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Myths' Valley

The rules of the 2D game, now in the valley

Systems and talents

Stamina for work, breath for swimming, turning tides, a thirty-slot backpack and a web of talents that grows with what you do. The rules of the 2D game continue to find their own paths in the 3D valley.

37talents
10roots
30faith nodes
63items
43recipes
32builds
933written lines
154quest steps
112days in the year

K key · 37 nodes in 10 roots

The tree of effects that grows with the work

Tilling, planting, harvesting, fishing and talking give experience; each point opens a node. Click a node to see its effect.
Drag to pan · scroll to zoom

Experience per action: plow 3 · plant 2 · water 2 · harvest 6 · axe and pickaxe 5 · hardwood and hard stone 12 · pray 25 · strike a creature 4 · kill a creature 18 · build 30 · faith quest 40.

Land 8 nodes Farmhand 1 POINT Heavy sleeper 1 POINT Broad back 1 POINT Sleeps where he drops 1 POINT Hill legs 1 POINT Orchard hand 1 POINT Lookout's eye 1 POINT Pen care 1 POINT Forest 3 nodes Axe arms 1 POINT Stone hand 1 POINT Forest feet 1 POINT Water 4 nodes Steady watering can 1 POINT Steady line 1 POINT Fisherman's hand 1 POINT One-man canoe 2 POINTS Building 3 nodes Handy builder 1 POINT Master builder 2 POINTS Village contractor 2 POINTS Sociability 6 nodes Smooth talker 1 POINT Good company 1 POINT Collector's eye 1 POINT The boss's word 1 POINT Master of the trade 2 POINTS Singer 2 POINTS Trade 1 node Merchant's eye 1 POINT Herding 1 node Pen 1 POINT Combat 3 nodes Firm fist 1 POINT Heavy arm 1 POINT Thick blood 1 POINT Attributes 4 nodes Thick skin 1 POINT Wanderer's legs 1 POINT Second wind 1 POINT Muleteer 2 POINTS Fire 4 nodes House seasoning 1 POINT Cook's hand 1 POINT Gentle fire 2 POINTS Festival moqueca 2 POINTS
Land 8 nodes Farmhand 1 POINT Heavy sleeper 1 POINT Broad back 1 POINT Sleeps where he drops 1 POINT Hill legs 1 POINT Orchard hand 1 POINT Lookout's eye 1 POINT Pen care 1 POINT
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One faith at a time, chosen with your feet

Catholic, Candomblé and Caboclo, each with its own web

Praying at your faith's shrine brings blessing and experience. Changing faith erases nothing: the previous web freezes where it stopped.
Drag to pan · scroll to zoom

Catholic · feast of Bom Jesus dos Navegantes, summer

Candomblé · feast of Cosme e Damião, spring

Caboclo · feast of Dois de Julho, winter

Prayer Catholic Litany 1 POINT Vow 1 POINT Devotion 1 POINT Novena 2 POINTS Community Catholic Mutirão 1 POINT Vigil 1 POINT Patron saint's day 2 POINTS The Way Catholic Pilgrimage 1 POINT Senhor dos Navegantes 2 POINTS Leaf Candomblé Leaf of Ossain 1 POINT Pestle hand 1 POINT Food of the saints 2 POINTS Iron Candomblé Iron of Ogum 1 POINT Stone of Xangô 1 POINT Forest and water Candomblé Forest of Oxóssi 1 POINT Water of Iemanjá 2 POINTS Axé Candomblé Axé 1 POINT Ebó 1 POINT Curimba 2 POINTS Capoeira Candomblé Circle ginga 1 POINT Meia-lua de compasso 1 POINT Master's rasteira 2 POINTS The Hunt Caboclo True arrow 1 POINT Barefoot 1 POINT Tanned hide 2 POINTS Old forest Caboclo Eye of the forest 1 POINT Axe of the ancients 1 POINT Sambaqui 2 POINTS Encantado Caboclo Caboclo's table 1 POINT Encantado of the forest 2 POINTS
Prayer Catholic Litany 1 POINT Vow 1 POINT Devotion 1 POINT Novena 2 POINTS
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Playable now · 24 systems

What is ready in the valley

A real geographic valley (Bom Jesus dos Pobres, 3.6 × 2.0 km at 1:4 scale) with village, beach, woods, rivers, cemetery, lookout and pier; walk, run, jump, swim, click-to-walk; camera with zoom, obstacle reaction and three modes (Free, Drag and Automatic).

Done

The sun follows the astronomical position for the place's latitude; sky, mist and moon (with eight phases) change with the hour; at dusk oil lanterns, lamps, the yard campfire and candles in the windows light up, with flickering flames. The passage of time has four speeds and a starting time.

Done

The sea follows the bathymetry of DHN nautical chart 1108, with clear water tinted by depth, swells in sets and foam. The 2.4 m tide rises and falls: at low tide mud, puddles and the reef slabs appear, and the canoes run aground.

Done

You can walk into the sea (the beach slopes down like a ramp), swim where the water rises past your chest and come back to the sand; on the shallow flat you can walk ~600 m out to sea. A shark prowls the deep part, chases anyone who swims too far and returns the player to solid ground. Pedro and the villagers are never targets.

Done

Pedro and 22 villagers who speak: 21 have a generated voice, and only mestre Quirino speaks in a bubble. Each has a home, a trade and a daily schedule; they work at their station, carry their objects and turn in at night. Villagers ask for favors, and four story arcs link several of them.

