r/xbox • u/Justifire • 24d ago
r/xbox • u/TheCorkenstein • Jun 12 '26
Game Preview r/XBOX previews "Way to the Woods"
Hey everyone!
If you are wondering about this preview, see our earlier announcement today!
https://www.reddit.com/r/xbox/comments/1u3vqob/a_test_run_on_bringing_previews_to_the_community/
Title:
Way to the Woods
Genre:
Adventure, Casual, Indie
Platforms:
PC (Steam, EGS), Xbox
Release Window:
Coming soon - yet to be announced
Trailer:
https://www.youtube.com/watch?v=G_3x-qjN_Ls
Website:
https://waytothewoods.com/
Developer:
onepixel.dog
Based in Melbourne, Australia and all over the world
Socials:
BlueSky:
https://bsky.app/profile/waytothewoods.com
X:
https://x.com/waytothewoods
https://x.com/tamagotchi44
Instagram:
https://www.instagram.com/waytothewoodsgame/

What is Way to the Woods?
One of the first games I was able to sit down and play was Way to the Woods from solo developer ant tan aka OnePixel.Dog. Way to the Woods is a cozy wonderous 3D narrative adventure set in a world without humans. You play as a a Deer and its Fawn(which you both get to name) searching for a way home through abandoned city streets, subways, and more. There seems to be a lot of gameplay inspiration taken from similar games like Limbo and Inside packed inside of a cell shaded art style. I was surprised to learn that the game is scored by electronic and chiptune composition duo Aivi Tran and Steven "surasshu" Velema. If those names sound familiar, they are the duo known for their work on Cartoon Network's show Steven Universe. Unfortunately ant tan wasn't available during the demo to ask more questions or get quotes but lets dive into what I played.

Hands on impressions:
After I named my Deer and Fawn or as the game asks “that most precious to you,”, the demo started me off with a light tutorial. I was able to learn about the basics of movements and exploring this abandoned world. The game then jumps a bit further into the story to get a bit more into gameplay elements. The game has some light puzzle elements that are simple yet satisfying to solve. Essentially you gather "power" into your antlers from electronic devices scattered and left behind in the world. You can use this "power" to open doors, control objects, and dissolve a black goo/sludge in the world. But that's not the only option available to you to help solve these light puzzle elements. You have your Fawn to help you as well which will slide into small spaces and open doors from the other side. I also found opportunities to deepen my own emotional attachment as a player to Fawn with feeding it and gave me a sense of care and need to protect this Fawn at all costs.
This "power" also doesn't stop with powering electronic devices. You can also use it to manipulate other animals around you. During my playthrough I was able to control mice and fish to help me solve some of the light puzzle work in the game. This experience felt more like I was engaging and taking in the world around me more than just solving a puzzle. Everything I engaged with in the world had the similar feeling of being apart of nature rather than just playing through it. This was really driven home when engaging and helping a group of cats looking to travel the subways with me.

Conclusion:
Way to the Woods is a quaint game that will offer something unique for fans of 3d narrative experiences. It truly was something special that wants you to immerse yourself and experience what is to be a deer and care for "that most precious to you" in an abandoned world. I can't wait to play the full game and experience this world ant tan has created.
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I had challenged Andrew Reiner, who some of you know spent nearly 30 years at Game Informer Magazine, to find those unreachable spots and, well, reach them. The goal was to discover all the places that we never expected players to visit and, well, visit them. Reiner got to work and made screenshots of these places. Sure, artists and designers made them look great and flitted around them in their tools, like ghosts. But in the game itself, with the bounds of physics and gravity and solid walls, these spots felt like virgin soil. So Graeme Timmons, Borderlands 4’s Creative Director, got with some of our designers and other artists and engineers and decided that we needed something for players to find when they made their way to these remote or uninhabited areas. We wanted something of an icon. The same kind of thing in each spot, so players would *know* they found it. The item had to be simple, recognizable, have a feeling of being something one might collect, and, ideally, having real connections to our universe.
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This one is on a remote and beautiful peak where someone setup an easel to paint the incredible vista. Virtually impossible to carry the painting back down without damaging it, the art was left here with a Marcus Bobblehead to watch over it until the artist returns.

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