
Restore a crumbling occult library by a winter sea. Build the world’s foremost collection of grimoires and arcana. Master the invisible arts. BOOK OF HOURS is a narrative crafting RPG set in a 1930s world of hidden gods and secret histories. What sort of Librarian will you choose to be?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 56.83/day in the week to Jul 17 → 3.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About




Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 4.5Kreviews | 89% | — | $4M |
| $24.99 | 72ratings | 88% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 874 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of my favorite games of all time. Exceptional writing. Brilliant gameplay. A truly unique experience. Cannot recommend it more. Stay as far away as possible from wikis, tips, or anything that tells you how to play.
Game for people who love reading and spreadsheets (complimentary)
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Japanese
Hours played at review time, across 876 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The gameplay is poor and willfully obtuse, boring and repetitive and actively avoiding quality of life features. At best it leads to scattered "aha!" moments, mostly working through "what does this want from me?" It borrows a lot of sensibilities from 1990s point-and-click games. Bring a notepad and probably a spreadsheet or expect to live on the wiki; despite some help features in the game, you will need to reference the stats of dozens of skills, items, buffs, memories, and characters to accomplish tasks like reading books or cooking meals. One of the features of the game is that memories disappear overnight if you do not commit them to paper, and in practice this means you the player and not you the librarian character. This is the kind of game that explicitly lists its creators as "authors" rather than "developers" or "designers." The "game" part of the game is not a primary element of interest. The gameplay is actively hostile to the player (although not so much the character). I would recommend just reading the wiki or a guide, because those will detail the "world of hidden gods and secret histories" without requiring you to click and wait for the information scattered over 40+ hours. Even reading the wiki is a bit of an experience. One level of obtuseness is using English but redefining the words, so you read a sentence and think you know what all the words mean in isolation but it is gibberish together. The players with *lots* of time logged in Book of Hours and Cultist Simulator can ken the cant and speak fluently with one another. Perhaps you too will learn to commit skills to help evolve elements of the soul. People who like this sort of thing will like this sort of thing. If you like other Weather Factory games, you will probably like this. It is a lot like Cultist Simulator without the time pressure. People who like gameplay or who expect the game to meet them halfway will not like this. But there are a lot of cards you can put in slots.
Was not what I was expecting. UI is extremely convoluted and there's no tutorial. Couldn't find things to do. It is not intuitive - have to just try every single combination of items with every slot until you find a path forward, then start again with the next thing. Some mechanics make more sense if you've played previous games by the developer. Not a game I'd recommend for a standalone cozy play. Very beautiful and enticing art style and soundscaping, and the links between stories are interesting. I unfortunately returned the game as I could not navigate the mechanics and found the grind not to be fun. May play previous games by devs and come back in future, as the concept is great.
Book of Hour, наверное, самое необычное, во что я играл. Игра суперстильная, картинка и дизайн - просто нечто... Геймплей, прямо скажу, крайне специфичный - по сути, нам надо открыть все помещения Замка. А для того, чтобы их открыть, нам нужны умения и навыки, которые можно получить только после прочтения книг. Действия привязаны к карточкам чувств, событий, навыков и имущества. Я здесь показываю только крайне общими мазками, словами несколько проблематично дать описание...В этом геймплее одновременно самая сильная часть игры, и в этом же ее слабость. Первый запуск - я ничего не понял. Кое-как вышел вышел деревню. Потом каким-то наитием попал в сторожку смотрителя, нашел первую книгу, начал читать ее, конечно же, закорраптил карточку чувств. Рестарт. В следующий раз я прошел чуть дальше, но зафакапил прокачку...Рестарт. Ну, в общем, у меня было таких рестартов штук пятнадцать. О чём бишь я - игра имеет некий порог вхождения. Только он не в скилле...Он в терпении. Насколько хватит терпения преодолеть первую локу, пройти через максимально туманные описания событий и явлений, разбираться придется, к сожалению, методом проб и ошибок... Игра действительно раскрывается. Но тут надо пойти ей навстречу, и начать экспериментировать с окружением, вещами Замка, книгами, рецептами. Она одновременно и чилловая, и порой держит в реальном напряжении, ибо рандом. Я не рискну рекомендовать, если честно... Это реально андерграунд игровой индустрии. Не треш, ни в коем разе. Именно андерграунд - качественная, красивая, стильная, а главное - запоминающаяся игра. Откуда то с периферии игровой индустрии. Но с достаточно высоким порогом вхождения. Кто-то скажет, мол игра для нетакусь - вовсе нет. Нетакуси щас пальцы стирают в Silksong. 1.5 млн нетакусь там по итогу. А это...Ну это, наверное, почему я еще играю в видеоигры - всегда есть что-то, что может тебя удивить...
