
Try on the role of a Supernatural Newspaper Agency boss and editor. The world it takes place in is a dark and haunted one, with ghosts, zombies, monsters and even shapeshifting murderers, pretending to be human after they have stolen their victims' bodies or infiltrated the humanity.
Modeled estimate, not a reported figure. How we estimate →
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About

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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Sorry but this game just isn't for me. I found it quite boring.
⠀
lovecraft temalı bir dedektiflik oyunu türe göre başarılı 2d
Heavy gates are the worst
A surprisingly fun mix of editing and cooking gameplay graphics are a bit dated but the engaging mechanics make you feel like a real editor and chef in one chaotic package.
A strange game for everyone, I didn’t like it, it was too boring, I don’t recommend it!
Daily Chthonicle: Editor's Edition sizi bir Supernatural Newspaper Agency patronu ve editörünün yerine koyan ilgi çekici bir oyundur. Oyunun dünyası karanlık, perili ve kurbanlarının bedenlerini çaldıktan sonra genellikle insan şekline bürünen hayaletler, zombiler ve canavarlar gibi doğaüstü yaratıklarla dolu. Oyun büyük ölçüde H.P. Lovecraft'ın eserlerinden esinlenmiştir ve 1940'ların belirsizlik ve noir atmosferini içerir. Patron ve editör olarak göreviniz, kasabadaki cinayetleri, ilişkileri ve dehşeti araştırmak için yıpranmış gazeteciler, dedektifler ve okült uzmanlardan oluşan bir ekip göndermektir. Her seferinde hikaye farklı olacak ve kurt adamlar, uzaylılar, mumyalar ve hatta Karındeşen Jack gibi çeşitli doğaüstü yaratıklar etrafta gizlenecek. Oyunun hikayesi ilgi çekicidir ve çözmeniz gereken gizemlerle doludur. Kadim kötülüğe karşı dururken okuyucularınızı eğlendirmelisiniz. Hikaye her oynadığınızda değiştiği için oyun tekrar oynanabilir bir özelliğe sahiptir. Grafikler iyi tasarlanmış ve ses efektleri ve müzik sürükleyici bir deneyim yaratmak için iyi bir şekilde harmanlanmış. Genel olarak, Daily Chthonicle: Editor's Edition gizem, doğaüstü unsurlar ve araştırmacı gazeteciliğin bir karışımını sunan benzersiz bir oyundur. Oyun çoğunlukla olumlu eleştiriler aldı ve korku, noir ve gizem oyunlarının hayranıysanız kesinlikle denemeye değer.
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
[h3]What this game taught me is that you can solve almost everything with the help of a dog, a bottle of whiskey, and the Holy Bible – so if you can, you want to be always equipped with them![/h3] A peculiar game about a supernatural Newspaper agency. The city is full of mysteries, missing people, paranormal entities, and as the lead editor, you need to decide where will the reporters go. The cases aren't anything ordinary so you need to be ready for any kind of situation. You will be facing ghosts, zombies, thug gangs, cultists, aliens, barriers, and the most powerful, scariest, devilish of them all - heavy gates and hard walls! You can equip your reporters with many useful items (up to four) right before you engage with an enemy (if you aren't ambushed), you just need to select the right ones - be it a dog, shotgun, gasoline, forensic kit, lockpick, etc. - the selection is rather vast. Their usefulness depends on many factors and can be even slightly luck-based too because what worked one time may not work out again. Every encounter should be carefully evaluated each time and bigger threats should be solved with more powerful tools for which you of course need some funds. You make money by releasing the newspaper every day, the amount you earn depends on how much you investigate. That means that you will be usually pretty tight on cash when we consider that you can upgrade items, raise the skills of your reporters, send them on treatment, hire helpers, or buy some costly artifacts. Skirmishes offer slightly different kind of challenge than the main game. You start with $25000 on your bank account which means you can boost your reporters and items right from the beginning! On the other hand, you are facing three global events that cause penalties in the form of 200% growth of prices, the inability of dog use, higher stats for enemies, lower stats for reporters, and so on (active are only three). When you successfully resolve related cases you turn these into bonuses so it’s always a good idea to solve them first. The bad thing is that you can’t tell where on the map are they hiding (well at least I didn’t notice any distinction and sometimes it took me a while to get rid of them). You earn money the same way as in the main game – by releasing the daily issues, but it will never cover your costs especially when you need to send your reporters to therapy or hospital. So even though the starting high amount of cash looks tempting I advise for some kind of restraint. You will appreciate every bit of your cash once you need to buy the Crystal ball for $2500 which can protect you from ambushes or you need to send your insane reporters on recovery for $1000-$2000 (and I am not counting the regular treatment you will need to provide). Encounters with the enemies are a lot harder than in the main game (even on the hard) and every little mistake will cost you dearly. Each skirmish ends with defeating the main adversary (Azathoth, Cthulhu, Shub-Niggurath, Yog Sothoth) usually in three stages – it’s similar to releasing the Special issue in the main game - the city gets reset, new cases are added and the global events are yet again against you (yay). If your last stand against them doesn’t happen on Venus you are lucky and [i]only[/i] need to successfully overpower them. Otherwise, you need a space suit that 1) you won’t find; 2) you miss the chance to buy; or 3) you use it in vain in a similar scenario (Jupiter, Alien spaceship). If any of these scenarios happen, well bad luck… you can start again. The biggest flaw of the game is that it's procedurally generated. The cases aren't very coherent, it's just line after line of some random names and events. You won't find any real articles describing the cases when you release your issues, instead, you are presented with the same generated lines you uncovered in your investigation. You are pursuing several cases at once which makes it hard to orient in. Shame, really. When you look aside from the non-existent story and focus on the management side it's actually rather addictive. The game is only saved when you quit the game, which can be pretty frustrating on the harder runs as even the tiniest mistake can sabotage your whole run and you will have to start again. Also, saying [i]practice makes perfect[/i] describes the game pretty well. As suggested by another player in his review, you can make it easier for yourself if you make notes on what was useful during each encounter instead of trying to remember it on your own or depending on luck. Yeah, I went the harder way myself. I think that the tutorial doesn’t teach you the gameplay elements very well, but the handbook is quite detailed and was rather helpful in the end (like that with right click on items you can read more about them and learn for which encounters can they be useful; doesn’t work for artifacts sadly). There is still a lot to be desired though and some of the aspects remain one big uncertainty for me. It feels more like a demo, blueprint, or skeleton of some bigger game. The engine is good but it's lacking the actual soul. Recommended only if you don't mind suffering.
Годы идут, а ничего так и не меняется. Разработчикам плевать на игроков, которые просят перевода на другие языки.
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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