
You only have 21 days until this living city dies. The clock is ticking. You can’t be everywhere at once. Decide what to explore, who to meet and see every decision shape the curious stories and terrible secrets of this branching narrative game.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1] Good Idea, bad execution [/h1] [b] The Good: [/b] The idea behind this game is wonderful - I’m a huge fan of Lovecraftian horror, and this game delivers that existential dread perfectly. It takes some time (and a bit of knowledge about Lovecraft’s works and cosmic horror in general) to fully grasp certain plot points, but that just adds to the depth. The graphics are beautiful, the soundtrack is captivating, and the plot is intriguing. At first, you feel a desperate urge to save the city and its inhabitants, but by the end, you’re swallowed by despair and the crushing meaninglessness of it all - a wonderful existential crisis that makes you want to restart immediately, just to try and fix everything (even though you probably can’t). The game even makes you grab a pen and notebook to track prices, clues, and choices - immersion at its finest. [b] The Bad: [/b] Unfortunately, the execution is rough. The game is riddled with bugs: missing quest markers, visual glitches, and and even quests from previous save files carrying over into new playthroughs. I couldn’t enter certain events because the game kept freezing, and at one point, the in-game time broke entirely - I couldn’t sleep, interact with quests, and lost two full days of progress. Another major issue is the lack of information. Playing blind is brutal - some choices take 20 in-game days to show consequences, and you can’t skip time unless it’s 6 PM. If you want to see different endings, be prepared to replay those 20 days over and over. (Though replaying is easier once you know key details… but still, [i] Jesus Christ [/i] .) [b] Neutral (But Worth Mentioning): [/b] The game only has English and Spanish translations, which might limit accessibility. There are noticeable typos and errors in the text - not game-breaking, but immersion-breaking at times. Sadly, the developers have abandoned the project (as confirmed in a 2023 Discord announcement), so don’t expect fixes or updates. [b] Final Verdict: [/b] Despite its flaws, I love this game and will absolutely play it again. The atmosphere, storytelling, and sheer despair it evokes are worth the jank. But be warned: you’ll need patience, a non-existent wiki, and maybe a stiff drink to endure the bugs.
Let's get the negatives out of the way: - The pacing is slow. Time progression is tied to the game's day cycle, and advancing to the next day often feels more restrictive than it should. The simple fix to this that could have solved all the issues of slow pacing is enabling and allowing you to sleep before 6 PM, not require 6 PM to sleep. - The game doesn't always provide clear direction on what you're supposed to do next. A lot of the time you're expected to figure things out through exploration, which can be rewarding but can also leave you wandering around without much sense of progress. Now for the positives: - The worldbuilding is fantastic. A Place for the Unwilling is absolutely drenched in Lovecraftian atmosphere, and the developer does a great job weaving elements from Lovecraft's works into the game's own lore. - The city itself is fascinating. Every district feels like it has history, secrets, and stories hiding beneath the surface. - The side characters are one of the game's biggest strengths. Nearly everyone you meet has their own story to uncover, and many of them take surprisingly dark turns (and I mean it, very dark). - The atmosphere is excellent. The handrawn art style feels deliberate rather than simply stylistic, perfectly complementing the game's themes of decay, mystery, and inevitability. - The lore runs deep. The more time you spend digging into the setting and its inhabitants, the more reading materials and notes you consume, the more rewarding the experience becomes. A Place for the Unwilling feels like a genuine hidden gem. What kept me invested wasn't the gameplay or the day-to-day progression. It was the world. The city, the characters, the mysteries, and the sense that there was always another strange or unsettling story waiting around the corner. The developer clearly had a strong vision for this setting, and that passion comes through in almost every aspect of the writing and worldbuilding. The frustrating part is that the game's pacing often gets in the way of its greatest strengths. There were plenty of moments where I wanted to keep uncovering more of the lore, but the slow progression system made the journey feel more drawn out than necessary. There's a lot of interactable things, and I'm sure I haven't at all comb through every interactable and piece of dialogues available scattered around the decent-sized and beautiful map. Still, if you're someone who enjoys rich worldbuilding, atmospheric storytelling, and Lovecraftian themes, there's a lot here to appreciate. It may not be for everyone, but for those willing to put up with its slow pace, there's a memorable and surprisingly unique experience waiting beneath the surface. If I had to score it, I'd probably give it a 9 out of 10 (would be lower if I am not one who can take the slow pace, but I can take it). A fascinating Lovecraftian world held back by pacing issues, but one that's absolutely worth discovering.
Despite some flaws, this game is likely the best lovecraftian game. And, likely, for the least obvious reason. Meeting NPCs in most lovecraft games is like meeting Crystal Lake counselors. You expect the worst, it happens, and you move on with the story. In this, I had good chances to know people. See them laugh or cry, get a feel for how they see things, learn their (non eldrich) secrets. And when it became clear, through insights, that their sand was drawing low I began to worry for them. They weren't stock victims, they almost felt like friends after a time. Which goes into a second point, it's not obvious what's coming. Sure, The King in Yellow is coming to the theater, but there is talk of so much more. The city is hungry. There is a growing class struggle, pro and anti establishment factions argue and threaten violence, and that's before things get worse. From reading the paper or taking part in it yourself, you know the city acts like any character in the game. Not just a stock set for a horror story. Sadly, like with Pathalogic, it's hard to engage with so many things. From budgets, deciding who to talk to, what to buy or sell to manage an income, and who to side with. Some characters will be upset by who you decide to hang out with. Still, like the popular king story, the first act tries draws you in. And on the second week, you no longer feel passive as the story has you hooked now. As it now becomes clear just how deep the secrets you were chasing are. I can say I enjoyed this more than the Call of Cthulhu game, even with it's flaws. Hail to the king (in Yellow) baby!
