
A marvellous romance with a hint of murder, where every playthrough is different! Seek love, friendship, or more... intimate encounters. Help a murdered man find justice. And watch out for the bats.
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Aug 10 → 0/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, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 402reviews | 76% | — | $145.2K |
| $7.99−60% | 26ratings | 70% | — | not modelled | |
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It breaks my heart to disrecommend this, but it's just not the sort of experience I was looking for from a Fallen London IP title. Instead of unspeakable maddening horrors you get Mr. Pages as a sort of comedic boss and the game asking you for each character you meet if you want to try to hump them. A bit off putting.
I bought and am playing this in 2025 after it seems all the patches. This is not a $20 game. I got it on sale for about $10 and that’s a bit more reasonable but still feels a bit overpriced. It's not a terrible game, but it feels almost unfinished, like a first or second draft of a game. It’s really hard to properly review this because it makes me feel frustrated and stuck and there’s just so much wrong or poorly executed. My main issues are pacing and mechanics. This game feels stifling and like you have no time from the get-go. Even having more days to play, it feels like you need to be laser-focused on one playstyle and there’s no room to explore. My first playthrough I made what felt like zero progress when it came to solving the murder mystery because I was sidetracked trying to befriend other characters, building a romance, and do some side quests. I understand you can’t do it all in a single game- and that’s fine- but it’s so easy to do nothing. My second playthrough went a bit better (until it didn’t- I’ll get to that) but that’s because I got intimate with someone the second or third time I met them and when the murder happened focused almost exclusively on that but ended up not solving it anyway. Related to solving the murder, The storycrafting mechanic is an interesting idea but not done well. During my first playthrough I didn’t really get it but did use it much more during my second play. In my first game it didn’t matter. I came up with some BS theory and implicated someone but it didn’t matter. I paid off the prosecutor to save the person on trial (which itself was done dumbly) and that’s it. The second time I went about the trial a different way, also bypassing the need for storycrafting. For what it’s worth- after my game I spoiled myself with how the murder happened and by who and for why. I was right about the who and why but couldn’t get the information for the how which was annoying. Storycrafting for Rachel to help her make stories is also easy. She just accepted everything I offered her. One time she seemed to doubt me but I convinced her with a single conversation choice (I guess because we were friendly?) so no issues. Overall, the relationship mechanics seem pretty weak. It seems like there’s hardly any difference between being romantic, friendly, or neutral. I guess being disliked makes things harder but it’s easy to just not get to that state since it’s mostly just a matter of picking obvious choices and choosing the option that will guide your relationship. The changing clothing mechanic to change how to interact with people is interesting, but eventually it just feels like another barrier to progress because you get questioned every time you talk to someone and it stops the game in its tracks. I also didn’t notice much of a difference between items. It would have been better to have an icon to change to change clothes that you could initiative before talking to characters. It feels like over half of the game is spent in transition (being asked to change clothes, reading the morning headline, going to dinner before bed, being back at your bedroom…). And why are you constantly asked if your mind is changing? I understand people might want relationships to change but asking nearly every interaction ‘are you sure?’ is annoying and breaks the immersion. The characters do look and feel distinct but, frankly, I don’t care much about most of them. This is probably because I didn't really have a chance to deeply get to know that many characters because of the pressing time constraints and getting sidetracked not really knowing what the most useful thing would be to do. I don’t have as big of an issue with every character wanting to jump your bones two seconds into meeting as much as other players have had. Yes, it’s a weak start to a romance (and the romance does feel extremely weak), but with such a short game you don’t really have the luxury of getting to know people. It feels like you barely have time to really get to know anyone before your attention is intended to be turned towards the looming execution. An issue I had, that’s related to the characters in my second playthrough, is that despite forming a major romance and picking options that should have ended with the romance I ended up in this unwanted declaration of friendship with Griz despite not trying to be close to her (I’m being vague for the sake of not spoiling too much, but it was handled so poorly. Imagine doing a bunch of romance options and then having that taken away because you answered ‘yes, I’m your friend’ to another character once). It felt completely antithesis to my other choices. It also feels like this game is trying to be for everyone when it probably shouldn’t be. I appreciate splitting up romance and lust and giving people the option to focus on platonic relationships and the storycrafting but then why play a romance-themed game if you are wholly uninteresting in any of the emotional or physical intimacy? If you want a game that’s oriented toward the aromantic or asexual crowd, make that a separate game where romance is either not included or a very minor, optional part of the story. It’s weird to label your game as a romance first, murder mystery second but then make it try to appeal to people who aren’t into the main element. I would not suggest this. A lot of good ideas in a great world are done very poorly.
