Overview
Most farming games are about growth. You clear land, expand your farm, upgrade your tools and watch the numbers go up. The Stillness of the Wind reverses that. It is a game about things shrinking and ending, and it uses the familiar chores of the genre to make that loss felt.
The game was made by Coyan Cárdenas under the name Memory of God, with Lambic Studios also credited, and published by Fellow Traveller. That label has built its catalogue around narrative-first indie games, and this one fits it well. It follows Cárdenas’s earlier Where the Goats Are, and the lineage shows: the goats are still here, and so is the focus on small, repeated work in an empty landscape.
You play Talma, an elderly woman living alone on a homestead in the desert. Her family has moved to the city. Her days follow a routine: milk the goats, make cheese, collect eggs, water the vegetables, cook, and look after the animals. A traveling merchant comes by regularly. He trades seeds, tools and supplies, and he brings letters from Talma’s family along with news from the outside world. Over time, that news becomes more and more troubling.
That is nearly the whole design, and the restraint is deliberate. Talma walks slowly. The days pass quietly. The story comes through found objects, dreams and small details rather than cutscenes or exposition.
It is a niche game and it doesn’t pretend otherwise. It launched on February 7, 2019 at $4.99, and is available on Steam, Nintendo Switch and iOS. The store rating of 3.4 out of 5 reflects a real split between people who go along with its pace and people who expected a farming game underneath the melancholy.
Key features
- Chores that carry the story: Milking, cheesemaking, egg collecting, planting and cooking make up the entire loop. They also do the storytelling, because repeating them every day is how the game conveys Talma’s isolation.
- The merchant and his letters: The traveling merchant is your only economy and your only regular human contact. The letters he delivers are the main story thread, and they gradually add dread to ordinary farm work.
- Environmental storytelling: Talma’s past and the state of the world come through found objects, dream sequences and small details. The game expects you to piece things together yourself.
- Deliberately slow movement: Talma walks at the pace of an old woman. This is the game’s boldest design choice and also its most divisive one.
- Lo-fi pixel art and a sparse ambient score: A wide, mostly empty desert and quiet music set a reflective tone that the game never breaks.
Analysis
The Gameplay Loop, Stripped to the Studs
Mechanically, The Stillness of the Wind is very simple. You wake up and do the chores: goats, chickens, garden, kitchen. Surplus goods can be traded with the merchant for seeds and supplies. Then the day ends. There is no skill tree, no relationship meter and no crafting system beyond turning milk into cheese.
As a farming game, it is shallow, and it’s better to say so plainly. The economy barely exists and the systems have no depth. After the first hour there are no new strategies or optimizations to find, because there is nothing to optimize.
But that is not the game failing at something it tries to be. It is a story that uses the structure of a farming game as its setting. The chores are simple because Talma’s life is simple. They repeat because her days repeat. The game wants you to do the same small tasks again and again, and to feel that their meaning comes from the fact that nobody else is around to do them. Whether that trade is worth it depends entirely on what you want from a game, and for most farming-sim players it won’t be.
The Walk
Talma’s walking speed is where the game will win you or lose you.
She moves slowly, and the game never lets you speed her up. Walking from the goat pen to the garden takes real time. In most games that would be poor design: pointless friction that adds nothing. Here the friction is the point. You are meant to feel the distance across her small farm the way an old woman would, and to spend that walk thinking.
As a design bet, it is a risky one. Deliberate pacing only succeeds if players accept the premise, and a slow walk is the most direct way to test that. Arrive in a restless or task-focused mood and the walk will feel like an obstacle. Arrive willing to slow down and it becomes the thing that sets the mood for everything else. The game makes no effort to convince skeptics, and it shouldn’t have to. Still, know before buying that this is the main thing the whole experience depends on — and it is the single most likely reason to bounce off the game.
The Letters as the Engine
The real driver of the game is the mail. Each time the merchant arrives, he brings something from outside the homestead: letters from family, news from the city. They start out ordinary and become gradually more unsettling.
This is the smartest decision in the game, because it changes how the chores feel without changing the chores themselves. On day two, milking a goat is just milking a goat. Later, after a letter has left you worried, the same action carries that worry with it. The mechanics stay the same while your understanding of the situation changes, and that gap is where the story lives.
The merchant also serves two roles well. He is your only way to get new seeds and tools, so you have a practical reason to look forward to his visits. He is also your only contact with other people, so you have an emotional reason too. The game ties the two together naturally.
Show, Don’t Tell
The story unfolds through found objects, dreams and small environmental details, not dialogue trees or cutscenes. This works well because it treats you as capable of drawing your own conclusions. The dream sequences in particular break up the routine and hint at Talma’s inner life without spelling it out.
The weakness is that a story told this sparingly can be easy to miss. If you rush, and the slow walk is partly there to stop you from rushing, you will likely finish with a vague sense of sadness but not much sense of what the game was saying. The game rewards attention and gives little back without it.
Length and Its Consequences
The game is short, a few hours, and this is the most legitimate complaint against it. A story about slowness and time passing that ends quickly creates some tension. The ending is emotionally satisfying, but there is no replay value to speak of. Once you know how things go, going through the routine again loses most of its effect. At $4.99 the price is modest, but judge it the way you would judge a novella, not a farming game you expect to play for a whole season.
Visuals & performance
The lo-fi pixel art is a strong example of doing more with less. The desert is wide and mostly empty, and that emptiness is the point: the space around Talma’s small farm tells you how alone she is before any letter does. The palette is warm but faded, which suits a game about memory.
The ambient score is equally restrained. It is sparse and quiet, and it stays in the background. It never tells you how to feel. It simply makes the silence easier to sit with.
The UI stays out of the way, which is the right approach for a game about stillness. On the technical side, there is not much to go wrong: this is a small 2D game with limited systems, and it is light on hardware by design.
Platform nuances
- Steam (PC): The standard way to play. Mouse and keyboard or a controller both suit a game this simple, and a large monitor makes the most of the empty landscape.
- Nintendo Switch: Probably the most natural fit. A slow, contemplative game that lasts a few hours suits handheld play, ideally in the evening with headphones. Short sittings also make the repetitive chores easier to take.
- iOS: Touch controls suit the game’s simple, deliberate actions, and tapping through the chores feels fitting. The trade-off is the setting: a phone encourages quick, distracted play, and this game suffers badly from that. Give it your full attention, not a spare moment in a queue.
Final verdict
The Stillness of the Wind takes the core pleasure of farming games, the satisfaction of routine, and asks what that routine means for someone who has nobody left to share it with. Its answer is quiet and sad, and it lands. The merchant’s letters are an excellent delivery mechanism for a story, and the art and sound are well matched. But the slow walk is a bold choice that costs the game part of its audience, the farming layer is barely there, and the whole thing is over in an evening.
As a game, it is thin. As a farming sim, it barely qualifies. As a short, reflective story about the end of a life, it is genuinely strong. Know which of those you’re buying, because only one of them will be worth your $4.99.
Reviewed by the Rankeno Puzzle & Casual Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review