Not all games are everyone's cup of tea. This falls into the category of "a certain type of person will love it, and others will dislike it intensely." This is a very particular cup of tea. This is a unique gaming experience. I love the fantasy of living in an ancient library, reading forbidden tomes while restoring it to its past glory, meeting the eldritch patrons of this occult outpost. It is a lore-heavy game that rewards close reading, notekeeping types of players. Minor details and seemingly throw-away lines can crop up again and again in different places. This game is a sequel set in the world of Cultist Simulator -- a game that is notorious for dropping players into the deep end to figure out how to even play the game on their own - no tutorial, just a board and a card. BoH borrows and expands on both the lore and the bulk of the game mechanics of its predecessor. While I'm sure it's possible to play BoH without knowing some of the lore of Cultist Simulator (as well as its timer-and-card-aspect) mechanics, I'm not sure it'd be an enjoyable experience. There's a bit of a 'fan' experience meeting the occult concepts and characters from CS in this new game, in recognizing their stories and having them impact you in this distant bookish outpost. This is a more laid back game than Cultist Simulator (so far at least) -- dare I call it cozy? The game combines the excellent graphic design of its predecessor with beautiful illustrations that change with the in-game seasons and weather. The little details matter; zoom in on the art, click on the symbols to highlight relevant objects that match the object type within Hush House. I find that the music, art, and pacing makes it feel meditative. Sadly, I don't feel it is as strong a game as Cultist Simulator. There's a lot of time spent in 'object hunting mode' that doesn't always feel rewarding. Some use of color and design isn't as standard in the visual language, which can cause players to accidentally ignore an object that might actually be a solution to an issue. The lack of a stronger search function to filter on two aspects of objects at a time makes me wish Steam mods were available. I feel like I spend way too much time having to zoom in and out of the artwork, hunting for particular objects I've moved, or a given book title. But for players new to this series, this game is not where to start. That makes me a little sad, because CS can definitely be a tough sell to get another person to try out, because it makes you earn its secrets.
