- Announcing Wings of Vi 2! (wishlist now) - 19 December 2025
Wings of Vi 2: Guardian's HeartHey everyone! I want Wings of Vi 2 development to be completely open and transparent. Raw progress updates, early builds, your feedback shaping the game, and all of us creating the best possible sequel side-by-side.It’ll stay true to my vision (the one you loved in the first game), but your input will help me tune everything to perfection.Guardian’s Heart – The StoryTen years after Jeh’oul’s fall, Vi now carries the Guardian’s Heart – the final gift from her mother’s sacrifice. Only she can face the new threat rising:Myougi, the grieving daughter of the underworld, has unleashed the manifestations of the Seven Deadly Sins to reclaim what she lost – no matter the cost.From the Avatar’s holy seat, Vi descends into a fractured world of divided tribes, ancient beasts, sunlit shores, and shadowy grottos. Old friends return, new allies emerge, and everyone will…
- GRYNSOFT'S GAME ON THE SWITCH - 27 October 2020
Grynsoft's latest game ROAH is going to released on the Nintendo Switch on november 3rd! Check out the pre-release eShop page: https://nintendo.com/games/detail/roah-switch/ If you're wondering about Wings of Vi, it is made in Clickteam Fusion 2.5D, not Unity, and is very hard to port to the Switch. No announcement or promises yet, but it will be worked towards getting it on the Switch as well, now that Grynsoft is a Nintendo developer.
- New game: Roah! - 28 November 2019
Today, on Wings of Vi's 5 year birthday (Happy birthday!) Grynsoft's next game is released! The game is called Roah, and it's a challenging platformer much akin to Wings of Vi, but with RPG elements and customizable combat. Check Out Roah On Steam!
- Roah Kickstarter: 40 hours left! - 21 March 2019
WHAT'S up guys, SOLGRYN here. I just wanted to let you all know the Roah Kickstarter is successful! There's only 40 hours left for the Kickstarter and we're trying to hit the stretch goals ' v'. You can get rewards like unique pixel-perlers, keychains, signed poster art and stuff 'v '. I just made a new post about the concept art of the game. I've been updating the kickstarter with info about the development of the game 'v ' ! https://www.kickstarter.com/projects/solgryn/roah-challenging-platformer
- New game KICKSTARTER - Roah - 22 January 2019
My new game Roah has launched its Kickstarter! https://www.kickstarter.com/projects/solgryn/roah-challenging-platformer
- Wings of Vi speedrun tournament! - 11 May 2018
Wings of Vi is now on sale celebrating @SpeedgamingShow Wings of Vi any% speedrun tournament! check out the schedule at http://speedgaming.org/wov/ as of this post it's currently live at https://www.twitch.tv/SpeedGaming3
- Patch 1.14: The community patch - 15 July 2017
Together with the Wings of Vi community, a lot of quality of life changes and fixes have been made - along with a new modifier: the mirror mode. This'll flip the screen horizontally, but also flip your controls. This means, that the world will be backwards but you'll still control as normal. Just wanted to use this time to say thanks to all the support the game has gotten over the years - and is still getting. It meant that I could do game development fulltime, at least for now, and it's been the best time in my life. I'm still working on Roah, which is still slated for late 2017 - early 2018 (But it's done when it's done). Changelog: - Added a new modifier: Mirrored. - Ira found her halo in the heart of the baneful. - Inconsistency with fluttering and jumping fixed. - Camera will now scroll properly when off-screen in the Azurel boss fight. - Fireguys/charrers/materializers can't be hi…
- Patch 1.14: The community patch - 15 July 2017
Together with the Wings of Vi community, a lot of quality of life changes and fixes have been made - along with a new modifier: the mirror mode. This'll flip the screen horizontally, but also flip your controls. This means, that the world will be backwards but you'll still control as normal. Just wanted to use this time to say thanks to all the support the game has gotten over the years - and is still getting. It meant that I could do game development fulltime, at least for now, and it's been the best time in my life. I'm still working on Roah, which is still slated for late 2017 - early 2018 (But it's done when it's done). Changelog: - Added a new modifier: Mirrored. - Ira found her halo in the heart of the baneful. - Inconsistency with fluttering and jumping fixed. - Camera will now scroll properly when off-screen in the Azurel boss fight. - Fireguys/charrers/materializers can't be hi…
- New Game: "Roah" ! - 31 March 2017
My next game: Roah is now available on Steam Greenlight, see if it's anything for you and vote ' v' http://steamcommunity.com/sharedfiles/filedetails/?id=879127694
- New Game: "Roah" ! - 31 March 2017
My next game: Roah is now available on Steam Greenlight, see if it's anything for you and vote ' v' http://steamcommunity.com/sharedfiles/filedetails/?id=879127694
- 1.13 - 1 August 2016
New myougi voices Fixed Myougi 2 wall bouncing
- 1.13 - 1 August 2016
New myougi voices Fixed Myougi 2 wall bouncing
- Small update - 4 July 2016
- Myougi's Shield bar reversed for clarity. - Room before Twin Orcs has been made silent with ambience. - Changed final boss circle graphic. - Added tiny tip about reaching max jump height on flutter feather dialogue.
