Arcen Games is downright ecstatic to share the latest information regarding their procedurally-generated sidescrolling action adventure title of infinite proportions, A Valley Without Wind.
AVWW's beta will be on display at MineCon this weekend (Nov. 18-19), and to celebrate we'll be raffling off over 100 prizes Friday and Saturday during floor hours including copies of the game, along with our other titles. For those in attendance, all you have to do is stop by our booth in the indie kiosk area of the convention hall and sign-up to be included in every raffle drawing all weekend.
For those not in attendance, you have not been forgotten! Stop by A Valley Without Wind's Facebook, Reddit, and/or Twitter throughout the event for several chances to win a copy of one of our titles.*
To mark the special occasion further, we have an updated AVWW Getting Started Guide, along with a brand spanking new beta trailer for all to view (at its best in 1080p.)
The full version of A Valley Without Wind is available for pre-order at 50% off the launch price during early beta, with customers gaining instant access to the latest available build and all subsequent releases. The game can be purchased and downloaded directly through the developer as well as GamersGate, Impulse, and MacGamesStore.
The game is currently in beta and as such is still very much in development. It continues to evolve at a rapid pace, with new content and improvements added nearly every weekday as it progresses toward official launch in 2012.
About Arcen Games
Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.
AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, and now the company has shifted its focus and excitement to the development of A Valley Without Wind. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook or on Twitter: @ArcenGames.
*Limit 1 prize per person during the event for both onsite and online contests. Name and valid email required to receive prize.
Showing posts with label Misc News. Show all posts
Showing posts with label Misc News. Show all posts
Friday, November 18, 2011
Monday, November 7, 2011
AVWW: New Intro Mission, MineCon Exhibiting, And IGF
Arcen Games is excited to pass along new information and details surrounding A Valley Without Wind, the game of infinite procedurally-generated 2D sidescrolling and so much more. The title has reached a sizable milestone, wrapping up series one of the beta patch releases. During the period the game saw 40 individual updates over 43 days, with 640 distinct changes made in all. Check out all the beta series one statistics for a full picture of what's been added since the game's public arrival six weeks back. Special thanks goes out to AVWW's community for all the feedback and help to get us to this point.
The conclusion of the beta's first phase is marked by the release of an all new Intro Mission for the game. The goal of the mission is to give new players a linear way to get acclimated with the game before they ever encounter the world map, take on broader decisions, etc. It offers a more traditional intro for any sort of platformer, with players starting out with no ability to do anything except run and jump, and rapidly gaining new abilities that have to be used immediately. The new addition should allow players to be more comfortable navigating around the world in the side view, become familiar with how buildings, surface areas, and undergrounds all work, and have the confidence to head out onto the world map on their own.
In other news, AVWW has been entered into IGF 2012, along with the upcoming Indie Games Challenge. We're very excited to be competing in both, and wish the best of luck to all those who entered. Also, we're heading to MineCon! We'll be in Las Vegas November 18th and 19th to exhibit at Mojang's event, and are extremely excited to have a chance to share our game with some 4,500 attendees. Those who are making the trek are encouraged to stop by for a hands-on session, enter our game giveaways, and participate in some other fun stuff we're still currently cooking up.
The full version of A Valley Without Wind is available for pre-order at 50% off the launch price during early beta, with customers gaining instant access to the latest available build and all subsequent releases. An updated demo--complete with the aforementioned intro mission--is out now for download, and a huge batch of screenshots showing off what's new have been released as well.
AVWW is currently in beta and as such is still very much in development. The game continues to evolve, with new content and improvements added nearly every weekday as it progresses toward official launch in 2012. Follow the game and its updates/discussions on Facebook, Reddit, and Twitter.
About Arcen Games
Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.
AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, and now the company has shifted its focus and excitement to the development of A Valley Without Wind. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook or on Twitter: @ArcenGames.
The conclusion of the beta's first phase is marked by the release of an all new Intro Mission for the game. The goal of the mission is to give new players a linear way to get acclimated with the game before they ever encounter the world map, take on broader decisions, etc. It offers a more traditional intro for any sort of platformer, with players starting out with no ability to do anything except run and jump, and rapidly gaining new abilities that have to be used immediately. The new addition should allow players to be more comfortable navigating around the world in the side view, become familiar with how buildings, surface areas, and undergrounds all work, and have the confidence to head out onto the world map on their own.
