
Topple the vampires from the streets below! Will you unite the homeless, the gangs, and the secret hunter societies to defy vampiric rule? An interactive novel set in the World of Darkness extended universe.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Topple the vampires from the streets below! Will you unite the homeless, the gangs, and the secret hunter societies to defy vampiric rule?
Hunter: The Reckoning — A Time of Monsters is an interactive novel by Paul Wang, set in the World of Darkness, where your choices control the story. It's entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.
Welcome to the Downtown Eastside, a place Vancouver has tried its best to forget. Sandwiched between the steel and glass towers of the financial district and the gentrified tourist playground of the new harbor, the human detritus of the city keeps getting squeezed into a smaller and smaller box. Dispossessed, trampled, ignored…It will only take the right spark to set the fury ablaze.
Down on your luck, you’ve found yourself in a homeless encampment here. When a vampire masquerading as a cop attacks you, the misery of Downtown Eastside takes on a whole new dimension. Suddenly, you have a place to direct your rage: the world of shadow that preys upon the misery of your new neighbors.
But this first glimpse is just that: a first glimpse. A gash in the fabric of reality as you knew it. Soon, you find yourself torn between the street gangs of the Downtown Eastside, RCMP special ops, a coterie of Thin Blooded vampires, multiple secret hunter societies, and the Chinese Triads. The shadow world just goes deeper and deeper, and it seems like someone is ready and willing to betray you at every turn. Of course, each of them has something to offer you: a home, a job, a career? Money, glory, vengeance, or immortality?
Despite these temptations, you are not alone. In the short time that you’ve been here, you’ve met the fiercest defenders of humanity: your neighbors. You did not expect to find the camaraderie of the Downtown Eastside to be so strong, but now that you’re here, you can't imagine anything else. Together, can you and your new friends stand against the darkness? When the time comes, will you sacrifice yourself for your community, or will you choose to become one more bloodsucking predator of the night?
Play as male, female, or nonbinary; gay, straight, or bi
Scrounge for food, weapons, and allies in the back alleys of Vancouver's Downtown Eastside
Defy powerful vampiric foes lurking within the heart of the city—or become their willing servant
Help your found family to make peace with their inner demons, or manipulate them for your own ends
Set a vampire on fire
Hunted, broke, and homeless, your nights seem numbered. They have everything. You only have your guts, your wits, and a stubborn refusal to die.
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
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
After playing Night Roads, Beast of Glenkildove and Book of Hungry Names i have to say this entry is fairly disappointing. No massive issue, just a lot of little ones i'll try to list. The story is well written, the character were maybe a little 2d but ok. The messaging is a little preachy by which i mean the author clearly has a "right" way to play this story in mind and if you play against that at all it's going to be unsatisfying. IE [spoiler] If you side with the vampire corpo, even if you do so willingly, even if it's perfectly in keeping with your characters motivations the game still makes it seem like you were duped and now hate your life. For me that isn't true, i was playing a selfish, cynical person who would do anything to escape poverty and did so. [/spoiler] You get three checks to set up your stats at the beginning of the game and are never able to improve them. The game puts a weird level of priority on getting money and getting food. But the things you can buy with money are crap and i went through multiple chapters not even bothering with food and nothing bad happened. Likewise the primary stat that seems to be influenced by your actions is "trust", the more you have the more you believe in the goodness of people and well trust them. But other than a few flavour text options nothing seemed to actually be dependant on this stat and i started the game a cynical ♥♥♥♥♥♥♥ and finished the game a cynical ♥♥♥♥♥♥♥ and still made friends. Because of the inability to level up, the stat checks are all either easy or impossible and there was never a moment where my lack of a stat prevented my forward progress. Also while i appreciate saving between chapters it seems massive overkill, i've played game like this 5 times as long that were far less forgiving without the ability to save. The story also kinda lacks structure, you start, join the group then sort of just do stuff till suddenly it's the end. You never feel like your character is driving the plot which to be is a big problem in this type of game. Overall an ok story let down by 2d characters, poor structure and outright bad game mechanics. I also want to have a little rant about Mandy which i will sensor if you wish to skip. [spoiler] Ok what was Mandy's deal? I kept waiting for the other shoe to drop. She ran away from her home and parents because....they were upper middle class? Her parents were a little bit snobbish and hypocritical? Likewise with Steve? The worst thing i could figure out was that he was a bit entitled and occasionally controlling. Other than that he seemed like a genuinely nice person who didn't buy into all the bs of his background and was trying his best to look out for his childhood friend. I was really trying to understand where Mandy was coming from but it was just all melodramatic nonsense. She just seem to resent the life into which she was born so much she was determined to live in absolute poverty out of spite. Even her helping people seemed like an ad hoc justification for her own self-destruction. I dunno, her character just really rubbed me the wrong way. [/spoiler]
Це напевне перша гра по Hunter: The Reckoning, яка мене так сильно зачепила. Мені дуже сподобався стиль написання автора і його влучний гумор, тут у нас із ним відбулась повна синхронізація. Я тупо кайфувала від читання, навіть коли мого персонажа переслідували нещастя і страждання... це було так добре написано, що я почала задумуватися над тим, чи я не мазохістка. Якщо серйозно, то автор дійсно добре передав як емоційно важкі моменти, так і сцени, сповнені душевного тепла і щастя. Хоча я спочатку думала, що таких моментів в грі нема. Але після декількох проходжень зрозуміла, що депресивність мого першого проходження була наслідком моїх виборів і того, що я вирішила йти в гру з виключеним сторітеллер модом, не до кінця розуміючи механіки і що на що впливає. Але це був цікавий досвід, це точно. Загалом прекрасна новела з пристойною кількістю розгалужень та альтернативними розвитками подій.