A place for the Unwilling es probablemente el unico titulo de los ultimos 30 años que captura realmente el nucleo de la experiencia Lovecraftiana. Este no es un juego sobre monstruos llenos de tentaculos y colmillos, si no sobre la variedad que , caminando sobre dos piernas y fingiendo pertenecer a la misma especie con nosotros, albergan en su interior mas oscuridad que el mas profundo de los abismos Un guion enormemente extenso y profundo, personajes inolvidables, dialogos ingeniosos y una dirección de arte magistral conforman el que sin duda es el mejor juego que España le ha dado al mundo en la ultima decada
Tales from a Somnambulant Stiff-butt I rarely review games but this is one which I wish I had seen the kickstarter for. I think A Place for the Unwilling deserves one. It is niche, beautifully hand drawn and destined to be criminally underappreciated. Prolly the biggest turn off for many is that “The City” is riddled with words. Where and how you encounter them is where all the fun is to be had. From the dreams of a dead friend which lead you to travel there, to the scrappy Union, the cigar smoking Top-hats, or even to the PLAN, it is all words, words, words. Unlike a visual novel, which is a linear affair of static screens, you can determine how bourgeois or proletariat your main character can be by wandering around and doing stuff for people. You can even play both sides against the middle (of course). Yet there is little beyond that and a threadbare series of shops you can trade at in order to build up cash that people will inevitably hold their hands at you for everywhere. It lends a freeform buy low, sell high mentality to the often simple tasks given to you, most of which revolve going from point A to B. Yet what an A to B: Do you help fund a private wing at the local bookshop full of weird incubala? Need a ticket to the creepy play that most certainly WON'T get you killed? Oh and the simpering mayor needs money, the slums need renovation and the doctor wants you to procure another fresh body from the cemetery. All that stuff ain't free. There are more than a few oblique literary references and the ones I have caught have been like paper cuts on my eyelids which is to say they certainly stand out. What literary sources? I will not the fun of what is to come beyond to say they enrich the theme deeply. Those words. It is such a slow burn, of creeping unease and mystery. I am certain I have seen a fraction of what the game has to offer but that is okay. Next play through I think I will help oppress the slums I helped liberate. Why not? As the game reminds you, time is an illusion. This game is exquisite. I challenge anyone who says otherwise with the thinking man's swearwords: physical violence.
This game does not allow you to backup or bifurcate your saves, and takes 30+ hours to play through. My save file became corrupted, 18 hours into a playthrough, making that time a total waste. I have been denied a refund. Given that there's no way to retrieve your game or at least get a refund if this happens to you, I cannot recommend this game. It's a shame, as I was really getting into the story. edit: The creators of the game have fixed the reason my game became corrupted (though I was not able to retrieve my save). They also told me where one cane find one's saves: C:\Users\[YOUR USER]\AppData\LocalLow\ALPixelGames\A Place For The Unwilling Because of this, I am tentatively changing my review to "would recommend". But I also recommend you back up your saves every few game days just in case.
The gorgeous and cartoonish art-style should not distract you from the fact that this game is a love letter to the works of Lovecraft and his cosmic-horror atmosphere. In the game, you have 21 days to understand the mystery behind your old friend’s suicide, and to discover the secret of the city. Trading is a crucial task, together with gaining the trust of townspeople, but it is important to remember that not every single objective can be completed in one day. Defining priorities is a crucial task, for this reason, pen and paper will be a useful ally to plan your steps. Because the clock is always ticking. Sounds familiar? I hope yes, because A Place for the Unwilling is also inspired by Pathologic, both for structure and mechanics, just this time you have more than 12 days, and the survival and fighting elements are missing (and for some players this can be a plus). The city is a place of social clashes, a community built with steep steps between the rich and the poor, where the workers are fighting against the classism of the ruling elite. But in this case, political and social tension merge together with a Lovecraftian environment. The rich fictional world of Lovecraft and his followers is imbued in this world, with references to the town of Innsmouth, or how a farm got devastated by what was described only as a “color.” And if references are not enough, a spectacle called the King in Yellow is in town, and with enough money you could even buy a ticket. For more check the complete article as a part of Towns with a Dark Secret: https://surrealandcreepy.wordpress.com/2020/11/29/towns-with-a-dark-secret-the-most-hermetic-cryptic-and-bizarre-communities-at-the-core-of-open-world-games/
after all the updates, still got multiple quest breaking bugs. incredibly slow story and no engaging gameplay to help with the slowness. after the 12th day, got another quest breaking bug with the mayor's quest... I'm done.
I recently described this game as something I would like to play, but can't, because of how terribly it is built. Upon hearing this, a friend told me the game had been updated in February, long after I gave up on it, with some major bug fixes and polish. So I jumped back in just now to give it another go. After getting through the opening dream sequence and going downstairs from my bedroom, I went to look in a door next to the stairs and ended up walking straight through it into the dark void of nowhere. I couldn't go back through the door, I was trapped in the empty space. After a few minutes of wandering around in the air, I managed to clip through the fire place back into the game world! 'Ok, not a promising start, but I'll keep trying!' I thought. I decided to head straight for the door out to the city, so I went between the couch and the coffee table and.... I was stuck in the couch. I spent another 5 minutes attempting to get out of the couch, but I never succeeded. Did the city set that couch against me? Does that joke make sense? I'll never know because I'm uninstalling this garbage.
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