
A Lovecraftian investigative gamebook. New York, 1927. A case pulled from real history, wrapped in cosmic horror. His name was Billy Gaffney. The man who took him was real. But his purpose was from another plane of existence. You play a journalist. You make choices. The story remembers all of them.
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About
A boy named Billy Gaffney disappears from his apartment building. The case is real. The killer is real. The man who took him was real. But his purpose was from another plane of existence.
Omen Exitio: Hunger is a Lovecraftian investigative gamebook set in the darkest corners of 1927 New York. You are a journalist. The city needs you to find the truth. The truth needs you to go somewhere you cannot come back from.
Omen Exitio: Hunger is a gamebook, and every decision you make leaves a mark. You cannot be everywhere, and what you choose to pursue shapes not just the investigation but the story itself. Paths you ignored three scenes ago will close quietly, without warning.
As the investigation deepens it will pull you beyond the streets of New York, into dreams, other worlds, and the Lovecraftian mythology that underpins everything.
Multiple endings await, shaped by every choice you made and every one you did not.
Not every witness wants to be found. Not every suspect will tell you the truth.
Talk to suspects and persons of interest, extract what they know, and persuade them to collaborate when they would rather not. New dialogue mechanics let you push, empathize, or apply pressure depending on who is sitting across from you and what the case demands.
What people say matters. What they choose not to say matters more.
The events of Omen Exitio: Hunger are rooted in documented historical fact: real people, real places, real newspaper archives, all reconstructed with meticulous accuracy before being draped in cosmic horror. Every crack in the historical record is where something ancient and hungry waits.
To close the case you will need your skills as a reporter and your eye for detail. Move through cramped alleys, decaying buildings and the neighborhoods the famous Roaring Twenties never touched, and use everything you find.
The investigation takes you beyond conversation and deduction. Certain locations demand a closer look: every object, every document, every detail that does not belong. The most important clue in a room is rarely the most obvious one. Train your eye, because what you notice and what you miss will both shape the case.
These are not puzzles to solve. They are moments where the case becomes physical and you will need to decide what to do with what you find. Your instincts as a reporter are the only tool you have, but some of those decisions cannot be undone.
This is not the glamorous New York of the Roaring Twenties. This is the other side of 1927: cramped neighborhoods, cold streets, decaying buildings that never made it into the history books.
Navigate the city from an interactive map, choose where to direct your investigation, and accept that you will not be able to go everywhere. Every decision about where to look is also a decision about what you are willing to leave in the dark.
Branching narrative inspired by true events from 1927 New York
A story that remembers every decision you make, from the first scene to the last
Interactive city map: choose where to direct your investigation
Investigative Hidden Objects: examine locations and search for clues
Investigative dialogue system built around deception, empathy and pressure
5 unique endings
Over 900 original illustrations, inspired by the work of Frank Miller and Corrado Roi
Cinematic sound design crafted to immerse you in the atmosphere of 1927
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 52 reviews with recorded playtime.
Reviews
Themes across 52 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
Well-written, well-drawn, and compelling visual novel of weird horror. Different structure and format from their earlier effort, but still very engaging. Nice sound effects and a good story. No bugs or errors thus far and I look forward to exploring the game's many branching paths further.
行文利落流畅,叙事节奏恰到好处,洛夫克拉夫特式恐怖氛围浓厚纯粹,忠于克苏鲁内核,并非营销噱头。 求知即疯狂,欲望即饥荒。
A unique interactive novel-esc game. I first gotten this game via *The privateer method* and was so surprised by the quality of the game that by the second chapter of the game, I decided to support the dev and buy it. Omen Exitio: Hunger, provides a surprisingly well made audiophilic experience. Each scene has their own ambience background noise, and at times, even procure a specific sound that fits perfectly to the choices and actions that are being chosen by the player. The narrative is captivating and intense, not full horror mind you, but enough to keep you fully engaged with the plot. At times it does drag, but that could have been the outcome of a bad choice on my end. Simply because there's a wide variety of paths the story can go through. (As I haven't gotten 50% of achievements). It's not mind blowing, or something that you have never seen before. But it is exceptionally made. If you want a fun, lovecraftion-esc adventure, go ahead and get it.