玩密教模拟器的时候上手其实挺快,这给了我一个错觉,就是这类小游戏玩玩也就学会了。 直到我玩了司辰之书。 这是我头一次用“卷帙浩繁”来形容一款这样体量的游戏。 电脑里有一款[spoiler]天气不好椅子不舒服茶不够香就读不了书的游戏[/spoiler] [spoiler]为了读书需要去升级技能,为了升级技能需要获取教诲和回忆,为了获取教诲需要读书的游戏[/spoiler][spoiler]DLC之后为了读书还得买食材采食材做料理凑宴席开party邀请鬼知道啥时候认识的鬼知道达成了什么条件然后留下名片的访客然后想办法凑访客的品味拿到一个回忆[/spoiler] [spoiler]这书里还带解锁配方的,让我一个一个一个地试一下,哎呦呵我为啥不去查wiki呢[/spoiler][spoiler]wiki这啥啥啥这写的都是啥[/spoiler][spoiler]切回游戏里,我书呢?我书放哪个犄角旮旯里了?哦在这呢,那我工具呢?这特么让我上哪去找啊?[/spoiler][spoiler]订购的东西又到了,炼金瓶桥上都铺不下了,求求你了出个库房出个大书架吧,作为一个图书馆,书只能在犄角旮旯挤着,东西全在门口大桥上堆着也太难绷了[/spoiler][spoiler]欸这个访客又是谁啊,这一百多个人让我怎么记去啊[/spoiler][spoiler]什么叫闰时来了,我教诲刚凑好啊哎呦我[/spoiler] 图书管理员的扮演者,死在了屏幕前,死因:被知识撑死 你问我为什么打这么多黑条,搞得都记不住我上一句说的是啥? 哦,这是为了致敬游戏玩法:游戏本体在wiki上,查一条wiki回游戏里操作一下;bookofhours.exe只是个操作台,显示点奇奇怪怪不说人话的信息然后自己个去脑补;上一步操作的啥上一句说的是啥上一本书扔哪去了需要啥数值和技能给的啥回忆全靠自己记 我是为了致敬这 细腻而富有魅力 的玩法才把这评测写成这个熊样子的,这都是艺术
(5/10)还需努力 游戏的底层逻辑其实很简单,每种物品有若干属性(称为相性),每个对话框都是一个程序,程序对于输入的物品有要求,打“*”号的要求表示该物品必须满足所有要求,“√”表示满足任一,“×”表示不能拥有对应的相性。对于给定的输入,程序会有特定的输出(虽然有一定的随机性)。游戏的底层逻辑其实可扩展性很强,但是目前游戏的设计和代码没能很好的辅助这一底层逻辑。突出的几个问题如下。 [olist] [*]没有清晰且明确的教程。例如上面的底层逻辑从第一个事件就应该有教程。还有例如如何晋升技艺、如何升阶魂质之类的基础内容也应该有个教程。这导致新玩家一头雾水,很难开始享受游玩过程。 [*]缺位的百科和快捷制作。游戏中一个很常见的操作就是用魂质读书获取特定回忆来做事情,但是游戏既不会提示读这本书会给什么回忆,也没有特定的快捷操作让玩家快速在工作台制作某种回忆,导致玩家大部分在游戏中的时间都浪费在“查文档/百科→找回忆→找书→找工具台→拖到工具台上制作”这一流程上。虽然游戏有快速填充,但是它一来只能重复上次的填充,二来没有办法自动放入魂质,三来有bug容易把书卡到物品栏里面还得玩家重新手动放回去。纯粹游戏功能不足导致浪费玩家时间。 [*]物品定位困难且房屋布局无法自定义。游戏的房间都画好了物品栏的位置了,东西只能放在指定的地方没办法根据玩家的需求自定义。很多时候就是不停地在搬家。书架的格子放不下了?那只能把整排书都挪到不知道什么乱七八糟的房间里更大的架子上。加之游戏内没有快速定位物品位置的能力(例如搜索书籍、工具、物品等),导致很多时候都在浪费时间找东西。我觉得既然你限制了玩家只能在格子里放东西,就应该给予玩家等同的创造格子的能力,而不是天天在那些有限的格子里搬来搬去浪费时间。 [*]不够宽容的技能树。虽然本作号称是一款宽容的游戏,但是宽容不代表你放进技能树的技艺能够撤销哦。技艺一旦上树是没办法撤销的。这就导致几个问题。一是技能上了树之后,你再去升它的等级就显得很鸡肋。因为已经上树的技能升级除了加属性没有其他作用,你也没办法把他挪到技能树上的其他位置。而且由于游戏内书的数量是有限的,这就导致教诲的数量也是有限的,如果你把教诲拿去升级已经上树的技能,或者把高级魂质放在低级位置上,那可能就会导致没有足够的教诲去升级其他技能从而少魂质。据我所知,这个游戏现在需要“精心规划”才能满技能树,也就是说书籍的数量没有想象中的那么宽容。我建议是通过一些手段可以获取已有的教诲,而不是跟书籍数量绑死。二是技能上了树之后,就会和所在的分支和获取的魂质绑定,魂质升阶必须在标有“以该分支晋升”的工作台或者一些辅助物品的帮助下才能进行。那就会导致玩家可能迟迟找不到这个工作台,或者迟迟找不到升阶辅助物品的配方,或者即使找到了但是工作台没法放置这个技艺绑定的魂质,导致玩家魂质质量差难以进行研究。我觉得这个纯粹就是垃圾设计。建议是改成魂质有对子可以升阶时,可以通过研究这个技艺,然后设置一定的挑战(例如满足特定数量的相性),而不是绑死工作台。 [*]有肉鸽的心,没肉鸽的命。虽然本作号称是rougelike游戏,但是其实肉鸽的要素没有这么多,游戏的可重复游玩性也没有能支撑起来肉鸽的说辞。如果我现在重新开一个存档,不一样的重大选择就是三种,出身,技能树的点法和终局的选择,玩家在其中大部分时间干的事情其实都是差不多的,读书,搓回忆,升技艺和魂质,只不过中间可以点出来可能更舒服的科技树和终局要达成的条件不一样。而且游戏一局的时间太长了,有几十小时之长,试问这个游戏号称有一百多个结局,你愿意花上千小时去都达成一次,哪怕其中大多数时间干的事情都一样吗?我觉得肉鸽要素之于本作完全相性不符,不如干脆舍弃掉,做一个纯粹的基地建设游戏。 [*]没存在感的DLC。只是在存着上述种种的缺陷的框架内堆砌了更多的游戏内容,对于游戏玩法和体验没有本质上的改善,建议如果真的玩得下去打完第一个存档,再去购买(不过好像再打一局的意义也不大,不如一开始就购买或者完全不买) [*]中文社区管理不善。这个可以去看别的评测或者帖吧,这里就不展开了。 [/olist] 总之只能说游戏本可以在引导和易用性上做得更好,而不是让玩家在大多数时间都在微操。希望有朝一日上面的问题都能得到改进。
