
You've spent years undercover, disguised as a human, infiltrating the city’s magical law-enforcement organization. They stole your magic from you. Can you steal it back? (A text-based interactive historical urban fantasy novel.)
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
So, as always, I must note that with Choice of Games, the author matters a lot. Here, the author is Athat Fikry, as a sophomore outing - with the first being the rather excellent The Dragon and the Djinn. Here, however, I really wish there was a neutral option - the game was going fairly well, with a raid on a specific facility feeling like a sort of midpoint or second-to-last-act-action before the reveal, and then it sort of switched focus to hunting down one fellow, very briefly, and then... Ended. I'm not sure if I somehow made choices that meant I didn't get to find things out - I feel like I investigated at most possible turns, but I could be wrong - but it felt truncated. Like the author ran out of time. What was there was nice - so I'm grading it as a I would a good essay that forgot the closing paragraph. C+, a mild recommendation, maybe look at this author's other work first.
Reviewing (mostly) every game (or DLC) in my library, part 532: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆☆☆ (7/10) You know the drill. Usually, I do a lengthy review analyzing the pros and cons of the game. However, [i]An Imp and an Impostor[/i] really didn't do anything for me. I'm glad I was gifted a free copy because as odd as it sounds, I have zero (0) strong thoughts or feelings. There are no glaring flaws. In fact, it's quite long, competently written, and mechanically sound. The descriptions of a Middle Eastern setting are quite beautiful, actually. I do have a minor quibble with the ending, now that I think about it. "The Mercy" was hyped up to be a powerful, controlling figure who took away your magic, but she seemed ... pretty chill, honestly. The whole interaction with her just ... ended. I didn't get to see my companions' reactions to her at all. Anyway, I finished [i]An Imp and an Impostor[/i] without frustration but also without lingering thoughts, which may be its most telling quality. I'll thumbs it up because it's not [i]bad[/i] at all, just not for me. YMMV. [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our YouTube channel for more reviews like this one. [/hr]
Я ждала эту игру, не прям с замиранием сердца, но ознакомиться хотелось, потому что мне понравилась предыдущая игра от этого автора ( The Dragon and the Djinn), хотя на нее и были смешанные отзывы. Ну и, что я могу сказать... Это хороший такой средняк, даже чуть выше среднего. Мы играем за беса (импа), которого связали по рукам и ногам, заставив батрачить на магическую полицию, попутно у нас есть друг-предатель, три любовных интереса и сволочное божество, которому неплохо был бы отомстить за подлянку. С романтикой тут на любителя - у этого автора всегда гендерлок на любовные интересы, то есть тут есть одна женщина, один мужчина и одна небинарная персона. Если вы эээ не человек широких взглядов, то выбора у вас нема. Для меня лично это не проблема. История с другом мутная (мне показалось, что его предательство и месть, которую гг может учинить над ним, прописана очень слабо, можно было на этом хорошую драму сделать, но автор не вывез). История с магическим орденом, который и полиция, и универ и исследовательский центр - тут уже получше, есть интрига, есть разные вариации того, как иметь с ними дело и как закончить игру. Мой личный вердикт на 6.5 из 10.
