Nara and the Long Water
Disponible
About the game
Un faon rêve d'une chose bleue qui n'a pas de bord et parcourt cent miles pour découvrir si elle existe vraiment. Un jeu de frappe où les mots que vous saisissez constituent l'histoire — et où, à cinq moments, les mots que vous choisissez de saisir déterminent laquelle des cinq fins vous atteindrez.
Description d’origine sur Steam
She dreams of blue.
Nara is born in a hollow of ferns, six steps wide. On the twelfth night she dreams ofsomething blue with no edge and a sound like breathing that never stops. Her mother says
dreams are for sleeping in, not for walking to.
She goes anyway.
Everyone she stops for
Pip, a rabbit with one floppy ear who insists nothing is that big. Tam, who counts everythingthree times and is never without an acorn. Bo, an otter who will not let go of his favourite
stone, until he gives it to you. Iris, a heron on one leg who says one word a day. Rook, a
fox kit who sleeps with one ear up. Mossback, a turtle older than the meadow with a flower
growing on his shell. Juniper, a gruff badger and her three cubs. Nell, an owl far too proud
to ask for help. Scuttle, a crab with one enormous claw. Each one teaches her something she
needs later, and every one of them comes back at the end.
The words you type are the story
There are no word lists. Every line you type is a line of the story — from she isborn to a passage that names every place she came through. Fifty levels across five
chapters, and the scene performs what the sentence says: when the line reads Nara pulls
the thorn out, she braces her hind legs and pulls, once per keystroke, and the world stops
while she works.
You choose by typing
Five levels are decisions. Every option appears at once, and each keystroke eliminates theones that no longer match, until one line is left. No menu. No confirm button.
Those decisions change what comes after: the lines you type, who is walking beside you, and
which of five endings you reach. One of them asks for a run with no missed moment
anywhere in it.
Every level has a peak
When your typing reaches it, time slows, the camera pushes in, and a ring timer appearsaround the exact letter she needs. Hit it cleanly and it is graded PERFECT — and the next
window tightens, so a clean run speeds up under you.
Drawn and scored as you play
Nine places, each with its own trees, light and weather: a fern hollow, a birch glade, ariver under willows, a waterfall gorge, a gold meadow, a marsh full of fireflies, dunes and
the open shore. Nara walks, and breaks into a gallop when your typing flows, and grows up a
little over the journey.
Every sound is made as you play. Each place has its own ambience and echo, and the melody
is not on a timer: it moves forward one note every time you finish a word, so you
are playing the theme.
For people who finish the list
87 achievements, 26 of them with live progress. A Friends gallery. A Route screen showingall five decisions and which ending they lead to, with a button to change any of them.
Nothing is missable: after your first ending every level stays replayable.
Kind to every typist
Three difficulties, from learning the keyboard to fast and tight. If the mist catches youtwice on a level, the game quietly eases the pace it asks for. No ads, no purchases.






Informations sur la démo et la sortie
Aucune démo n’est confirmée dans les données de vérification actuelles. Cela ne signifie pas que le jeu n’a jamais eu de démo ; consultez sa page Steam pour connaître sa disponibilité actuelle.
Démo Steam, playtest et accès anticipé : quelle est la différence ?
Informations et visuels : Steam · Dernière vérification UTC