Reviewing (mostly) every game (or DLC) in my library, part 533: ⭐️⭐️⭐️⭐️⭐️☆☆☆☆☆ (5/10) Everyone and their mother knows how much I like Paul Wang's [i]Infinity[/i] series. Seriously, even my [i]mom[/i] knows—I literally discussed this game and review with her. His strengths are clear: in-depth political worldbuilding, nuanced moral choices, and stat systems that are logical yet fair. I wasn't sure how his writing would translate to a modern setting, however, and I'm super bummed to find [i]Hunter: The Reckoning — A Time of Monsters[/i] ("AToM") a real letdown. While the mechanics and setting are fascinating, the characters and themes are incredibly heavy handed, almost preachy, flat, and full of exposition. I don't disagree with Wang's viewpoints—far from it, actually—but to me, an IF game should stand on its own two feet. Generally, interactive fiction lives or dies by player agency and subtext, and here the messaging often feels spelled out. Super spelled out. The emphasis on police brutality, privilege, and homelessness are so blatant that it turned me off, a pretty progressive person. I wouldn't recommend this to a [i]World of Darkness[/i] fan, as the game isn't truly about vampires or werewolves; the game is about Society™️. Nor would I recommend this to either a conservative or progressive reader—the former will be turned off by its "talking down" to the reader, while the latter would find such ideas explored better elsewhere. [b][h2]Pros:[/h2][/b] ✅ [b]Simplification of stat system.[/b] Stats must be in every IF, but it's so hard to get right. Too few, and choices feel weightless; too many, and the player feels boxed in. Wang is known for his disciplined, internally coherent stat systems. You have plenty of time to improve your skills, but you are encouraged to keep track of how high they are. Your stats always matter, whether it's in flavor text of major decisions. However, his systems are on the tricker side; the margins of error are quite thin. However, in AToM there is only Health, Willpower, Desperation, Trust/Suspicion, Money, and Food. No standard personality traits. I was a bit skeptical, but the slimmed down stats makes the game more accessible. Thanks to the Storyteller system, outcomes are easier to read, failure feels more legible, and the focus shifts away from micromanagement toward survival and momentum—where it belongs! Desperation and Trust/Suspicion were the highlights. They are treated as flexible descriptors instead of locking you in to one trait. For example, I initially played as a low Desperation and low to high Trust build. To my surprise, my changes in personality were taken into account by the narrative. My low Desperation meant I couldn't physically push myself, but I was a more focused individual with High Willpower. I did not trust any of my companions at first. However, I began spending time with them. By the end of the game, my high Trust meant I couldn't choose cynical options, but I did have many "Friendship is magic" moments. ✅[b] Interludes.[/b] In many IFs I've read, authors don't allow time for the narrative to breathe. There's no discussing past events or companion banter, like in many RPGs. It's just go, go, go. However, Wang's creation of Interludes solves this problem brilliantly. In each Interlude, you have about four Actions to spend. Your options are spending time with any of your four companions, working for Money, spending Money on tools, or spending Money on food. You actually feel the consequences of your choices: maybe you spent too much time scavenging and missed bonding with someone, or maybe you focused on keeping yourself fed but skipped upgrading your tools. It turns what could be a boring “downtime” into meaningful decisions. Plus, it makes the characters feel more real! You get long conversations to talk, joke, or reflect with them, which is rare. [b][h2]Cons:[/h2][/b] 🟥 [b]Flat MC.[/b] There's always going to be pros and cons with how established a MC is. But in AToM, their growth is quite limited. Every companion has a defined identity—trans, Chinese immigrant, wealthy, etc. You, on the other hand, are nothing. I like to self-insert: as a Vietnamese woman, I was delighted when visiting the Tianshanghui, or discussing Zheng's typical Asian parenting skills. I am also from an upper-class background, like Mandy, and I could not disagree more with her (more on that later). But in general, the MC reacts like a child just learning about intersectionality: a lot of the choices are "Can you tell me more?" or "I'm so sorry to hear that." I see why Wang didn't include predefined backgrounds—playing as trans or Chinese would add a lot of work—but in AToM it was too glaring to ignore. ➡️ [b]MC background, pt. 2[/b]. You are a nobody, and you are homeless. Yikes. But you don’t learn why someone so young is homeless, or their relationship with their parents. So, my own MC felt bland. I don’t really get to decide how I felt in most social situations. Learning a whole new supernatural world made my MC angry, I suppose. And they were scared to be hunted. But that was pretty much it. We should have an edge as a survivor, but instead we were just a blank slate. 