小品级古典克苏鲁风格游戏,整体不错。 小时候就开始读克苏鲁相关作品,不过一直没跑过COC,不清楚这游戏在多大程度上参考了COC的相关剧本,不过玩下来感觉还是挺克苏鲁样板戏的,经典调查员视角,经典在探案过程中窥见疯狂一角。当然样板戏并不意味着质量差,仅仅意味着叙事平稳。值得一提的是游戏故事改编自现实中的儿童失踪案,这加上20世纪英美城市气质让游戏有了更多黑色质感。 游戏通过大段文字和适量插图推进剧情,中文本地化做得较为流利,阅读体验良好,插图被刻意调成了纯黑白色,也很精致。叙事节奏很合适,比起大多数作品从日常到异常的缓慢推进,这款游戏开头就让主角接触了神秘生物;此外,游戏有很多选择分支,似乎做出了不同路线,让它看起来更具备游戏性。不过与以上两点相对应的问题是,也许是受限于篇幅或路线选择,总之人物和地点出现得过多,其中很多却是缺乏描写的,存在感很弱。游戏内置的词条系统方便玩家查询相关信息,在一定程度上缓解了这一问题。由于沿用了非常经典的克苏鲁叙事思路,游戏很好地塑造了克苏鲁世界那种“不被同伴理解也无法理解自己眼前之事”的压抑氛围。 这款游戏音效非常精良以至于我有点不习惯,我甚至觉得音效比文字还让人印象深刻。我不清楚这是否有意为之,但确实很好提升了代入感。 整个游戏流程里最大的缺点应该是缺乏手动存档功能导致很难探索多结局和不同选择肢,游戏里大多数对白会是重复的,这意味着重玩体验不会非常好。但既然是小品游戏,对其他路线不是特别感兴趣的话可以打完即抛,可惜游戏热度不高所以不太好云到自己没有选过的剧情。
Update: I am thrilled to change this to a "Recommended" review! The developers personally reached out to me and have issued patches that fix the major, game-breaking bugs I experienced at launch. It is incredibly refreshing to see a team so responsive and dedicated to their community. With the technical roadblocks gone, the game's greatest strength—its phenomenal story and atmosphere—can finally shine. The progression blocks, bizarre dialogue loops, and choice-mapping errors have been squashed, meaning you can fully immerse yourself in the narrative without fear of it suddenly breaking on you. A quick note on Quality of Life (QoL): The QoL features I previously mentioned (like a "skip scene text" button and the ability to "save at will") have not been added just yet, so chasing down different narrative threads on repeated playthroughs can still be a bit tedious. However, the developers mentioned in their response to me that they are looking into adding these features in the future! Even without those QoL updates right now, the core story is so good that simply being able to play it through to the end without crashing makes this an easy recommendation. If you love a deep, atmospheric narrative that gets its hooks into you, do yourself a favor and pick this up! I am genuinely so sad to have to write a "Not Recommended" review for Omen Exitio, because the story and atmosphere are absolutely fantastic. You really get caught up in the narrative, and the writing pulls you in completely. Unfortunately, that's exactly why the technical state of this game is so incredibly frustrating—you get deeply invested in these characters and plot threads, only for the game to completely break on you. The bugs I ran into weren't just minor glitches; they completely ruined the experience: Game-breaking progression blocks: I was following a super interesting plot thread and hit a state where the script just disappeared into a blank scroll. I couldn't progress any further and will never get to find out what happened to those characters. Bizarre looping: At one point, the game randomly started cutting to the end credits after every single line of dialogue. Broken dialogue trees: I had a conversation where one of my two dialogue options literally just said "error." Broken choice mapping: At a specific location, the choices are completely mismapped. You are presented with distinct options, but selecting an option on the right side fails to trigger its corresponding text. Instead, you just get the story text for the other option every time. Beyond the bugs, the Quality of Life (QoL) features are severely lacking for a narrative-driven game. There is no "skip seen text" button, and worse, no option to "save at will." For a game where chasing down different threads on repeated playthroughs is such an important aspect of the experience, not being able to save freely makes exploring alternative choices incredibly tedious. All of these issues completely shatter the awesome atmosphere the developers worked so hard to build. I really wanted to love this game, but until these bugs and QoL issues are addressed, I just can't recommend it.
前作《崩坏之兆:瘟疫》我非常喜欢,是那种内容有点刻板(但好的刻板)的洛式游戏。在当年的我看来,和当时市面上一堆打着“克苏鲁”噱头的换皮游戏相比,比如同年那款曾让我非常期待的“诈骗”游戏Call of Cthulhu®,实在强太多了。 《崩坏之兆:瘟疫》以文字+选项的形式,成功抓住了洛式恐怖的精髓:你已知的世界只是一隅之地,外面是一片巨大的荒原,永远饥肠辘辘、危机四伏。而你穷尽生命与灵魂,也仅能在咽气前窥见它的一鳞半爪。 和预算有限、野心有限,但恰好把该做的事做对了的前作相比,《崩坏之兆:饥荒》的故事更大更工整,作为一款游戏更加正式,显然想要达到的更多。目前玩起来还不错,但也少了些东西,前作那种因资源有限而只得专注临摹洛式经典作品气质的行为,在本作中淡了不少,其实反而有点遗憾。 总结:续作作为商业作品更成熟和规整,挺好的。但我更喜欢前作。 而且一些文本读起来怪怪的!要么前言不搭后语,要么有重复。是AI翻译吗?需要人工校对一遍!