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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
| $19.99 |
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| $19.99 | — | 74%* | — | 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.
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I would like this game a lot more if not for the time management aspect. The limited number of actions per day means that you don't have time to explore all the possibilities thoroughly, but it's not fun to replay, just feels repetitive. If I could mod it to increase the number of actions per day, it would be much more enjoyable.
Pick lane and stay in it or allow more than two actions per day. I cannot recommend this to anyone as it currently stands. Players of the other games in the the Fallen London universe will be familiar with how obtuse things can be, but this one takes things to another level. This game is torn between being a dating sim (as advertised initially) and a murder mystery and as such, does neither well. Time management is the BBEG in this one. You basically only get two actions/interactions per day which makes for a frustrating play when people are harping on you to solve a mystery and make that seem like the only thing you should be doing. You are also trying to do your census "job" and finding romance. You essentially need to pick one thing for a somewhat satisfying playthrough. Story telling/building is pretty broken (STILL!), you aren't allowed to choose which version you tell someone. I could only get the Rachel and rat stories to somewhat progress, but you can really only choose one thing, or nothing is complete and it feels like a huge waste of time. Now on to the very broken murder mystery plot, I put together so many different combinations but never had any option to question anyone or bring my theories to anyone. I wasted so many precious actions attempting to talk to a character about the murder, only for the conversation to never get around to the murder which was a frustrating waste of time. The price on this one is not worth it, it only seems to go down to 30% off for sale. It is a messy short game that is not worth a penny. Save your time and money, or go play Sunless Sea/Skies. I just want my wasted time back.
Mask of the Rose is a role-playing game that resembles a visual novel. I respect it. However, its visual novel format can be misleading, as it sets an expectation of easily falling into an engaging storyline, like most visual novels do. Instead, this game requires active nosiness. It is highly replayable, with many storylines you won’t encounter in a single playthrough. The story is told in a deliberately confusing way, blending the unfathomable with the mundane in a poetic manner. Events often make little sense, with only glimpses of what’s happening provided. I find this enjoyable, but it might not appeal to those who prefer comprehensible stories and solvable puzzles. The gameplay revolves around visiting people in Fallen London, building relationships with them, and uncovering information about various mysteries. The most interactive element is a unique storytelling mini-game where you craft a theory about a specific mystery and discuss it with a character. This can involve crafting a false theory to elicit information that leads to the correct one, which can be slightly confusing, but I find it enjoyable. You shape your character through varied reactions, which feels natural and leads to a well-developed protagonist, despite the story’s complex character interactions. It looks and sounds good, if minimalist. It includes optional romance, but this isn’t the main focus and can be easily avoided. Its short length makes replays manageable, and I enjoyed my two playthroughs. I’m unsure if I’ll return to it, despite knowing there are many unresolved or undiscovered story threads. I recommend everyone give it a try.
