
High school girls have been disappearing from Abbotsford. Unravel the mystery before all things wash away in a tidal wave of deep despair. An interactive visual novel with psychological and lovecraftian undertones.
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Media
About
From the depths I call to thee—
—Lord, hear my cries for mercy.
Abbotsford is struck by a string of abduction cases targeting high school girls. When Ina enlists Abe to help with her investigation, they become ensnared in a web of conspiracy and horror that pulls them into the deepest depths of the ocean.
In the meantime, campaigning has begun for the town council elections. While political infighting rises to an all time high, Marisa — the new girl in town — takes center stage. She promises stability, but an appetite for uncontested power glistens in her eyes.
Deluge: Sermon for the Dead is an interactive visual novel with psychological and lovecraftian undertones.
Carefully crafted mystery visual novel where choices matter.
Beautiful human-drawn artwork, made by ていな and other artists.
Three different ending routes to explore, leading to a total of eight different endings. (3 good, 5 bad endings.)
Immersive game world with fleshed out characters and countless settings.
Intuitive user interface.
Non-repetitive, atmospheric soundtrack spanning multiple hours.
Genres
Stats
Languages: English*, Russian*, Japanese*, Simplified Chinese*, Spanish - Spain*, Spanish - Latin America**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Agreguen español plz c': Edit: * Español agregado siuuu :D
Deluge: Sermon for the Dead is not a game, it's an e-book that's been dumped on Steam masquerading as a game. As a visual/interactive novel, this doesn't feature any notable gameplay, it's just a lot of clicking through badly written dialogue that would never have been accepted or published in print, which poses the question, "How did something this badly written end up on Steam?". When someone hoping to become an author is unable to get published in print, they spend $100 and dump their high school fan-fiction onto Steam, under the guise of a game. This is your usual high school anime club dropout fanfiction fixated mostly about the developers imaginary girlfriends, but there's some bonus AI slop artwork, and the developer read a HP Lovecraft story once so he decided he'd abuse the public domain and make Lovecraft spin in his grave. If HP Lovecraft knew his writings would inspire these vapid weeaboo fanfictions he'd have thrown his typewriter out the window. Visual novels/e-books are tedious at best... imagine the best novel you ever read, be that Hitchhikers Guide to the Galaxy or 2001: A Space Odyssey or Twilight (if you have terrible taste in literature), but then translate that to a format where the words dribble out and you have to click your mouse every time you wanted to read the next sentence, instead of just turning the pages. You'd think it was garbage. Now imagine that experience, but with much worse writing (because if these guys could write professionally, they'd be published authors and this would be on shelves in bookstores, and they wouldn't have to pay Valve $100 to self-publish this on Steam), and you have your average Steam e-book. One of the chief problems with failed authors polluting Steam with non-game E-books is that E-books can easily just be presented in a web browser... there's no justification for charging money on Steam for what might as well be a webpage. We don't spend thousands on buying a gaming rig to spend money on Steam for something Chrome or Firefox could do. While this E-book is "free", you can get better quality, professionally written books and comics for free online (from places like Project Gutenberg) or from public libraries. Steam isn't a comic book store, neither is it Netflix, it's for games. Your gaming rig is not a Kindle. It's impossible for me to recommend things to PC gamers that aren't really games.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
10 из 10 Подтекст Лавкрафта - то, что нужно. Многовато текста, хотелось бы разбавить мини-играми. А так, всё отлично)
Delugeシリーズ2作目 1作目は日本語がしっかりしていましたがこちらは正直なにを言ってるのかわからないレベル… 英語でプレイできる人にはおすすめですが日本語がいい方にはおすすめできません アクションメインならともかくこちらはビジュアルノベルなのでストーリーに集中できないと楽しめません あと立ち絵が美麗な人と適当(?)な人との差が激しいのでそういうのが目に付く人はやめたほうがいいかも? 日本語でプレイしたのでゴメンナサイ、おススメにはしませんでした
Here I will leave this cat, Friends who pass by can pet it and give it a thumbs up (i need steam points). /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
Deluge: Sermon for the Dead — это пронзительная визуальная новелла, которая оставляет неизгладимый след в душе. Несмотря на свою краткость, игра умудряется рассказать удивительно глубокую и трогательную историю, которая затрагивает самые тонкие струны человеческой души. Особенно впечатляет проработка персонажей — каждый из них уникален и запоминается своей историей. Особая атмосфера создается благодаря мрачной, но притягательной графике и прекрасному саундтреку, которые идеально дополняют повествование. Это не просто очередная визуальная новелла — это искренний разговор о важных вещах, который заставляет задуматься и прочувствовать каждую строчку диалога. Deluge доказывает, что иногда самые сильные эмоции можно передать в небольшом, но тщательно продуманном рассказе.