An Imp and an Impostor is a sprawling piece of interactive fiction that embraces everything Choice of Games is known for: intricate worldbuilding, layered character relationships, morally flexible choices, and a narrative that reshapes itself around nearly every decision you make. The story casts you as an imp—once powerful, now stripped of your magic by a divine authority known as the Mercy—forced to survive in the human world by adopting a false identity. You join Arkan, a magical law-enforcement organization in the bustling city of Raqout, not out of loyalty but as a means to eventually reclaim the powers that were taken from you. This quietly simmering tension between who you pretend to be and who you truly are forms the backbone of the entire experience, setting up a fantasy adventure steeped in deception, moral ambiguity, and identity. The narrative unfolds in a richly textured city that blends mystical traditions with industrial-era influences. Raqout is inspired by early 20th-century Mediterranean ports, bustling with trade, corruption, cultural friction, and a subtle undercurrent of magic. You interact with both human and supernatural elements, navigating environments that range from cramped back-alley markets to bureaucratic Arkan offices and dangerous criminal hideouts. Magic itself is presented with a sense of structure and limits. Human sorcery depends on talsama—talisman-based techniques that feel grounded and ritualized—while your impish nature represents a far wilder kind of power. This contrast adds depth to the social hierarchy and tension woven into the game’s plot, giving the world a tangible logic despite its fantastical elements. Choice serves as the central mechanism of progression, and the narrative branches often and meaningfully. You decide whether to maintain your cover as an Arkan agent, sabotage the organization from within, or embrace your criminal side by joining gangs or shadow organizations. Moral dilemmas frequently force you to question loyalties, pursue personal agendas, or prioritize long-term schemes over short-term security. The story reacts noticeably to these decisions: relationships shift, alliances dissolve, romances open or close, and missions play out differently based on prior actions. This dynamic makes every run feel distinct, encouraging experimentation and repeated playthroughs to explore various permutations of the narrative. Character development is one of the strongest aspects of An Imp and an Impostor. Companions, colleagues, antagonists, and potential love interests are written with nuance and vulnerability. Players can build deep friendships, fractured partnerships, uneasy alliances, or intricate romantic entanglements. The romance options are inclusive, with the game allowing you to define gender identity and orientation freely and without restriction. Beyond that, your role among your colleagues becomes its own evolving storyline: are you a trusted agent, a suspicious outsider, a manipulator playing every side at once, or a wildcard only loyal to your own survival? These relational dynamics give emotional weight to the overarching conflicts and elevate the stakes of every choice. Because the game is nearly 600,000 words long, it has room to explore multiple themes: justice, power, cultural identity, politics, redemption, and the idea of living with two faces—one public, one hidden. It also embraces the classic appeal of heists and investigations. Depending on your path, you may infiltrate magical vaults, orchestrate elaborate deceptions, track down kidnappers, or uncover deep-rooted conspiracies affecting the entire city. These sequences feel cinematic despite being conveyed through text, thanks to the author’s detailed pacing and strong narrative voice. The text-only format will naturally limit its appeal for some players. There are no visuals, sound, or animated sequences; everything depends on your willingness to immerse yourself in prose. While the writing is descriptive and atmospheric, the amount of text can feel overwhelming for those not accustomed to lengthy interactive novels, and the sheer breadth of branching choices may leave some players unsure whether they are seeing “the most interesting” outcomes on their first run. The game asks for focus and patience, rewarding readers who appreciate slow-burn character development and layered, subtle storytelling. There is also the challenge that early consequences may not be visible until much later, making the narrative feel diffuse at times. Players who prefer immediate feedback for every decision might find the pacing uneven. And because the game is newly released, the wider community conversations, guides, and commentary that often accompany Choice of Games titles are still in development, leaving early adopters without much external reference for specific routes or endings. Despite these caveats, An Imp and an Impostor is an ambitious and rewarding entry in Choice of Games’ library—one that stands out for its emotionally complex characters, expansive world, and multi-threaded narrative. It succeeds not by offering bombastic spectacle but by placing you at the heart of a web of secrets, loyalties, lies, and discoveries where your identity and relationships shape the entire direction of the story. For players who love rich, branching fantasy fiction and revel in the freedom to craft a deeply personal role, it offers a long, absorbing, and highly replayable journey. For those seeking action, visuals, or instant gratification, it will feel too text-heavy, but for lovers of interactive narrative craft, it is a standout experience. Rating: 6/10
The closest I've ever been able to play as Bartimaeus from The Bartimaeus Trilogy.
good, felt kind of short to be honest but good. 7.5/10
Good
beautifully written and uniquely creative. i just wish i could've punched the Mercy into another dimension.
One of the best CoG games I've played. (And I've played quite a lot of them.) 10/10 Would always pet the potato.
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