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A singleplayer and co-op action adventure game set in a dynamic desert world, which can be shaped by the player's magic.
A singleplayer and co-op action adventure game set in a dynamic desert world, which can be shaped by the player's magic.
A singleplayer and co-op action adventure game set in a dynamic desert world, which can be shaped by the player's magic.
2,244 backers pledged $151,175 to help bring this project to life.

Game-Mechanics Video and Greenlight Update

Dear backer,  

What a first week! We are so happy about all the great comments from you guys and we want to dive into development right away to implement your awesome feedback! But first we’ve got this small update to show you some of the things we’ve been working on.

Video: Controls & Game-Mechanics Walkthrough
We’ve prepared a new video walkthrough, to explain the game-mechanics in detail and show off the controls of Son of Nor! These are of course just the default controls, and you’ll be able to customize them to fit your playstyle. Enjoy:

If you wonder why there are no controller controls in there: they are already in place as promised but we’re not satisfied with the general button layout yet and will show that at a later point.

Ask me Anything
We are currently checking out different platforms to do an “Ask-Me-Anything” session! So start preparing your questions ;-)

Wanna see our concept artist Daniel do some cool concepts for Son of Nor? We are currently setting up an account on so you can watch him draw! Stay tuned on that!

Greenlight Update
What first days on Greenlight! We already have 3.8k “Yes”-votes and your comments are spectacular! It is just awesome to see people like our project we put so much passion in!

Spread the word
Wanna help us? Tell your friends about Son of Nor, and help us share the link across Facebook and Twitter:

We hope you enjoyed this update
- Your friends at stillalive studios

PS: We heard about some pretty neat projects on Kickstarter, you might want to check out:


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    1. stillalive studios Creator on May 9, 2013

      @crawX good idea, we'll consider it

    2. Missing avatar

      crawX on May 8, 2013

      Hi Team. You're welcome. As the skill increasing method of i.e. Skyrim is too easy to fool, I would rather like to see a version alike Gothic series. Primary the idea of having an open world available, but 'cause of too difficult enemies (at that specific moment) the player decides by survival instinct not to go right there. Coming back later after knowing you can face the enemy entities 'cause of increased skill always gave me the drive to go further in certain skills I do prefer through gaming. In case you dont want to gift points to the player or something alike that, how about adding a routine calculating i.e. ne x ns =+%/100 = CountofkilledEnemies multiplicated by CountofusedSkill = added % of starting basis divided by 100? You could easily add such a routine w/o having to add significant UI and the gameplay will not be interrupted AND the player does need to pay more attention to changing effects through gameplay, means beeing more occupied. Cheers crawX

    3. stillalive studios Creator on May 8, 2013

      @moro Yeah carrots are a very important aspect of the game ; ) and we've put lots of thought into the controls. Shouldn't they work for you nonetheless you can still change them in the menu of course^^

      @crawX There will be an indicator around the Object, that was something we forgot to put in place for this demo. And thank you for the suggestion with the increasing Skill, we haven't considered that yet and I'll talk to Julian about it^^

    4. Missing avatar

      crawX on May 7, 2013

      Hi Team. GREAT! Really liked that. But how do you know when you leave the range of the used spell/force? I did not see any kind of indicator. And does the range or the level of the force change during gameplay, i.e. may I lift heavier stones while having faced already more than 50% of the game?

    5. moro on May 7, 2013

      Haha, carrots! :D I like the way you can combine spells even on your own. The controls look simple enough that you could do everything smoothly in a quick, combat situation, which is a major plus. Thumbs up!