
Establish your bloodline, lead a sinister cult and manage an isolated seaside village, where aquatic monsters crossbreed with humans. Use social manipulation and eldritch magic to gain power and influence.
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About
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WHAT AM I DOING IN THIS GAME?
You role-play as a sociopathic cult leader, using emotional manipulation on NPCs to achieve your goals.
Through actions like 'compliment', 'flirt', 'insult', 'threaten', 'preach' and 'persuade' you influence the villagers' emotions (love, lust, trust, fear, envy, anger).
Gain their love and trust (or fear), persuade them to marry a Deep One, preach to raise their faith, and recruit them into your cult.

MAGIC: Allows you to develop creative ways to manipulate villagers even further, to the point of breaking the game. By studying documents, you can learn sigils that can be combined into spells or used individually to cast curses on households.
POWER: Your grimoire grants you the power to monitor all villagers' feelings, relationships, actions and motivations. You can foresee the outcomes of your interactions, allowing you to design schemes for manipulating the villagers to achieve your desired goals.
CUSTOMIZATION: Name yourself, your cat, grimoire, cult, village, spells and children. Try out various hairstyles, glasses, and hats. Construct, expand, and modify the village to your liking.
CATS: You can pet them. Cats bonded to you join you in your dreams, guiding your path.
THE SHADOW OVER INNSMOUTH: This game draws inspiration from H.P. Lovecraft's Cthulhu mythos. In the original tale, there are no cats in Innsmouth, making this one of the few deviations in the game. However, the narrative overall stays true to the spirit of the source material, free from any silly references or anachronisms.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
The game is empty. There is nothing to do and half of the stuff that does exist is bugged, so there is no hope of ever seeing an improvement. Just get the demo, play for 2 in-game days and know that this is it. You may think that growing the cult and learning magic will make it more fun but it changes nothing. Magic is useless. Artifcats are useless. The missions remain 33% unsolveable and 50% bugged. At best you complete missions like "make people love you less by 20 points" and "make people angry by 10 points" so you can maybe extend your pathetic exsistence by 4/7 years. If the goal of the game was to teach you that "marrying a deep one" is a rotten deal, then good job.
Played for over 5 hours - loved everything about the setting and play mechanisms, right down to the excessively detailed tracking of personal relationship stats between everyone and every[i]thing[/i]. I was positively delighted by the scroll discovery and spell creation mechanisms. The top-tier example was crafting a spell to make everyone in a whole household trust me more when I insulted one of them! "Yup, he's a doofus - we all know that, and clearly Mr. Marsh coming over here to insult our uncle shows that he's a trustable, perspicacious individual. Even Uncle Doofus agrees!" [i]Perfection![/i] Alas, what killed it for me were the bugs. Large percentages of what should have been successful task completions being completely ignored as if the requirement hadn't been met is Not Okay - not when failing the tasks have major consequences. Seems like the developer may have just stopped caring about fixing bugs in the game, since there's been radio silence from them in the forums in the last long while. I desperately [i]want[/i] to be able to recommend this game, but simply cannot in good conscience. Edit: Tried again and got further and found even [i]more, worse[/i] bugs: Ended up with a quest to get two folks married. Ran out of time but it never "failed" - just sat there taking up one of the three Task slots. Eventually got the two of them married, and that didn't resolve the task either. Now it's just sitting there permanently blocking up a third of my opportunities. I opened all 7 eyes in the sky, yet somehow got no reward at all. I really, really want to play this game, but it seems like the longer a save file continues, the worse and worse it gets. I even tried reaching out to the developer directly, and have heard nothing back. :steamsad:
If you are into social management or dig Lovecraft (or both), you might be interested in [i]Marry a Deep One[/i]. Based on the short story "The Shadow over Innsmouth", the game is all about building and maintaining relationships with and between the inhabitants of a small seaside village, ensuring partnerships and offspring between humans and the aquatic Deep Ones, and recruiting new members for our cult. Before you buy, be aware that there are still some serious bugs at the moment. When we look back at the short story, we remember the lonely bus ride of the main character along the shores of New England to the shunned coastal town Innsmouth, after he first hears about it at a ticket office. A journey into a nightmare, as we soon learn, for upon arrival he makes disturbing observations. It seems not too unusual that the Innsmouth folk don't talk much, given the remote location, but some of them display fish-like physical traits. The church in the center of the village is now a place of worship for the ominous Esoteric Order of Dagon, and in a dark alley, the local drunk Zadok Allen shares his gruesome memories of the takeover by the cult and the interbreeding of humans and sea creatures. The full horror breaks out during the unplanned overnight stay in the only inn, the Gilman House. If you haven't already, you should read it. In the game adaptation presented to us here, we have the role of the cult leader in the village, and although there are some outsiders among the many local residents, they are not as curious as the one in the