The Stillness of the Wind
An elderly farmer faces isolation and loss in a melancholic simulation.
The Stillness of the Wind is a farming simulation game created by solo developer Coyan Cardenas and released by Fellow Traveler on February 7, 2019. Players control Talma, an elderly goat farmer living alone on a remote homestead, as she tends to her goats, chickens, and crops. Unlike typical cozy farming games, Talma moves slowly and struggles with basic chores, though she shows joy when caring for her animals and laughs while playing on the ground. She can forage for fungi in the desert and interact with a passing salesman. Over time, letters arrive from her family in the city, describing an unknown but worsening situation, and their tone grows increasingly desperate. The game explores Talma’s determination and daily life, but as seasons change, she begins to dream and hallucinate—hearing children playing or a train horn, hinting at memories and possible dementia. The story ends in winter when Talma passes away.
Cardenas, founder of Lambic Studios, started work after finishing his earlier game *Where the Goats Are*. The idea for a rural, lonely life came from fantasies he and his girlfriend shared about leaving London to raise goats in the countryside. The melancholic tone emerged naturally as the game’s structure suited a narrative of isolation. Cardenas deliberately designed the game as the opposite of the typical “hero’s journey,” drawing inspiration from the films *Nostalghia* and *The Turin Horse*, and the novel *One Hundred Years of Solitude*. *Where the Goats Are* was meant to be a month-long project with a limited scope, but Cardenas felt he hadn’t fully explored the concept, so he created a follow-up instead of starting something new. He added features absent from the first game, such as goat breeding, foraging, and gardening. After finishing *The Stillness of the Wind*, an exhausted Cardenas took six months off before returning to game development.
Reviews were generally positive on PC, according to Metacritic, while the Nintendo Switch version received mixed or average scores.
Quick Facts
- Title
- The Stillness of the Wind
- Developer
- Lambic Studios (Coyan Cardenas)
- Publisher
- Fellow Traveler
- Engine
- Unity
- Released
- WW · February 7, 2019
- Genre
- Simulation
- Modes
- Single player
- Platforms
- Windows, Nintendo Switch
Facts from the source article.
Lore & Background
The Stillness of the Wind was developed by Coyan Cardenas, a solo developer and founder of Lambic Studios, after completing his previous indie game Where the Goats Are. The idea for a game set in a rural, lonely life originated when Cardenas and his girlfriend fantasized about moving out of London to raise goats on a homestead. The melancholic setting and story emerged during development, as the game's structure lent itself to a narrative of isolation from civilization. Cardenas intentionally designed the game to be the reverse of the hero's journey common in the video game industry, drawing inspiration from the films Nostalghia by Andrei Tarkovsky and The Turin Horse by Béla Tarr, as well as the novel One Hundred Years of Solitude by Gabriel García Márquez.
Where the Goats Are was intended as a month-long project with minimized scope, but Cardenas felt he had not fully explored the concept. He decided to make a follow-up game on the same subject, adding features not present in Goats, including goat breeding, foraging, and gardening. After finishing The Stillness of the Wind, an exhausted Cardenas took six months off before returning to game development.
The game follows a Harvest Moon-esque gameplay style, where the player controls Talma, who moves slowly and struggles with basic tasks but emotes joy when caring for her animals and laughs when playing on the ground. She can forage in the desert for fungi and interact with a passing salesman. Letters from family speak of an unknown, dark situation in the city, with increasing desperation as the game continues. As time passes, Talma begins to dream and hallucinate, hearing sounds of children playing or a train horn, signifying memories of the past and possible dementia. Seasons change, forcing the player to adapt, and at the end of the game during winter, Talma passes away.
Reader's Guide
The Stillness of the Wind stands as a deliberate counterpoint to typical farming simulations, using its slow, melancholic gameplay to explore themes of aging, loss, and isolation. Its significance lies in how it subverts the genre's usual emphasis on growth and productivity, instead focusing on the quiet determination of an elderly farmer facing the end of her life. The game's reception was generally positive, with critics noting its unique and provocative approach to old age, though some found the writing heavy-handed. Reviewers described it as meditative, slow, and sad, emphasizing that it was less about doing and more about feeling. The game's legacy is tied to its ability to make players grasp the importance of every moment on a mortal plane, offering a contemplative experience that contrasts sharply with the cozy genre's typical comfort. Its development, born from a personal fantasy of rural life and shaped by literary and cinematic influences, resulted in a work that challenges conventional game narratives.
Did You Know?
- The game was developed by solo developer Coyan Cardenas, founder of Lambic Studios.
- The game's ending sees Talma passing away during winter.
- Cardenas took six months off after finishing the game before returning to development.