Cute art and easy to get 100%. Mysterious and appreciate all the different endings
游戏的可探索性还是有的,有几种开放性结局,画面和音效处理的都挺不错,而且还免费,可惜有些小众。
Deluge: Sermon for the Dead, developed by leaves and published by socah, is a narrative-heavy visual novel that places its full weight on atmosphere, character writing, and slow-building psychological tension rather than traditional gameplay systems. It situates players in a quiet, uneasy town where a series of disappearances begins to unravel something far more complex than a simple mystery. From the outset, the game signals that it is less interested in immediate thrills and more invested in creating a layered, introspective experience that gradually reveals its darker undertones. The story unfolds in a deliberately measured way, drawing players into a web of relationships, local politics, and personal struggles before exposing the deeper, more unsettling forces at work. What initially appears to be a grounded investigation evolves into something more ambiguous and disquieting, blending elements of conspiracy, existential dread, and hints of the supernatural. The narrative is not driven by spectacle but by accumulation—small details, conversations, and decisions slowly build a broader picture that becomes increasingly disturbing as the story progresses. This approach rewards patience, as the full impact of the plot only becomes clear once its various threads begin to converge. Player interaction is centered on choices, and these decisions shape both character relationships and the trajectory of the story. Rather than offering purely cosmetic branches, the game presents multiple distinct routes and endings, each reflecting different outcomes based on how players navigate key moments. Some paths lead toward resolution, while others delve deeper into tragedy or ambiguity, reinforcing the idea that there are no simple answers within the world the game presents. This structure adds meaningful replay value, encouraging players to revisit the story from different angles to fully understand its scope. Characterization plays a crucial role in maintaining engagement. The cast is given room to breathe, with dialogue that explores not just the central mystery but also personal motivations, fears, and conflicts. Relationships evolve naturally over time, and the interactions between characters often carry as much weight as the overarching plot. This focus on interpersonal dynamics helps ground the more abstract or unsettling elements of the narrative, making the story feel emotionally anchored even as it ventures into darker territory. Visually, the game adopts an anime-inspired aesthetic that complements its tone without overpowering it. Character portraits are expressive enough to convey subtle emotional shifts, while backgrounds remain understated, serving as quiet stages for the unfolding drama. The presentation is clean and consistent, allowing the writing to take center stage. Sound design and music further enhance the experience, adding an atmospheric layer that supports the game’s slow, creeping sense of unease. The audio rarely demands attention but instead works in the background to reinforce mood and tension. The game’s pacing is both one of its strengths and its potential drawbacks. Its commitment to a gradual buildup creates a strong sense of immersion for players willing to invest the time, but it can also feel slow for those expecting more immediate developments. With minimal mechanical interaction beyond reading and choosing dialogue options, the experience relies almost entirely on narrative engagement. This makes it highly effective for fans of visual novels and story-driven games, but less appealing to players seeking active gameplay or dynamic systems. In the end, Deluge: Sermon for the Dead stands out as a thoughtful and atmospheric visual novel that prioritizes depth over accessibility. It offers a carefully constructed narrative filled with emotional nuance and thematic complexity, supported by a branching structure that encourages exploration of its many outcomes. While its deliberate pacing and limited interactivity may not suit every player, those who connect with its storytelling approach will find a haunting and memorable experience that lingers long after its conclusion. Rating: 7/10
アプデで前作と同じレベルのちゃんと読める翻訳になりました。
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.