Skip to content
Loading page…
Myths' Valley

Keyboard and mouse · 28 commands · 10 screens

How to play

You arrive by sailboat, Pedro is waiting on the pier and the whole village already knows who you are. The rest you learn by walking around, and this page helps with the first hours.

A space to try things out

Try the movements in your browser

Load the playground to walk, run, jump and try the traveler’s gestures with the keyboard.
Your browser needs WebGL to display the playground.

The 3D scene loads only when you click the button.

Playground controls

Walk
W A S D
Run
Shift
Jump
Storage
Look around
Drag in the frame
Reset
R
Pause
Esc
Idle
0 · Automatic
Greet
1
Agree
2
Look around
3
Wave
4
Fold arms
5
React in fear
6
Axe swing
7
Swim
8

Use the number keys to try gestures. Walking or jumping returns to movement. Progress is not saved.

17 commands

Moving and looking and acting

WASD↑←↓→

Relative to the camera; also cancels auto-walk. SETTINGS → General chooses WASD, arrow keys or both. W, A, S and D can't be rebound, because they walk and select inside the screens.

Moving and looking

Shift

One press toggles running; it switches off when the character stops and consumes stamina. While swimming, Shift makes you swim faster.

Moving and looking

Space

Jumps from the ground.

Moving and looking

Mouse

Free: turn the camera without clicking. Drag: turn it while holding the button. Automatic: the camera follows the path and steers around obstacles, and clicking and manual dragging still work. The mode the game opens in is set under SETTINGS → General → Mouse camera.

Moving and looking

TabC

Cycles through the three camera modes, Free, Drag and Automatic, and remembers the choice. Tab is fixed; the letter (C) can be rebound.

Moving and looking

Ctrl + scroll wheel+-

Third-person camera zoom (it opens pulled back and reacts to obstacles; the water surface blocks the camera arm).

Moving and looking
1 / 3

11 commands

Screens and system

I

Opens and closes the backpack (see screens).

Screens

J

Opens and closes the panel for quests, letters, selling, stove, workbench, projects and game (see screens).

Screens

K

Opens and closes the web of talents (see screens).

Screens

L

Opens and closes the almanac: plants, cordels, signs and creatures (see screens).

Screens

P

Opens and closes the village's social web (see screens).

Screens

B

Opens the list of support cards and active talents. The arrows select; Enter, E or a click uses the selected one, once a day, and opening the list costs nothing. Esc closes it.

Screens
1 / 2

One key for each notebook

Backpack, panel, web, almanac and village

The 30 slots (the first 10 are the hand bar) on the left and what the body wears on the right, including the Hands slot for machete and tools. The item icons are those of the 2D game, borrowed for the interface.

I

Quests (the valley notebook, with one progress line per quest), letters and pacts and, near the right place, the counter of the Venda do Bar (buy and sell at prices that change with the season), the stove at the yard campfire, the workshop bench and the building projects next to it; through the GAME button, save, return to the menu and quit. With the panel open the clock and the player stop.

J

The web of talents, 37 nodes in roots such as Earth, Water, Woods, Fire, Herding, Combat, Trade, Building, Sociability and Attributes, where you spend the points the valley gives; a locked talent is dimmed. 2D icons until there's art of its own.

K

A notebook of your discoveries: 26 species with entries, ten cordels, signs, creatures and recipes. Collections and chapbooks can be reread; each group shows how many species remain to be discovered.

L

Who lives in the valley and how much each one likes you: a portrait of each of the 22 villagers, the friendship bar and the gifts drawn, with their tastes hidden until "Good folk".

P

A valley map with zoom, markers and land boundaries (for sale, someone else's or yours). The minimap uses a static photograph as its background, keeping the player and objective in motion to reduce rendering costs.

M
1 / 2

With Pedro

16 steps from the pier to the field

Leave the saveiro and speak to Pedro

Run over there (Shift), a stretch

Greet Tonho, whom Pedro introduces

Follow Pedro to Dona Candinha and ask about the key

Follow Pedro to Dona Zefa and collect the key

Open your uncle's house and enter

1 / 3

From the notebook of those who have played

12 tips for the first hours

Leave the saveiro and speak to Pedro with E (in dialogue, E turns the pages). The arrival introduces Tonho, Dona Candinha and Dona Zefa before the house, the first field and the night.

Look at the tide before you set off along the beach: at low tide the reef slabs and the puddles appear, and the canoes run aground; in SETTINGS → Scenery you can set the tide to Fast and watch a whole cycle in a minute and a half.

T advances one hour. At dusk the lanterns, lamps and candles of 1887 light up — it's worth being on the Square or in the chapel yard to see it.

Stamina sustains work and running; breath sustains swimming. Eat and rest; SETTINGS → Effort lets you check the costs.

Machete in hand before entering the deep woods: the peccary signals its lunge in amber and marks on the ground how far the bite reaches; V gingas you out of it if you learned capoeira from Cosme.

Don't climb onto the cemetery slabs: Damião complains three times, and on the third he knocks you into the aisle.

1 / 2