
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
"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.
打电话那里有BUG,完全卡死无法进程 The game is a bug in the phone call function. It completely freezes and cannot proceed
Very good - please make a sequel
[h1]对于大家来说有些小众,但是在外国倒是相当之火热呢[/h1] 克味很足的悬疑类AVG解密游戏,做到了展现不可名状的恐怖压抑气氛+悬疑推理探案法的,当玩家陷入作者笔下的怪异世界中,所体验到的微恐的超绝口味堪称[b]完美[/b]。 这一切都来源于1920S的纽约“脏车案”,尽管看起来微不足道而不起眼的小案子,却意外在废弃旧屋目睹了“不该存在”的类人生物,由此引出了城中一系列的儿童失踪案,当你作为记者理查德深入探索真相的时候,你的一切动作将牵连着故事的走向与经过。 同时本作自带洛夫科拉夫特式作品经典的多分支与多结局环节,但是仅一个存档一命通关又不好收集全成就,嘛,喜欢同类型的作品应该都听过《恐怖的世界》,那就与以往的评测对照着看吧。 https://steamcommunity.com/profiles/76561199645538939/recommended/913740 二者均为黑白色老漫画的画风作品,按口味来说《崩坏之兆:饥荒》的恐怖和不可描述的味道更重,更直观,也更用力过猛,好似整个犯罪现场被精心包装成了外神入侵地球的罪恶试验场,不过也正是顺着案情的蛛丝马迹,我们得以最终直面古神。 假如说你看过许多英式探案剧和克系作品,那么对本作的既视感与熟悉感无疑会很强,潦倒的中年记者主角,疑神疑鬼的老太,还有一位研究神秘学的学者,通过主角团推进,在梦境终会伟大存在。 笔者觉得朋友写的一篇文章很有意思,倒是非常愿意和大家分享一下为什么克系作品仍然具有如此伟力。 [url=https://api.xiaoheihe.cn/v3/bbs/app/api/web/share?h_camp=link&h_session_id=HxdznVlRRsZqlNvB&h_src=YXBwX3NoYXJl&link_id=c5747210cfea] 2026年了,为什么我依然推荐你读洛先生的克苏鲁神话 [/url] 不过一切就此搁笔,BUG太多了,游戏点太快又卡住了。 [quote] 圣火昭昭,圣火耀耀,凡我大橘,喵喵喵喵~ [url=https://steamcommunity.com/groups/bigoc]欢迎加入 『大橘为众』[/url] [u][b]我们一起学喵叫,喵喵喵喵喵~大橘~喵起来~ Q群596464232 [/b][/u][/quote]
[h1]《崩坏之兆:饥荒》:原教旨主义的克苏鲁图文小说[/h1] 虽然《崩坏之兆:瘟疫》过于刻意的仿牛皮纸UI设计反而让整部作品蒙上了一层“廉价”的质感,但在充分体验了游戏之后,不可否认的是,几乎彻底将电子游戏变成了不折不扣的多媒体互动视觉小说的《崩坏之兆》才是继如此多的“克苏鲁跟风游戏”之后,一款极为罕见的“原教旨克苏鲁”作品。 和《瘟疫》相比,《饥荒》的UI要更加干练简洁,纯黑白的设计相比起因为早年间被频繁使用而早已失去了代入感的牛皮纸风格要更有质感,而且还让这一代比起游戏,更像是一款视觉小说。 当然,这主要还是因为本作相较于前作来说也大幅提升了文本的文笔质量,如果说《瘟疫》是用跑团逻辑描绘的文笔相当简陋的互动文字游戏,那么同样拥有互动内容但更加精细的《饥荒》就完全是一部彻头彻尾的传统克苏鲁小说。 游戏以一名富有正义感的记者为主角,通过一桩偷车贼调查案牵扯出了一场基于相关的真实历史事件改编的儿童失踪。虽然本作的剧情的确也包含了可怖的克苏鲁体系怪物,但它最优秀的一点就是没有像其他游戏那样随便安插一个以触手为主要元素的怪物就直接给作品冠以“克苏鲁”之名,而是按照传统的克苏鲁小说逻辑将恐怖事件以经典的“不可能直接相信怪物存在”且心理素质极差的普通人视角呈现在玩家眼前。 不过这种处理方式美中不足的就是它虽然本质上是在通过逻辑上的拟真增强真实感和代入感,但读者观众往往会高估人类在面对危险时的本能,因此忽视角色在面对怪物时的真实心理活动和克苏鲁体系作品本身的通过设定提前打好的补丁,以至于将完美贴合世界观的叙事认定为是俗套编剧塑造的窝囊主角,这种现象自然也曾出现在《异形》系列中。当然,这只能证明这类读者最多只能看那些跟风的“伪克苏鲁”,是不适合接触克苏鲁作品的。 [table][td]欢迎关注鉴赏家[url=https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
I stumbled upon the first game years ago, I think in a bundle, and was so hooked by it I finished it in one sitting. I'm almost done with Act 2 here (I think?) and the story is very compelling. It doesn't screw around and give you tons of flowery dialogue and endless rambling about scenery. Things pick up quickly and you instantly want to know more. It's SUPER DARK. It DOES NOT rely on that old stupid trope of hallucinations or "madness" or whatever, where things happen but OOOPS JUST KIDDING IT DIDN'T HAPPEN. That garbage is such a gd waste of time and I am so thankful this game doesn't go that route. This is a murder/mystery about some very ancient evil that existed long long ago, likely from an age before recorded history. I love it. Choices matter, at least in Act 1, and you'll not be able to do/experience everything in a single playthrough. Choices make sense and there isn't garbage where if you think you're doing the right thing, SURPRISE you're not. You know what I mean? Like in other games if you think you're making a nice gesture but it turns out your kindness is actually hated by the person you're being kind to (for no reason) so it locks you out of a dialogue tree. That is crap. But, that is not here. You can act like a normal person and get normal person reactions from people. If you haven't played a lot of games like this or other visual novel-esque games but are at least mildly curious, I recommend it because it's not slow. Super interested to see where it goes.