🟥 [b]Preachy writing.[/b] Hmm. Where to start with this bomb? Let me first start with my qualms. It seemed like a lot of characters would just literally preach to the MC about their troubles. For example, the introduction to Dead Red is literally her monologuing about the plight of sex workers. She does this again later in the narrative without any prompting from the MC. That’s all I can remember from her. Zheng also falls into this pitfall. He is quite a fan of long speeches, and his was literally him talking for five paragraphs straight. All characters talk about how the cops always target poor people, and how poor the community is. Mandy is the worst example of this for me. Modern settings require modern phrases, so I guess I’ll say she reminds me of a “Privileged Liberal” stereotype on Twitter who thinks activism is posting cute infographics. I know people like her in real life pretty well, so her depiction rubbed me the wrong way. Please tell me if I’m missing something, but she ran away from her home and parents because . . . they were upper middle class? Her parents were snobbish and hypocritical? Online, there’s a lot of (valid) talk about male privilege or white privilege or wealthy privilege. But Mandy took that way too heart. In every scene I had with her, she circles the same talking points—how privileged people don’t do enough, how homelessness is misunderstood, how giving food is the bare minimum—without ever evolving beyond them. Girl! It seemed so melodramatic. She just seemed to resent the good life she was born into so badly she let her guilt eat her up. I’m not sure if Wang was trying to critique this stereotype, but on a personal level, it irked me and doesn’t make for a compelling character. Quite a lot of the marginalized characters felt like the author’s mouthpieces, which—Wang has never done before! I hate to compare AToM to the [i]Infinity[/i] series, but I felt sympathy for elves, women, men, soldiers, Royalists, Tierrans, nobles, the poor, everyone, without feeling talked down to. 🟥 [b]Little consequences to low Money/food.[/b] The game emphasis getting Money and food. But I had four Money at the end of the game, and I also didn’t bother with food for multiple chapters, yet nothing bad happened. I wouldn’t have liked an instant Game Over scene, but maybe you lose Health or Willpower if you hit zero? [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]
I've read and enjoyed Paul's other novels but I can't recommend this one. The writing was too preachy and the characters felt like caricatures instead of actual people. The story is also structured in a way where the only way to achieve a so called good ending is by following a certain set of actions that aligns with the message the author is trying to preach... Otherwise you end up a sad miserable tool - regardless of what kind of character you wanted to build. I think that nuance helps breath life into any work of art as such I cannot recommend this game
Seems to be a lot more focused on politics than you know... WoD, vampires, and hunting them. Extremely railroaded, none of your choices really have any matter given to them. Companions are all heavy handed political issues instead of actual characters you would ever care about (Literally, "I would use my credit card so I'm not digging in trash, but it has my dead name on it!). One of the first segments has you trying to get enough money to get a place, and even if you do so, your character just says "no i don't feel like it" and sleeps in homeless shelters anyways. You literally start in a homeless camp under a bridge and your character scoffs at the thought of having to sleep outside of a apartment, why? We're homeless, we should be used to that. This author obviously doesn't care about the setting of WoD and just wants to use it to preach about their political stances and I have no idea why this is priced higher than something like Fallen Hero which is full of actually interesting characters and choices that actually change the entire story.