Origins & Creative Foundation
The Legend of Zelda was born from the collaborative vision of two Japanese game designers, Shigeru Miyamoto and Takashi Tezuka, and has been primarily developed and published by Nintendo since its inception. A handful of installments and re-releases have been outsourced to studios such as Flagship, Grezzo, and Tantalus Media, but the core identity of the franchise remains firmly rooted in Nintendo's internal culture. The original title launched in 1986 on the Famicom Disk System, followed by an NES release in 1987, and it immediately set a technological precedent by becoming the first console game to offer a save function, allowing players to pause their adventure and resume at a later time. Since that groundbreaking debut, the series has grown to encompass twenty-one mainline entries spanning every major Nintendo console, alongside a growing catalog of spin-off titles. Miyamoto himself has consistently resisted the action-RPG label, preferring to describe his creation as a real-time adventure game that prioritizes a lived, visceral feel over stat-driven systems.
Gameplay Evolution & Pioneering Mechanics
The Legend of Zelda titles blend puzzle-solving, action-adventure, and open exploration into a cohesive loop that has refined itself across decades. Early entries presented players with a fixed top-down perspective, while later 3D installments opened the world to a free-roaming camera. A recurring toolkit of items—bombs that double as weapons and door-removers, boomerangs, keys, shields, bows, magical rods, hammers, musical instruments, digging tools, and the hookshot—appears in various forms throughout the series, obtainable through shops, rentals, or puzzle rewards. In 2017, Breath of the Wild shifted weapon acquisition into the open world and introduced a physics engine alongside a chemistry engine that governs how elements like fire, water, and wind interact with objects. Its 2023 sequel, Tears of the Kingdom, carried those systems forward. The 2024 title Echoes of Wisdom broke further from tradition by making Zelda the playable protagonist, who relies on a Tri Rod to copy and recreate objects and enemies rather than striking them directly. Meanwhile, 2011's Skyward Sword used motion controls to simulate sword swings and counters, and 1998's Ocarina of Time introduced a camera-lock targeting system that simplified 3D combat and became an industry standard.
Mythology & Narrative Core
At the heart of every mainline entry lies a mythic triangle: Link, a courageous young boy of the elf-like Hylian race; Princess Zelda, a member of the divine bloodline descending from the goddess Hylia; and Ganon, an evil warlord who has transformed into a demon king. Ganon's singular obsession is the Triforce, a sacred relic capable of granting any wish to a worthy holder. Should a person lacking a balanced heart of Power, Courage, and Wisdom reach for it, the Triforce fractures into three triangular shards, each bonding to an individual whose spirit embodies one of the three virtues. Zelda's narrative role has traditionally been that of a damsel in distress or a donor who equips Link for his quest, though the 2024 Echoes of Wisdom places her squarely in the player's hands. While the Hyrule-versus-Ganon conflict forms the series' structural backbone, several games send Link to entirely different lands and pit him against other antagonists, broadening the mythological canvas beyond a single kingdom.
Cultural Impact & Enduring Legacy
As of September 2024, The Legend of Zelda has sold more than 150 million copies worldwide, cementing its status as one of the best-selling video game franchises in history. The series is also widely regarded for its consistent quality, with numerous entries ranked among the greatest video games ever made. Its cultural footprint extends well beyond the console: an American animated television series adapted the games for broadcast in 1989, and Nintendo-commissioned manga adaptations have been published in Japan continuously since 1997. The franchise's influence on game design is equally profound. The original 1986 title introduced the save function to console gaming, and Ocarina of Time's 1998 targeting system became a blueprint for 3D action games. The genre classification debate—whether Zelda is an action RPG or something else—has persisted for decades, with Miyamoto himself rejecting the RPG label in 1992, yet Dark Souls director Hidetaka Miyazaki cited A Link to the Past among his all-time favorite RPGs in 2012. This tension underscores the series' unique position: it shaped the action-RPG genre while deliberately refusing to be contained by it.
Frequently Asked Questions
What is The Stillness of the Wind?
It is a slow-paced farming simulation in which you manage a small, isolated homestead as an older woman. The game was created by solo developer Coyan Cardenas and published by Fellow Traveler, launching on PC and Nintendo Switch in early 2019.
Who do you play as in The Stillness of the Wind?
You take on the role of Talma, a senior goat farmer living entirely on her own in a remote area. She looks after her goats, chickens, and garden, but her age makes even simple chores feel like a genuine physical effort.
How does The Stillness of the Wind differ from typical cozy farming games?
Instead of a lighthearted, upbeat loop, it leans into a quieter, more melancholic tone where the protagonist visibly struggles with basic tasks. There are still warm, small moments—like Talma laughing while rolling on the ground—but the overall mood carries a sense of gentle isolation.
Who developed and published The Stillness of the Wind?
Coyan Cardenas built the game as a solo project, and Fellow Traveler handled its publishing. It was released on February 7, 2019, for PC and Nintendo Switch, earning generally favorable reviews on Metacritic.
What is the story about in The Stillness of the Wind?
Beyond the daily rhythm of tending animals, foraging for fungi in the nearby desert, and chatting with a passing salesman, Talma receives letters from her family back in the city. Those messages hint at a deeper thread of distance and loss, reinforcing the game's themes of solitude and the quiet passage of time.
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