story. After we have decided on the appearance and name of our main character (and the cat), we have countless possibilities at our disposal. In fact, we can address any of the residents walking around to maintain our relationships with them or their social ties with others. The extensive filter menu is very helpful in finding people based on certain characteristics: The villagers have a multitude of specific relationship values to every single person in the town and to us, but also figures for their despair, for their vitality, for their social status and for their belief in our sea cult. Via the contact menu of each individual we can throw ourselves at them with kindness, compliments, hugs and flirts to increase their love, lust and trust in us, or we can insult them, threaten them and beat them up to increase their fear and anger. We play 4D chess when we persuade people to praise us to others, to sow love or hate, to form friendships or to commit murders, or to have love affairs and intimacy with one or the other. Every action takes up precious time before we finally reach the end of the round and thus the beginning of the next year. By and large, we are always intent to ensure that the faith in our cult is high and that human-fish hybrids see the light of day. As a model citizen, we take the first step at the beginning and marry and impregnate a Deep One, then we convince other locals to marry these gill-bearing beasts, which is the prerequisite for joining our cult. As cultists, they can take some work off our hands, provided we give them appropriate instructions, such as praising our faith or putting in a good word for us or others. It is also important to realize that there is a whole social fabric underlying this game: Even without our intervention, people, cultists and non-cultists alike, will interact with each other, as evidenced by the excessive activity journal of each individual villager. This means that the vibe in the community is constantly changing, often to our disadvantage. Along with the ever-spreading heresy, low faith and great despair can even lead to hostile or anti-social behavior that makes those affected almost impossible to approach. The mood of both the Deep Ones and the outsiders deserves additional attention. If the outsiders become suspicious and fearful, they flee and offer the village neither alcohol nor building materials. The latter are important for building new houses to relieve the overcrowding in the households with ever-new and aging descendants. On the other hand, when the wrath of the Deep Ones reaches boiling point, they take several residents at the end of the year, without us having any say in the matter. Sacrificing people to the ocean helps to appease them, as does the birth of hybrid offspring here and there or new memberships in our cult. Incidentally, also the locals give us time-sensitive quests, such as increasing the faith of this or that heretic relative or marrying off this or that otherwise unmarriable village idiot. Spells also play a role, after we get sigils by successfully completing quests for the Deep Ones. The more magical signs we have, the more absurdly constructed spells we can cast, such as beating someone up to boost their and their family's trust in us. The gifts of the sea beasts also include ability-enhancing artifacts from the deep that we pass on to our cult members. In addition, by changing values in the whole community, we can open the "seven eyes" year by year, which prolong our lives for a few more springs, since the death of our main character ends the game. After each round, we witness sinister dreams with prophetic monologues that sadly just seem to be fillers. I had [i]Marry a Deep One[/i] on my radar for quite some time and bought it on the day of its release. It was plagued by numerous problems that even caused crashes, but the lone developer was always keen to fix the bugs and consider constructive suggestions. I hope it continues like this, because at the time of this review, there are still game-breaking issues that trap us in endless loops or cause successful quests to be counted as failures. That's a shame, because this game has the rare concept of stirring up a whole community through social interaction and relationship building. It is also a feast for genealogists, as the family trees continue to grow through marriage and offspring. We then see the next generation growing up, who in adulthood will continue the ancestral line.
As others have said, it's terribly, frustratingly buggy. Any given in-game day I have to reload many times due to game breaking bugs (and many, many more times for the non-game breaking ones). The dev has been putting out patches, so I hope that some day I can recommend it (it's an interesting concept and scratches that micromanaging itch), but right now I have to recommend avoiding it.
I really like this game so far!! <3 There's def some bugs, but the dev is on top and is constantly updating, and it's only been less than a day! Def recommend if you like it slow paced, yet ever looming, strategy game
Walk down the road, be nice to a stranger, give them a compliment, tell them that if they insult their loved ones their family will desire them carnally. Become the manic cat lady you've always wanted to be. Its great! (Can testify its a little unstable)
Good concept, love doing actions, my only criticisms are that it should be easier to make friends, i've seen others complain about crashes, but nothing on my end as such yet. Beyond that, cool little game, can't wait for it to be polished up and be a hidden gem.
I've been excited for this to come out for a while! Still getting used to it, but it seems really cute so far. I can't wait to see this game grow and develop:)
雰囲気が良い。バグがまだあるが、今はプレイが十分できる
Currently buggy but great atmosphere and fantastic potential
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