look motr isn't perfect but the browser game refuses to let me kiss the giant space bats so i bought this solely to have my mc make out with mr pages i would fr give failbetter 40 more dollars just to make out with mr veils specifically i'm a very simple lady
Ack! There are things I like about the game, but overall I really cannot recommend it. The good bits: the lore-engaged moments of the writing are very impressive -- it has excellent art and music. Fans of the game should take a look at the roster of characters -- is there someone in the list that you want to hang out with? If so -- do so!! There they are. There's a lot of bold and fascinating systems, for that matter! The Storycrafting system should probably be lifted and reused in future games. It kind of reminded me of Scents and Semiosis in a way that made me happy. That said, my overall recommendation to anyone who isn't a Fallen London obsessive is not to buy the game, so I want to spend the rest of the review selling the idea that there are severe and noticeable bad bits. So I'll segue to that -- The overall impression I have of the game is that it is extremely dense with filler text. This comes from a few things: - The game's day/night system will present the player with a lot of text unrelated to their current progression state. You do about four things per day -- a memory, a supper event, two errands -- and only the errands are determined by player choices. - The bulk of the game's conversations are formalistically structured. There is a procedural salutation (and solicitation for romance); there is a human-written observation on a relevant world event; there is a response to the player's purpose of inquiry; there is a second salutation and an invitation for the player to reconsider their decision on romance. - You're given a staggering number of options amounting to "Ask character X about character Y." Because most facts are known to more than one character, most of these paths produce redundant answers. But of course you can't know this without checking them. The filler text problem is bad, but I would add to this that the game suffers from a serious tension between its detective features and its dating features. The most obvious instance of this tension is that -- unlike in Fallen London itself -- your errands can either be dating or detective-oriented. Any dating you do does not advance your detective work; any detective work does not advance your dating; you have a limited number of actions that can be spent on either. For an example of a system that's not present: I couldn't see evidence that the general level of my relationship with a character actually fed into that character's willingness to feed me clues. I would add to this that there's apparently some kind of hidden reverse feedback between the dating system and the detective system which seems to make this a lot worse. I couldn't totally figure out how it worked, but it seemed like my romantic interest kept showing up and derailing quest scenes. My best guess is that there's some kind of pattern of dialogue variations which are split into two categories: "follow-ups on info the player probably already has," where each version of the scene tries to adapt to include information you might have learned elsewhere -- versus "romantic versions of the conversation, where the player experiences the most basic version of the scene, but now their love interest in the room." Something like this -- - <version 1> Player has ZERO CLUES and now STEVE tells them CLUE X. - <version 2> Player already knows CLUE Y; when STEVE tells them CLUE X, they reject it and interrogate STEVE. - <version 1B> Player has romanced GLORBO and therefore GLORBO talks about CLUE X. (again, even if the player already knows CLUE Y.) STEVE is not interrogated. Whatever the mechanism was, it felt like seeing my romantic interest in a scene meant I was about to get blocked from useful progress. There's one other problem I would tend to identify, which I think is understated in the positive reviews of the game. The game struggles as a character piece: it has an absolutely damaging tendency to take its text and whack it with a hammer until it fits into its procedural storytelling system. For an example -- in general, characters in Mask of the Rose do not require the player to complete failable actions as a condition of their trust. A character might say "Don't interrogate me until you talk to Steve," but they'll break under pressure instantly if you really didn't talk to Steve. Or a character might say "I have a secret; I won't tell anyone who's a cop; I think you're a cop" and then by the end of the scene she has told you anyways. I can only understand this as an attempt to limit the depth of multistage questlines. The game apparently can't ask the player to walk away from an errand because errands are a limited resource and walking away means a wall of filler text. Everyone will do everything they were opposed to, if you ask persistently enough, as if they lack stable preferences or a stable evaluation of your character. The compromises of this system are the sort of thing I would expect a really inventive writer to be able to write around, but there's not a lot of liveliness and zest when it comes to the detective bits. The writers could have confronted this as a problem, but instead it seems like they tried to ignore it. Ultimately, while a handful of individual mechanics are pretty impressive, the quest structure doesn't present much that feels expressive or original. I'll reiterate -- I think a dedicated Fallen London fan would probably still find a lot to enjoy here, but as a game I think this is really not very good!