- Small update - 4 July 2016
- Myougi's Shield bar reversed for clarity. - Room before Twin Orcs has been made silent with ambience. - Changed final boss circle graphic. - Added tiny tip about reaching max jump height on flutter feather dialogue.
- Patch - 8 June 2016
Small fixes: Dark Annihilator and Kratarac no longer trigger melee attacks. Minecarts in the Sinister Grotto should now always return all your jumps upon landing on them.
- Patch - 8 June 2016
Small fixes: Dark Annihilator and Kratarac no longer trigger melee attacks. Minecarts in the Sinister Grotto should now always return all your jumps upon landing on them.
- Patch 1.11 - 20 July 2015
Small quality life changes and bug fixes. End-game cutscene is now skippable. Azurel platforms soul collision fix. Charrer in library replaced with a conving. The attack hitbox now instantly rotates, instead of having a transition. The visual will stay the same. Vale cave distortion wall moved slightly. Can't melee fogwalls anymore. Dark Annihilator is now correctly shaking on all difficulties. Post-Amethyst dialogue in the village skippable. Fixed issue where you would attack and shoot at the same time in the vale. Underworld portal fixes. Twin Orc portal colission fixes.
- Patch 1.11 - 20 July 2015
Small quality life changes and bug fixes. End-game cutscene is now skippable. Azurel platforms soul collision fix. Charrer in library replaced with a conving. The attack hitbox now instantly rotates, instead of having a transition. The visual will stay the same. Vale cave distortion wall moved slightly. Can't melee fogwalls anymore. Dark Annihilator is now correctly shaking on all difficulties. Post-Amethyst dialogue in the village skippable. Fixed issue where you would attack and shoot at the same time in the vale. Underworld portal fixes. Twin Orc portal colission fixes.
- Patch 1.1 - 19 April 2015
General: Overall performance increase. The chests requiring a specific difficulty setting no longer counts towards the completion percentage for a game save. This makes it possible to get 100% on all difficulties, not just demon. Darkheim Watch dialogue should explain the mechanic a bit better. Added option to turn the ingame controller support off. Areas: The Floating Keep: Reworked the obstacle course for a more organic experience. Sinister Grotto: Removed a mine that would hit the player based on a specific timing that was not intended. Path of Decay: Amethyst's planet doesn't need her any longer after the first cutscene. Bosses: Amethyst: Fire duration is now extended during wind and death phases. Dark Annihilator: Laser effect improved to collide with the ground like other lasers. Ancient Constructs: Two constructs being activated on the same frame should no longer cause them to fr…
- Patch 1.1 - 19 April 2015
General: Overall performance increase. The chests requiring a specific difficulty setting no longer counts towards the completion percentage for a game save. This makes it possible to get 100% on all difficulties, not just demon. Darkheim Watch dialogue should explain the mechanic a bit better. Added option to turn the ingame controller support off. Areas: The Floating Keep: Reworked the obstacle course for a more organic experience. Sinister Grotto: Removed a mine that would hit the player based on a specific timing that was not intended. Path of Decay: Amethyst's planet doesn't need her any longer after the first cutscene. Bosses: Amethyst: Fire duration is now extended during wind and death phases. Dark Annihilator: Laser effect improved to collide with the ground like other lasers. Ancient Constructs: Two constructs being activated on the same frame should no longer cause them to fr…