A seamless action-adventure across the valley of the Grantree, where relics combine into totems you build your own playstyle around.
Winds of Viridia is a seamless action-adventure from Shark Jump, the Adelaide studio behind Hacknet. It was revealed at Nintendo's Indie World Showcase on October 28, 2026 with a free demo available immediately on Steam and the Switch 2 eShop, and a release window of early 2027 for PC and Nintendo Switch 2. You play a child awakened from a seed, sent to restore balance to the civilisation of Viridia, exploring the valley of the towering Grantree with its mountain glades, hidden grottos and ancient ruins. Movement is fast and layered - roll, slide, flip and grapple, with reactive plants that boost your jumps - and combat is against frenzied creatures and giant bosses. The Totems system lets you combine found relics into customisable setups, a Mothbug companion assists you, and the score is composed by Christopher Larkin and Kevin Penkin. This wiki covers the movement system, the Totems, the Mothbug, the valley and its creatures, and what we know so far about the release.
Roll, slide, flip and grapple flow into each other without loading screens or hard mode switches. Reactive plants react to your movement and boost jumps and launches, so the terrain itself is the platforming vocabulary.
Relics combine into totems, and how you combine them defines your playstyle. This is the build layer of the game - the same relic in a different totem produces a genuinely different approach to a fight.
A Mothbug companion assists in both traversal and combat. It is not a pet or a follower - it functions as a second set of verbs you have available in a given space.
The score is composed by Christopher Larkin of Hollow Knight and Kevin Penkin of Made in Abyss and Florence, both based in Adelaide. For a score-led adventure game, that pairing is the headline.
Winds of Viridia is a seamless action-adventure developed by Shark Jump, an independent studio based in Adelaide, Australia, and best known for Hacknet. It was revealed at Nintendo's Indie World Showcase on October 28, 2026, with free demos launching the same day on the Switch 2 eShop and Steam. The release window is early 2027 for PC and Nintendo Switch 2.
You play a child awakened from a seed, sent into the valley of the towering Grantree to restore balance to the once-great civilisation of Viridia. The valley contains mountain glades, hidden grottos and ancient ruins, and it is the kind of space designed to reward movement rather than punish it - the preview coverage draws consistent comparisons to Zelda-like open valleys crossed with Monster Hunter-scale boss fights, with a Studio Ghibli visual register.
Combat is built around frenzied creatures, beasts and other wildlife driven into a berserk state, escalating into giant bosses including living statues and guardians. The build layer is the Totem system, where found relics combine into totems that define your playstyle. A Mothbug companion assists with both traversal and combat.
The soundtrack is by Christopher Larkin and Kevin Penkin - respectively known for Hollow Knight and Made in Abyss and Florence, both Adelaide-based. The project was backed by Screen Australia's Games: Expansion Pack fund under the working title Legend of Valley, with lead programmer Matt Le Krupa and lead artist James Pearse.
Because it has not released, most of what follows is based on preview coverage, the demo, and Steam's own feature list. Full controller support, Steam Cloud saves and localisation into 12 languages are confirmed. This is a game that is clearly still being finished, and the wiki will be worth revisiting as it comes together.
The Grantree is the valley's defining feature - a colossal tree at its centre that the whole region is named for. It functions as both a landmark you navigate by and a symbol of what the child has been sent to repair, since the balance of Viridia is tied to the tree and to the frenzied state the valley's creatures are in.
The valley's geography splits into mountain glades on the open upper routes, hidden grottos threaded through the rock, and ancient ruins that hold relic material for the Totem system. Reactive plants are scattered across all three, and they are not decoration - they launch you across gaps that would otherwise need a grapple chain, which is what makes the traversal system cohere rather than feel like a checklist of abilities.