In other news, AVWW has been entered into IGF 2012, along with the upcoming Indie Games Challenge. We're very excited to be competing in both, and wish the best of luck to all those who entered. Also, we're heading to MineCon! We'll be in Las Vegas November 18th and 19th to exhibit at Mojang's event, and are extremely excited to have a chance to share our game with some 4,500 attendees. Those who are making the trek are encouraged to stop by for a hands-on session, enter our game giveaways, and participate in some other fun stuff we're still currently cooking up.
The full version of A Valley Without Wind is available for pre-order at 50% off the launch price during early beta, with customers gaining instant access to the latest available build and all subsequent releases. An updated demo--complete with the aforementioned intro mission--is out now for download, and a huge batch of screenshots showing off what's new have been released as well.
AVWW is currently in beta and as such is still very much in development. The game continues to evolve, with new content and improvements added nearly every weekday as it progresses toward official launch in 2012. Follow the game and its updates/discussions on Facebook, Reddit, and Twitter.
About Arcen Games
Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.
AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, and now the company has shifted its focus and excitement to the development of A Valley Without Wind. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook or on Twitter: @ArcenGames.
Tuesday, August 17, 2010
Arcen Games Composer: Pablo Vega

Hello everyone, my name is Pablo Vega, and I'm the Composer and Lead Sound Designer for Arcen Games. It's been an absolute dream working for Arcen and getting the opportunity to share my music with you! In the coming weeks, I'm going to be blogging more and more about the music and general sound of all of our games.
One way to follow these discussions is by visiting my facebook music page: Pablo Vega Music
I've already put up some previews of the re-mastered original AI War: Fleet Command and AI War: The Zenith Remnant soundtracks on the page (which will be available to all of you in a few months), and there are plenty more to come.
You can also follow me on twitter at: PabloVega8
In addition to writing articles here on our blog, I started a new Music thread on the forums as well. So, if you have any general music/sound questions about our games, this is the place to get answers: Arcen Games: Music/Sound
Thank you for all of your support, and I hope to hear from you all on the forums and on facebook very soon!
Friday, August 14, 2009
Recent Arcen Games Team Additions
This is a bit belated in several cases, but we'd like to officially
announce the latest team
members to Arcen Games. Our team has definitely been growing!
Lars Bull, or Fiskbit as he is known on the forums, has been
helping out with design advice and QA testing for Arcen titles long
before Arcen actually existed. Now he's officially joined the team to
collaborate on developing his concept for "Feedback," a puzzle game that
we aim to release later this year.
Philippe Chabot is the artist responsible for many of the
graphical upgrades you have seen in recent weeks. There's tons more
planned, so you can be sure that Phil is going to help us transform AI
War into an ever-more-polished-looking affair.
Calvin Southwood, or Revenantus as he is known on the forums, has
been helping out for some time now with player questions, the printable
hotkey reference, the wiki-based unit strength guides, and more. All
of this was on a volunteer basis, which we very much appreciated, but
now he's joined the team to become a full moderator for the forums as
well as authoring a printable manual for the game.
Welcome to the team, guys!
announce the latest team
members to Arcen Games. Our team has definitely been growing!
Lars Bull, or Fiskbit as he is known on the forums, has been
helping out with design advice and QA testing for Arcen titles long
before Arcen actually existed. Now he's officially joined the team to
collaborate on developing his concept for "Feedback," a puzzle game that
we aim to release later this year.
Philippe Chabot is the artist responsible for many of the
graphical upgrades you have seen in recent weeks. There's tons more
planned, so you can be sure that Phil is going to help us transform AI
War into an ever-more-polished-looking affair.
Calvin Southwood, or Revenantus as he is known on the forums, has
been helping out for some time now with player questions, the printable
hotkey reference, the wiki-based unit strength guides, and more. All
of this was on a volunteer basis, which we very much appreciated, but
now he's joined the team to become a full moderator for the forums as
well as authoring a printable manual for the game.
Welcome to the team, guys!
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