Winter's Warmth Is Beautiful And So Is Moomin
May 12th, 2026
— All I know is that I'm me, and that I'm here now!
That phrase is said by a squirrel and how come that little rodent got life
more figured out than I do.
It is impossible to overstate the kind of strength the Moominvalley can find
in its simplicity, stories that tap the beauty and wonder of the mundane and
natura, its own breed of magical realism.
Snufkin: Melody of Moomivalley got that, and
Winter’s Warmth
feels rather homogenous when it comes to how it feels to play and the ways
in which it understood the series and shaped it through adaptation, but it’s
also insane in how it differs in the ways it goes about in understanding
what its source material can say about itself and the world it deeply loves.
It feels more linear than the already straight forward previous game did,
but that mostly stems from having an actual pseudo-hub location, not a
center piece in the literal sense of the world, but the Moomin home acts
unequivocally like that, a home. Running errands around the
rooms watching as it gets more populated and emptier from the perspective an
accidental host is adorable and touching, the knowledge alone that it acts
as an actual shelter fills you with more drive than any of the quest markers
or maps could have hoped for, and if anything I think this game would have
come out from the other side even better if it had way simpler indicators
—this is ignoring the fact this is an experience intended for quite
literally anyone to be able to play, and at that point me critiquing that
kind of accessibility and quality of life add-ons sounds counterproductive,
but I digress.
Re-enforcing this idea of a safe space in the middle of a valley that used
to act as a haven is such an interesting yet fitting contrast;
Melody of Moomivalley
had the Park Ranger and the Cops to the present an external threat,
something alien to the meadows that shaped them in ways that felt
unnaturalistic and harmful, destruction and senseless intervention through
means that go against the very spring.
Within the first 10 minutes of Winter’s Warmth, the cold takes a
victim.
Or maybe not.
There’s no effort made to hide the innate cruelty of the snow, but in doing
so, it also showcases it’s pure beauty; the same piles of snow that halt of
obstruct are the same ones that offer small ponds of ground in which is
easier to walk, a tactility that all of the snow shares and through which
you slowly carve your own routes. This is not a game I expect everyone to
have wildly different paths in, but it doesn’t need that kind of
open-endedness when the action alone is so satisfying. Both in the previous
game and in here, every step of progress is a victory, but it’s in
Winter’s Warmth
where that feeling is met with uncertainty, the possibility no problem has a
defined end, that tomorrow will undo everything, that maybe you won’t see
that strange wanderer ever again.
Faces blend together in the blizzard… but they are all friendly ones. And
they remember through action.
Uncertainty is present even as the winter beings frolic around the fire and
Little My pummels you with snowballs; things almost never go to plan, and
yet the outcome is always smile inducing. There’s beauty in the snow itself,
but there’s even more in the little fort two friends make to fight against
the cold or the banter between Misabel and the Hemulen (which is like, one
of the most fun interactions I’ve read in a game period), the beauty people
fight to get out of that which is scary and unfriendly, even when their
worst traits shine the darkest.
At least it means we all got stuff to go through, together.
The final note is something more concrete, the happiness of a sunny day and
friends from a long while ago, but it’s hard to forget the mess that came
before and how happy it made you feel between the moments you really wanted
to cry.
I’ve only seen snow fall out the sky once —turns out that even more at the
north were it always rains, the coast isn’t a good place for the drops of
water to solidify—, but I’ve seen the kind of tale Winter’s Warmth
is showing, I’ve felt the yearning from it to go away and remember the
comfort of warmer days. But that warmth isn’t innate, and it knows it. And
it knows how to show it through Moomin and his dorky friends. And it makes
me happy because of it.
There’s something special hidden within its tactility, its quieter moments
of re-treading past areas, the little growth Moomintroll goes through
showcases in the beautiful animations contrasted in a world of beautiful,
neatly cut drawings. I never doubted for a second that this team had the
ability to make something touching and satisfying, but they had the option
to pick an easier route that opted for self-referential story mixing and
quote callbacks and re-using the base of their previous game had in its
entirety. Instead, they chose sincerity.
They chose what makes Moomin feel like Moomin.
Thank you so much for reaching this point.