Great writing, good characters, interesting mechanics, abysmal limitations Overall writing - 10/10 Main story - 5/10 Art - 10/10 Mechanics as Idea - 8/10 Mechanics Implementation - 0/10 Overall - 4/10 I absolutely love the idea that clothes define our behavior and how it's tied to the narrative. Also the storyboard mechanic is great and overall I loved it (after I realized how it worked). I can’t recall any character that I can call cardboard, but some quests felt like a waste of time. And that’s precisely this game’s main issue. Now comes the rant) The creators literally steal 10 days from your calendar at the end to reach the epilogue. And if you haven’t finished some quests, characters might call you out on it with subtle ‘I don’t hold it against you though’ Thus, I know that they are consciously guilttripping us into replaying the game. And since this game has my favourite ‘autosave’ feature, it’s not fun at all. You can’t finish the main quest and at least a few additional ones. Give me more days to play or ability to save where I need, I don’t wanna see the prologue for another twenty times! Limitations in this game do not add to its replayability, they just make the game awful and waste our time on clicking through the prologue over and over again. I swear I came to hate the starting animation, even though I liked it at first. And it’s not like it’s the only way. Make a different mode for hard core players with less days. I mean it’s only one variable in the code. How hard is that? I probably sound like an awful autsource client right now, but it’s not like I dug through your code, so my suggestions are obviously dumb. Or the dressing up mechanic may be a restrictive factor instead. Perhaps, you choose an outfit for a day and can’t change it without spending ‘time’. Not to mention, I may be not the brightest, but I swear I figured out the details of the case before I realized how to use the storyboard to actually start investigating 0-0 At that point I had to replay a few times already, so I straight up started abusing saves by coppypasting them. Actually, its a good game if you start abusing the saves from the get go. Seriously, if you liked the premise, you’ll probably enjoy it, here’s the directory: %userprofile%\AppData\LocalLow\Failbetter Games\Mask of the Rose\saves I really hope creators will recall what replayability means some day. For example, in my teens I played a weird free game that basically was clicking magic school simulator or something. It was dumb, but the animations, art and other small details that were changing during the playthrough were so great that I replayed it even after I got all the achievements. I could save at any moment, but the experience in its entirety was so good that I rarely saved the progress at all. Another example - Ebon Light. You can choose whatever route you want in the third act, regardless of with whom you interacted more. But all the characters were so interesting that I replayed it from the start almost each time I tried to romance another guy. I think I can recall good detective games too if I think a little more, but truly I don’t want to invest any more of my time. Maybe in a year or two I’ll forget how frustrated I was and finally finish all quests I was curious about) It just breaks my heart that so much effort from designers, writers, coders, testers went to waste(
This game is such a slow burn. I had hopes but I struggled to finish it - or to find anything to keep me going. The romance is a drag, the whole detective thing is boring, there's too little time window for too many things. I think the game struggled to focus on what it's trying to become.
FIRST: There was a learning curve for this game (for me!) that I'll share incase anyone else is doing the same thing; it will improve your game play dramatically. The game requires an element of 'storycrafting' that ultimately gives you potential dialogue within the game. For my first 1.5 playthroughs I was under the impression you chose/discovered a singular crafted story and ran the day cycle with that info. It did take me until hour 8 IRL to realize that's NOT how the game is meant to be played. Rather, you should craft every possible outcome for every possible dialogue choice so that during interactions you have very thought out materials for quests solutions and the direction you want to proceed in the game. In retrospect that OBVIOUSLY makes the most sense, but that wasn't how I interpreted the original game instructions during the tutorial. I don't know WHY it took me that long to put it together but it's making the game significantly more interesting. I do feel like I'll have to play it a 3rd time just to get the original intended experience, but I can see how knowing this moving forward gives the looping playthrough aspect more direction for quests in the future. Otherwise, the game is slow with no direction and it will discourage you from playing again. NOW, however, I see the intrigue. So, if you did the same stupid mistake as I did, I'd at least say give this game another chance. SECOND: I would echo other sentiments that 2 AP per day with multiple paths means choosing early what direction you want to take the game. The first play through is entirely experimental and very seat of your pants. I would like to discover the stories, but I'm also torn on how much I want to replay the same scenes over and over. YES, there is a fast forward, but I'm not 100% convinced I'll discover all this game has to offer. Especially after floundering for the first 8 hours just trying to grasp what was going on. I do wish it had some type of save slot or after completing an ending they allowed you to rewind to a decision and play other options forward instead of having to replay in full and rediscover everything on every successive loop. THAT IS FRUSTRATING. Loading up a game just to press fast forward 30 times can be a bit dull with very slow pay off. I don't usually want to grind a visual novel. That's not a combo I'll look for in the future. That all being said, I do like the world building. The characters. The story crafting. Choosing the right items to convince the characters of your intentions. I just wish there was a more enjoyable way to experience them.
Players by region
Where this game's players are, estimated from review languages.
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