每当我看到别的空洞啊太吾啊这些游戏的评论区说新手引导做的不好所以差评我就想笑,玩了十几个小时还得查wiki看攻略我是真遭不住,选择放弃,我大概知道喜欢玩的人是怎么享受这个游戏的,但我欣赏不来,所以不推荐
I really wanted to like this game, since I enjoy role-playing, uncovering information, solving puzzles, and piecing things together. Unfortunately, the first puzzle is HOW the game works. The game gives almost no instruction on what you're expected to do. I'm not talking about how to solve in-game puzzles, which I'll stubbornly spend hours figuring out to avoid using hints; I'm talking about even how to interact with or play the game. Although I commend the developer for coming up with their own innovative system of game play, that then requires some explanation to the player. Basic instructions would be helpful. I don't mind going old school and making a map or taking notes, but the game should at least let you know that you need to do that (after they explain the basic game mechanics). I know some people may find figuring out the game mechanics fun, so that might not be a deal-breaker for them. I personally don't find that fun. I just want to immerse myself in the game. I understand that amount of hours has become a big criteria for many players on if they even buy a game, but I think that has really negatively impacted the quality of games in many genres. Tedious repetition and meta-game frustration is not fun for me. I get enough frustration and tedium real life. Some of the games I've enjoyed the most have only taken me a short time to play, but I felt they were well worth the money because they didn't waste my time with stuff I didn't find fun. I would rather spend 10 hours enjoying myself figuring out in-game problems as a character, than 40 hours of real-world frustration as me to figure out how a game even works. The only reason I'm even bothering to say anything about it in this game, is because I'm genuinely disappointed. I almost expect it from the hordes of other run-of-the mill RPGs (which is why I usually wait for a deep discount on them or don't buy them at all). But since this one seemed to be doing something unique, I was really looking forward to it. If it explained the game mechanics clearly and still had the same amount of hours of actual game play (without the padding of having to figure it out), I would have happily considered it worth the reasonable price.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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