game even carries a no-HUD philosophy, embedding everything in the environment, which gives quieter moments a moody, world-absorbed quality that indie games twice its size rarely attempt. The original atmospheric soundtrack leans into that desert-mysticism tone, and it works. Those stretches where Son of Nor trusts its own strangeness are genuinely worth sitting with. Then combat shows up and pulls the rug. Sarahul enemies, the lizard-people antagonists, tend to rush in swarms with almost no tactical variety, leaving you grabbing whatever loose rocks are nearby before they close the distance. Your elemental spells carry charge limits, the in-game tome for switching abilities does not pause the action, and floaty physics make throws feel imprecise just when precision matters most. The camera is finicky, targeting is loose, and a handful of outright physics bugs can end a run without warning. The story running underneath all this, a twelve-plus hour arc about humanity's last enclave fighting extinction, has a full cast of professional voice actors and a mythology that shows genuine craft, but the actual narrative momentum is fitful and the characters rarely develop beyond their opening descriptions. For all those complaints, Son of Nor arrived as a Kickstarter project from a small team, and the ambition-to-resource ratio here is legitimately striking. Four-player online co-op and two-player local splitscreen co-op are both present, and some community voices found the co-op mode to be the game's strongest mode, letting the creative sandbox elements breathe a bit more when you have a partner improvising alongside you. The PVP competitive multiplayer exists on paper, though finding a live match has always been difficult. The world of Noshrac has a lore density that bigger studios building franchise IP would recognize as real work. I keep Son of Nor on my radar precisely because its problems are problems of execution, not imagination. If you have patience for rough controls, stiff character animation, and visuals that feel a generation behind, what you get in return is a magic system with genuine combinatorial depth, puzzle spaces that respect your intelligence, and a desert-world atmosphere that a lot of similar-budget games simply never manage. It is not a comfortable recommendation. It is, though, a game you will remember for what it tried rather than resent for what it failed. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopcross-platformachievementstrading-cardstier:sub-5Telekinesis CombatSand TerraformingPhysics SandboxSpell CombiningNo-HUD DesignFour-Player Co-opDesert WorldKickstarter Indie

System Requirements

Minimum

OS
Windows Vista®, Windows® 7, Windows® 8
Memory
4 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
5 GB available space
Graphics
nVidia® 8800 GT / AMD® 4670 or faster with 1 GB VRAM (not compatible with all laptop/mobile video chipsets)
Processor
Intel® Core® 2 Duo / AMD® Athlon™ x2 6400+ or faster
Sound Card
DirectX 9.0 compatible sound card

Community Discussion

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Reviews & Ratings

Metacritic
54

Game Info

Developer
stillalive studios
Publisher
Viva Media
Release Date
Apr 27, 2015

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Son of Nor is available on PC, Mac, Linux.

When was Son of Nor released?

Son of Nor was released on 27 April 2015.

Who developed Son of Nor?

Son of Nor was developed by stillalive studios and published by Viva Media.

Is Son of Nor worth buying?

Son of Nor holds a Metacritic score of 54/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.