Done

He leads the 16 arrival steps, introduces the villagers, teaches the body's three reserves, then returns to his fishing routine, practicing capoeira when you are far away. He leads again when a quest, such as the bridge or the farm, calls for it; all of his lines have a generated voice.

Done
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In progress · 8 systems

What is on its way

52 data chains and 154 steps: arrival, field, bridge, faith, weapons, capoeira, villagers' favors, saveiro, plateau, ridge, yard and the farm through the end of chapter 7. The whole 2D quest list is in the valley. The notebook keeps the progress and the deliveries; the campaign remains in development.

In progress

The peccary and two jaguars have Tripo models in the valley. Each jaguar occupies a crag with a rock shelter, warns before attacking and returns to its territory; the black jaguar roams from dusk until the early morning. The Matinta Pereira is the beast of chapter 7. The jararaca has a model, but its encounter has not yet been placed.

In progress

The wooden workbench is behind the house and opens with E. Firewood becomes planks and ropes; the building site lets you sketch on the drawing board and reduce building costs by 10%. The permanent workshop building remains in development.

In progress

The bridge, lookout, cemetery, well and furniture have building projects. A table and bench, home altar, shelf, kitchen and hammock appear inside as they are built; their state stays in the saved game.

In progress

Seven cards (pact, support and ritual). In the deep woods the Caipora leaves a sign; after you see it, her cards appear there. Picking up a pact card opens the conversation in the speech box — what she gives, what she asks in return — and the question Seal it?; the pact can also be sealed and undone in the panel. Support cards come through friendship with the villagers. Caveat: Iara's pact awaits the lagoon.

In progress

26 tree species with entries, ten cordels, three signs, creatures and recipes. Six cordels have been placed; four still await a place: the lagoon, the bank of the great river, the ruins of the mansion and the sugar mill.

In progress
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Planned · 2 systems

What comes in the next builds

Assigning villagers to each plot, managing production and multiplying it, as in the land work tab of the 2D. In the valley, for now, Cosme only does a day of field work, arranged with him.

Planned

Not implemented. Planned in the prototype decisions (an NPC with free conversation through an online service, with scripted lines when there's no internet); it was left out of the jam and its priority is yet to be confirmed.

Planned
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I key · 63 catalog items

Hoe, manioc flour, cordel and a jaguar-hide amulet

Tools, materials and food from the valley. The icons below are the pixel icons used in the game.

tool

tool

tool · 600 réis

tool · 650 réis

tool · 1500 réis

tool · 1600 réis

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Kitchen and workshop · 11 recipes · 32 building projects

Recipes for the valley

Grated, pressed manioc in the clay oven. It's the basis of everything eaten here.

Kitchen · Makes 2

Manioc dough spread on the hot griddle and folded. It won't carry you through the day, but it gets you out of a pinch.

Kitchen · Makes 2

Sugarcane juice pressed on the spot. It doesn't fill you, but it picks you up right away.

Kitchen · Makes 1

Fish split open in salt and turned over the coals. Food for someone back from the sea hungry.

Kitchen · Makes 1

Peccary meat in coarse salt, turned over the coals. Eaten after a day in the forest.

Kitchen · Makes 1

Ridge herb boiled over a low fire. It doesn't fill the belly: it closes the wound.

Kitchen · Makes 1
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Building projects are divided into 8 shell projects (the outside of the house), 18 site projects (what you build on the land) and 6 furniture projects. Each improves a game attribute, such as maximum stamina.

Rules the player can feel

Clock, tide, stamina, breath and health

The day starts at 6 a.m. and runs into the small hours until 2 a.m.; the day counter only advances when the player sleeps or passes out. 4 seasons of 28 days: Spring, Summer, Autumn and Winter.

The bathymetry speaks in meters at high tide; the level drops to low tide and comes back along a cosine, with no sharp corner. The rising tide stirs up the bottom and clouds the water. 2.4 m between high and low tide; in fast mode, a full cycle takes 90 seconds.

Cost = action base × target toughness × character efficiency. A better tool doesn't make it cheaper: it unlocks a tougher target. Plowing costs 4, watering 2, a ritual 12 out of 100.

Separate from stamina: it runs out because something hit you. The night restores it fully; leaf tea restores a piece; food doesn't heal. Falling becomes a night on the ground, not death.

One key: E casts, the wait is random, and when a fish bites there's a short window to press E again. Success is reaction time, not pure luck.

4 moves, 7 weapons and 4 creatures: Collared peccary, Jaguar, Jararaca pit viper and The Matinta Pereira. The bush machete deals 4 per strike; the peccary has 12 health.

52 chains · 154 steps in the valley

The village starts asking for things

Each quest points to a named place. The 3D game’s own quest chains follow the journey through the valley.

A woodland machete · Face a peccary · The heavy strike

3 steps

Who is who in the village · The plumb bob and the handsaw · Mark before building · What nobody repaired · Planks, stone and rope · Standing, once more

6 steps

Tea for the cough

1 steps

Thirty years turned away · The oyster at the edge · Back to the sea

3 steps

Garapa in the square · Candinha's six canes

2 steps

The ginga · The body that vanishes · The meia-lua · The foot that finds the way · The sweep · The roda

6 steps
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