画风比较有辨识度的推理向视觉小说,相比较我个人已经熟悉的不能再熟悉的推理探案玩法,本作在故事上的混搭可能让我觉得更为有趣。作品从一个传统的侦探故事展开,聚焦于一桩儿童失踪案——而这正是由真实案件改编而来,浓郁的黑色风格呼之欲出。 不过在抽丝剥茧、逐步还原真相的过程中,玩家会慢慢嗅到点不寻常的味道:特喵的这竟然是一款克苏鲁游戏!只能说确实之前没太在意「洛式」的标签,咱就是说小男孩都去哪了,原来是真被吃掉了。从故事的角度来说,本作将本格跟变格糅合的较为出色,剧情节奏的把控相当优秀,叙事方面可以给到夯。 另一方面,游戏在氛围感塑造上极为优秀,并且作者应该是个COC资深爱好者,仅仅几行短文本就将玩家情不自禁地拉入到那个阴森怪诞的氛围之中,玩起来简直是冷汗直流。搭配上整体的黑白色UI,让玩家一直保持在高度投入的状态中来享受本作故事,这或许是我觉得游戏最出色的地方,完成了视觉跟叙事的高度统一,无论是美术还是音乐都能看出制作组的用心。 游戏的笔记系统也比较人性化,每当玩家推进剧情时都会记录一些关键信息,方便玩家随时进行查阅,大大降低了推理难度,作品的整体推理节奏挺流畅,能玩到这么棒的推理作品还是挺惊喜的~ [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
游戏还是不错的,但目前有恶性bug,进入第二章时会卡住导致无法继续游玩,希望尽快修复。
"Не пора ли, друзья мои, нам замахнуться на Говарда, понимаете ли, нашего Лавкрафта?" - задались вопросом итальянцы из маленькой, но гордой студии Tiny Bull. И замахнулись, создав книгу-игру, вдохновленную творениями известного мастера непостижимого, липкого ужаса. При этом разрабы не стали довольствоваться лишь вымышленной составляющей, а вплели в сюжет элементы реальных событий, случившихся, к великому сожалению, в конце 1920-х годов в США. Тем самым они постарались убить двух зайцев - привлечь к себе как поклонников писателя, так и любителей тру-крайма. Сама игра по своей сути не сильно отличается от своих аналогов по детективной составляющей. В роли журналиста мы идем по следу безжалостного монстра, для которого маленькие жители Нью-Йорка, не просто лакомство, а нечто большее. Путем допросов, поиска улик, уловок и даже провалов в иные измерения мы пытаемся добраться до истины и остановить того, кому неведомы мораль и добродетель. На помощь нам в этом деле может прийти как темная магия, так и наука, раздвинувшая былые рамки и позволяющая заглянуть за грань реального. Что из этого выбрать - решать лишь нам. Не обошлось и без головоломок: какие-то из них достаточно просты, а какие-то потребуют ясной памяти и эрудиции. В целом, это добротная вещь, которая хоть и не является чем-то новаторском в своем жанре, но внимание соответствующей публике к себе привлечет.
好游戏,爱来自幻梦境! 目前打了两种结局,依旧许多剧情未能做完或涉及到,是能让人主动产生多周目游玩和探索欲望的非常好洛氏游戏。初次探索时,各种选项和分支就能让我感觉到明显对后续产生了影响。 [strike]另:感觉文案在写作时吃了一吨奈亚拉托提普的〇面、东方〇车上的恐怖、柏林恐〇之城……诸如此类的本格经典风味模组。[/strike] UI和美术十分用心!CG惊人地多,没有太多会干扰阅读体验的BGM,只在关键处增加音效,文案以外的观感也是全方位优秀。细节上藏了不少原著梗,猫好,没有烂梗,角色们都个性鲜明、说话时十分有趣,猫特别好。剧情和人物资料上存在一些满足特定条件才会产生的Bug,经常错误显示其他路线和选项文本,尤其关于后巷仨呆猫。 游戏的中文名有点土,我老和其他滥产换皮的洛氏风味游戏记混。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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