Paul Wang is a great writer, and I respect the attempt in this game; but it is very clear that this was not a project for him to take on. Some of that is not even his fault, the latest editions of WOD are difficult to write for (focusing more on the horror of existence and a lot less of the actual blood and gore, allowing non combat PC's/NPC's to have a chance of having a story etc.). There is a reason the only actually good WOD books have both been done by Kyle Marquis, he's a dude who in genuinely about this IP. That being said, this is weak, writing style is good and the descriptions etc are proficient but it is clear Paul is not a WOD guy and generally not built for it. I will eventually get around to completing this; but it's not great and I would not skip it if you are into Night Road, Book of Hungry Names, hell if you liked Out for Blood. I'll be there for Paul when the next Infinity Series comes out though. Saints Guard the Queen! Edit: I finally came back and finished it. I stand by my original review with this caveat, it is actually worse than I first thought. Their is very little actual hunting, the charecters never get better, and there is no true "Hunter" ending. Saints Guard the Queen but they did not guard this. Reading some of his responses and comments from before/after the release really make it clear he was out of his depth, there is no way this should have surprised him so. I'm actually getting increasingly frustrated with people coming into the IP that just don't want it or believe in it. Doubly so if you're a guy like Paul with not one but two original IF/IP that are beloved and eagerly awaiting new content. Why did he even take this job? TLDR I want the people involved in WOD to at least like it, is that so much to ask?
Mid. Hardly any stats and police ask me for my pronouns. Okay...
“Hunter: The Reckoning — A Time of Monsters” starts bleak and only grows more hopeless as the story goes on, and while I expected darkness from a World of Darkness setting, the problem isn’t the tone itself. It’s the way the narrative treats your choices. Even though I invested in the physical stat, I was rarely allowed to use it effectively, and most outcomes remained negative. Presumably this is meant to reflect how outmatched a human is against a vampire, but it doesn’t make for very engaging reading when failure feels predetermined. (3/10) What makes this even more frustrating is that the game keeps you in an artificially helpless state. A competent hunter would adapt by using fire, traps, improvised weapons, or anything that might actually harm a supernatural predator. Instead, the story never allows that kind of escalation. It’s like shooting a tank with a pistol, watching the bullets bounce off, and then being told to keep firing instead of finding better tools. The game insists on your powerlessness, even when a real person would try something else. I also refused to embrace crime or align with gangs for backup or income, yet the game repeatedly implies that having a ruthless gang leader ruling your neighborhood is preferable to lawlessness. And there was no meaningful way to challenge that framing. Trading one bad situation for another is still a bad situation. What compounded this frustration is that the story often acted as if I’d made choices I explicitly avoided. I stayed out of gang politics, refused dark alliances, and handled threats mostly independently, yet the narrative still treated me as if I’d formed connections I never agreed to. Characters expressed guilt or consequences for actions my protagonist never took, and by the end, the game seemed determined to reinterpret my path into something it wasn’t. It’s the worst kind of railroading: not just limiting your choices, but rewriting them. The romance is the one bright spot; beautifully written, emotionally grounded, and the reason I kept going. The intimacy is sweet and genuinely romantic, and those moments stand out sharply against the otherwise relentless bleakness. Ultimately, the ending undermined the entire experience for me. Even after defeating the vampires without help from gangs or a rival faction, I was still punished with an outcome that made no sense in the context of my choices. It felt less like a tragic ending and more like the story refusing to acknowledge the path I actually took. There’s strong writing here, and the romance is genuinely lovely, but the forced interpretations of your decisions and the insistence on hopelessness left me deeply dissatisfied. If every path leads to similar negative outcomes, it’s hard to feel like your choices matter at all. (3/10)
not enough climax, old kindred just forgot its morning already? come on
Довольно интересная история с большим и вариативным прохождения. Каждый вариант отыгрыша имеет свою концовку, персонажи не страдают плохой памятью и припоминают прошлые взаимодействия(могут и послать), игра не заканчивается в случае смерти npc, и смерть кого-то приводит к новым сценариям взаимодействия, внешний вид имеет значение, все за одну катку не охватишь. Ваши первые шаги в игре уже будут иметь последствия. За два прохождения пока не охватил весь спектр истории и позже пройду снова.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Another Way of Gettin' Paid | $24.3K | 64 | 80% | $19.99 |
| Welcome Back To 2007 | $24.3K | 241 | 76% | $4.99 |
| Shadowed: The Demon Castle of Ooe | $24.3K | 60 | 93% | $15.99 |
| The Lilliput Workshop | $24.3K | 80 | 95% | $5.59 |
| These Darker Tides | $24.3K | 80 | 91% | $7.99 |
| 大宋广记 | $24.3K | 87 | 79% | $8.99 |