
Search for a ruthless assassin in this Gamebook Adventure where YOU control the story!
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Non mi piacciono i tiri di dado.
ingilizce yoksa hiç bulaşma zarlarla fight atılan kitapta yazılan hikaye üstüne ilerleme yapan bi oyun ama dil odaklı olduğu için tr de tutmaz
1/10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ta bueno.
I just love these type of choice based text games. Amazing story, fun combat in my opinion and art is great. 10/10
An Assassin in Orlandes, developed and published by Tin Man Games, is a narrative-driven gamebook that embraces the traditions of classic interactive fiction while layering in light role-playing mechanics to give player choices more weight. It’s not a game built around direct control or mechanical complexity, but rather one that unfolds through decisions, branching paths, and a steady sense of tension shaped by both strategy and chance. From the outset, it positions itself as an experience where survival depends as much on judgment as it does on luck. The story begins in the city of Orlandes, where fear spreads following a series of mysterious killings. You are drawn into this situation almost immediately, and what starts as a local investigation gradually expands into a wider web of intrigue, deception, and danger. The narrative is paced in short segments, each ending with a choice that determines how events progress. This structure creates a constant sense of momentum, as every decision pushes the story in a new direction, often with consequences that are not immediately apparent. What gives the game its distinct identity is how heavily it relies on branching pathways. Choices rarely feel trivial, and many can lead to entirely different outcomes, including unexpected deaths or alternate storylines. This unpredictability is both engaging and challenging, as the game rarely signals which path is optimal. Instead, it encourages exploration and experimentation, with multiple playthroughs revealing new routes, characters, and possibilities. Over time, the experience becomes less about reaching a single ending and more about uncovering the many ways the story can unfold. Complementing the narrative are RPG-inspired mechanics that add a layer of structure to the experience. At the beginning, you generate character stats that influence your effectiveness in combat and certain encounters. These stats, along with items you collect, play a role in determining the outcome of key moments. Combat and skill checks are resolved through dice rolls, introducing an element of randomness that mirrors tabletop role-playing games. This system adds tension, as even well-prepared players can fail due to unlucky outcomes, but it can also feel frustrating when success depends more on chance than on careful decision-making. The writing is consistently strong, carrying much of the experience through its descriptive tone and steady pacing. The world of Orlandes feels grounded despite its simplicity, and encounters are varied enough to keep the narrative engaging. Moments of danger are balanced with quieter interactions, giving the story room to breathe while maintaining a sense of underlying threat. While the plot itself is relatively straightforward, the branching structure gives it enough flexibility to feel dynamic across multiple playthroughs. Visually, the game maintains a clean, book-like presentation that reinforces its origins. Illustrated panels appear at key moments, adding atmosphere without overshadowing the text. The interface is intuitive, allowing players to track stats, manage inventory, and revisit sections with ease. These quality-of-life features help modernize the experience, making it more accessible than traditional gamebooks while preserving the feel of a narrative-driven adventure. However, the design does come with its share of limitations. The reliance on trial and error can lead to repeated sections, especially when certain paths require specific items or prior knowledge to succeed. This repetition can slow the pacing and test patience, particularly for players aiming to reach a more favorable outcome. Additionally, while the branching paths add variety, many routes eventually converge, which can make the overall structure feel less expansive than it initially appears. The randomness introduced by dice-based mechanics is another double-edged sword. It enhances the sense of unpredictability and risk, but it can also undermine the impact of player decisions when outcomes hinge on luck. For some, this will feel true to the spirit of tabletop gaming; for others, it may detract from the sense of control and agency. Despite these issues, An Assassin in Orlandes succeeds in delivering a compelling and replayable narrative experience. It captures the essence of classic gamebooks while incorporating enough modern conveniences to make it approachable for new players. Its strength lies in how effectively it combines storytelling with decision-making, creating a journey that feels personal and unpredictable. In the end, An Assassin in Orlandes is best appreciated as an interactive story rather than a traditional game. It offers a rich, choice-driven adventure that rewards curiosity and persistence, even if its reliance on randomness and repetition occasionally disrupts the flow. For players who enjoy narrative exploration and are willing to embrace its unpredictability, it provides a satisfying and immersive experience. Rating: 7/10
It's a very standard gamebook, sometimes a bit silly (judging someone passed recently from a temperature of a cloth scrap?! come on, a cloth scrap has not enough mass to hold temperature, unlike a pot of tea, for example). The plot is nothing to write home about, standard fantasy romp full of overused tropes. The expansive lore in the Extras section, is very detailed, if rather run-of-the-mill, and feels irrelevant for the purpose of the actual gameplay. But the game is functional, and if you like gamebooks who have limited replay value, this one can be recommended - especially if you buy it for one Euro as I did.
[h1]Verdict: 4/10[/h1] Create your own adventure meets Dragons & Dungeons RPG mechanics. Being an avid fantasy book reader, I find the story lacking, but I guess that is to be expected. Forced to choose a recommendation, let it be positive by a thread. [h1]PrivateJoh’s personal (re)view:[/h1] I realize I do have a problem with create your own adventure games. It’s not the games’ fault really, but my expectations’. Being an enthusiastic fantasy reader, I find the stories in these games pretty blunt and shallow. Anyways, when your standards lie around Steven Erikson’s “[i]The Malazan Book of the Fallen[/i]”, you are pretty much screwed. That said, I can see the appeal to those people who like light and simple reading mixed with a bit of D&D mechanics. At least, this type of game might act as a catalyzer for future book readers. [b]In summary:[/b] a create your adventure game mixed with D&D RPG mechanics that might appeal to casual readers and light RPG players alike. Too simple a story for my taste. [table] [table] [tr] [tr] [th] [th]For more PrivateJoh’s personal (re)views you can check [url=http://store.steampowered.com/curator/32042143-PrivateJoh%27s-personal-%28re%29views/] HERE [/url]. [/th] [/th] [/tr] [/tr] [/table] [/table]
My first gamebook, and I had a great time with it. The story and mechanics work together nicely, the music's good, generally very enjoyable.
재미있는 책 게임. 흥미로운 역사. 멋진 그래픽과 편안한 음악. 추천합니다. 8.5
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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