Downloads

 

 

 

A Valley Without Wind (Base Game)

To install the game, all you have to do is download and run the AVWW Setup File from any one of the locations below. The game runs in trial mode until unlocked via a purchased license key.

Limitations of trial mode: You cannot craft spells higher than tier 2, and you cannot leave the first continent.

Windows

OSX

Multiplayer Coming Later In Beta

At Arcen, one of the things we're known for is our co-op multiplayer.  Rest assured that we do have that planned for A Valley Without Wind, and we've been coding to a multiplayer spec and designing with multiplayer in mind this whole time.  But for time reasons, we were faced with the choice of either delaying the entire beta by a few months, or delaying multiplayer for a few months.  We chose to delay multiplayer, and focus on getting the core game really sparkling first, and then circle back around and focus on multiplayer sometime later into beta.

System Requirements

COMPATIBLE OPERATING SYSTEMS
----------------------------
Windows XP, Vista, or 7, 32 or 64 bit
Mac OS X "Panther" 10.3.9 or later, Intel or PowerPC based
Linux is not officially supported by Unity 3D, the engine AVWW runs on. However, we have heard it works under WINE.

HARDWARE --------
1 GB RAM (2 GB recommended)
1.6Ghz CPU (more is recommended for multiplayer servers)
1 GB Hard Disk Space
800x600 or greater desktop screen resolution (1024x768 recommended)
Broadband Internet Connection or LAN required for multiplayer
Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do).
Shader model 3.0 required for dynamic skies, but static skies will automatically be used on older cards.

DRM

We've been asked if the game contains any significant DRM, and the answer is, emphatically, no. We've got a simple license key (which turns the trial version into the full version), but that's it. No need to contact our servers during install, no hidden drivers, no encryption, or install limits.  Multiplayer servers will not require a unique license key of their own, but each player connected to a server will have to use a different key from all the other players on that server.

We want to make it easy on our customers, and we've never really felt like DRM works, anyway. If you like our games, please buy them so that we can make more, but we're not about to start treating our real customers like thieves just to thwart the inevitable pirates.

Bug? Suggestion?

Found a bug or want to suggest a feature?  Please visit the Idea Tracker.