Compare The Inner World - The Last Wind Monk prices across 50+ stores and find the best deal. Developed by Studio Fizbin. Published by Headup. Released on 10/20/2017. Available on PC, Mac, Linux, Xbox. Genres: Adventure, Indie.

Warm, hand-drawn point-and-click sequel set in the quirky underground world of Asposia - best for players who want a compact adventure with genuine wit and puzzles that reward lateral thinking over brute-force item combination.

I have a soft spot for small German studios swinging for something genuinely odd, and Studio Fizbin's Asposia is about as odd as it gets: a roly-poly subterranean world populated by flute-nosed people whose woodwind protuberances literally keep the wind fountains alive. The Last Wind Monk picks up after the first Inner World, with protagonist Robert having spent three years petrified as a stone statue. You start the whole thing playing as Peck, his loyal pigeon companion, which tells you immediately that this is a game comfortable with being strange on its own terms. The biggest mechanical addition over the original is free character-switching between Robert, Laura, and Peck. Each has a distinct ability set: Peck can reach elevated spots but lacks hands, Laura carries heavy objects Robert cannot budge, and Robert himself can manipulate the environment through his wind songs. Puzzles frequently require you to think across all three, and the best moments come when the trio is separated and you are attacking a problem from multiple angles with a shared inventory. The hint system is tiered - it nudges rather than lectures - which keeps the satisfaction of figuring things out mostly intact while preventing the kind of pixel-hunting frustration that ages so many games in this genre badly. A few puzzle solutions lean on logic that only fully makes sense inside Asposia's own internal rules, so first-timers may lean on hints more than they expect. That is not entirely a flaw; it is also what makes the world feel genuinely constructed rather than assembled from adventure game clichés. Visually, The Last Wind Monk is a hand-drawn delight. Every location has its own character - a tumble mouse factory, a floating cable car station with inverted gravity, the hidden temple of the wind monks - and the art team fills even incidental backgrounds with detail worth pausing to appreciate. The soundtrack is warm and produced with care, though it lacks the kind of standout tracks that burrow into your memory long after you close the game. Animation remains the series' weakest visual link; characters move with a slightly stiff quality that reviewers noted in the first game and that Studio Fizbin did not fully resolve here. It is noticeable without being crippling. Where opinion splits is on tone and character. The story swings noticeably darker than the original, with the villain Emil leading a persecution campaign against the flute-nose people that draws obvious historical parallels. The game handles the allegory with some wit, but it does strip away a layer of the breezy charm that made the first entry so disarming. Robert himself is written as an anxious, self-doubting protagonist, and whether his particular brand of hand-wringing reads as endearing or grating depends entirely on how generous you are feeling. The English voice acting is uneven - minor characters often fare better than leads - and subtitle timing occasionally drifts from the spoken lines. None of it breaks the experience, but it stops the writing from landing with the consistency the premise deserves. Steam players land at roughly 88% positive, and that feels about right: this is a game you will like quite a lot rather than love unconditionally. If you have not played the original Inner World, a recap cutscene catches you up, and the game is navigable without prior context. That said, the emotional stakes land harder with the first game's groundwork under you. At its short-to-medium runtime spread across six chapters, The Last Wind Monk is a tight package that knows when to end - and for an indie point-and-click, that discipline is rarer than it should be. Kai, Scout Team

The Inner World - The Last Wind Monk
AdventureIndie

The Inner World - The Last Wind Monk

Oct 20, 2017Studio FizbinHeadup
GamerScout Says

Warm, hand-drawn point-and-click sequel set in the quirky underground world of Asposia - best for players who want a compact adventure with genuine wit and puzzles that reward lateral thinking over brute-force item combination.

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About The Inner World - The Last Wind Monk

I have a soft spot for small German studios swinging for something genuinely odd, and Studio Fizbin's Asposia is about as odd as it gets: a roly-poly subterranean world populated by flute-nosed people whose woodwind protuberances literally keep the wind fountains alive. The Last Wind Monk picks up after the first Inner World, with protagonist Robert having spent three years petrified as a stone statue. You start the whole thing playing as Peck, his loyal pigeon companion, which tells you immediately that this is a game comfortable with being strange on its own terms. The biggest mechanical addition over the original is free character-switching between Robert, Laura, and Peck. Each has a distinct ability set: Peck can reach elevated spots but lacks hands, Laura carries heavy objects Robert cannot budge, and Robert himself can manipulate the environment through his wind songs. Puzzles frequently require you to think across all three, and the best moments come when the trio is separated and you are attacking a problem from multiple angles with a shared inventory. The hint system is tiered - it nudges rather than lectures - which keeps the satisfaction of figuring things out mostly intact while preventing the kind of pixel-hunting frustration that ages so many games in this genre badly. A few puzzle solutions lean on logic that only fully makes sense inside Asposia's own internal rules, so first-timers may lean on hints more than they expect. That is not entirely a flaw; it is also what makes the world feel genuinely constructed rather than assembled from adventure game clichés. Visually, The Last Wind Monk is a hand-drawn delight. Every location has its own character - a tumble mouse factory, a floating cable car station with inverted gravity, the hidden temple of the wind monks - and the art team fills even incidental backgrounds with detail worth pausing to appreciate. The soundtrack is warm and produced with care, though it lacks the kind of standout tracks that burrow into your memory long after you close the game. Animation remains the series' weakest visual link; characters move with a slightly stiff quality that reviewers noted in the first game and that Studio Fizbin did not fully resolve here. It is noticeable without being crippling. Where opinion splits is on tone and character. The story swings noticeably darker than the original, with the villain Emil leading a persecution campaign against the flute-nose people that draws obvious historical parallels. The game handles the allegory with some wit, but it does strip away a layer of the breezy charm that made the first entry so disarming. Robert himself is written as an anxious, self-doubting protagonist, and whether his particular brand of hand-wringing reads as endearing or grating depends entirely on how generous you are feeling. The English voice acting is uneven - minor characters often fare better than leads - and subtitle timing occasionally drifts from the spoken lines. None of it breaks the experience, but it stops the writing from landing with the consistency the premise deserves. Steam players land at roughly 88% positive, and that feels about right: this is a game you will like quite a lot rather than love unconditionally. If you have not played the original Inner World, a recap cutscene catches you up, and the game is navigable without prior context. That said, the emotional stakes land harder with the first game's groundwork under you. At its short-to-medium runtime spread across six chapters, The Last Wind Monk is a tight package that knows when to end - and for an indie point-and-click, that discipline is rarer than it should be. Kai, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:aaaPoint-and-ClickMulti-Character SwitchingHand-Drawn ArtTiered Hint SystemInventory PuzzlesDark ComedyShort RuntimeGerman IndieHistorical Allegory

System Requirements

Minimum

OS
Windows 7 or Windows 8 Classic
Memory
4 GB RAM
Storage
4 GB available space
Graphics
DirectX 9.0c-compatible graphics card with 256 MB VRAM and PixelShader 3.0 support
Processor
2.33GHz or faster x86-compatible processor, or Intel Atom™ 1.6GHz or faster processor for netbook class devices

Reviews & Ratings

No ratings available

Game Info

Developer
Studio Fizbin
Publisher
Headup
Release Date
Oct 20, 2017

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