The story and atmosphere are absolutely fantastic, one of the best written games of this year, Must try!
《崩坏之兆:饥荒》是一款很有克苏鲁风格的推理向的AVG游戏,玩家扮演一名失去了妻女的记者,在纽约调查一起藏车案的时候突然发现一名小男孩被一个不可名状的怪物杀害,同样失去过女儿的他对自己没有及时救下男孩感到懊恼,决定不惜任何代价去调查这个案件,结果却牵扯出越来越多的相关人和诡异事件。 游戏的玩法偏向视觉小说,对话部分很多,我们选择不同的对话会收获不同的信息,每天的行动次数有限,所以要去调查的地方也会根据我们的顺序有一定的变化。游戏的剧情发展做了不少分支的,比如面对贿赂你可以选择拒绝也可以选择接受,之后再翻脸或者履行承诺都可以,这点确实有点跑团的风格在里面了。另一个重要玩法就是搜索,在一些场景里我们的鼠标在遇到关键物品时会变成放大镜的模样,这个时候点一下就会触发相关的对话或者新内容。如果东西还没调查完就离开,系统会贴心地给玩家提示,避免玩家遗漏重要道具;不过有些道具提前获取就会触发结束这段探索的剧情,不过因为游戏的自动存档是中是存在当前这一节剧情的开始,所以利用这个机制及时SL能找到最合适的选项对话。 游戏的风格很有克苏鲁的味道,特别是CG里面的插图配合文字介绍会变得非常形象。在推进剧情的过程中,发现每个被调查人员都有点神秘因素在身上,我们需要通过线索的不断拼接,一点点摸索到下一个相关人员,然后再进行调查,有点以前看侦探小说的感觉。这种抽丝剥茧的谜题展开方式,还是有着迷人的侦探味道。 另外游戏的黑白风格也凸显了这种上个世纪20年代的风格,插图很用心,每段剧情都有多个CG,其中角色立绘是最棒的,每个角色的长相都很有特点,这也是我玩这个游戏虽然名字经常记混,但是看到角色就会想起来他的全部特征。 总体来说,《崩坏之兆:饥荒》是一款质量非常不错的克系风格的AVG游戏,剧情分支和不同结局都做得很到位,CG数量也很丰富,文字描述很有克系风味。推荐喜欢克苏鲁元素和喜欢推理剧情的玩家游玩本作。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
[h1][b]连环失踪案牵扯出克系谜团[/b][/h1] 《崩坏之兆:饥荒》以对比强烈的黑白画风、细致入微的文字描述,带来了一场不可思议的离奇案件,玩家将扮演记者深入其中,亲自探查骇人景象背后的秘密。 本作是一款视觉小说游戏,以大量文字内容为主,不过丝毫没有想象中的枯燥乏味,得益于出色的中文汉化水平与细节满满的描写,阅读体验非常不错。 游戏采用了以黑白为主色调的美术风格,每个场景都有大量插画,将一个深邃黑暗的城市描绘的栩栩如生。 故事从主角调查一出回收赃车的案件开始,其追查到了一处略显阴森的地方,就在找到线索后却鬼使神差的被神秘的声音吸引,在一间屋子发现了令人震惊的一幕,一个恐怖的怪物以人为食,而那个可怜的对象只是个幼小的孩子。 回到报社后又凑巧发现了一名孩子的失踪案件,角色本以对工作失去了热情,正是这起案件点燃了其内心的一把火,在经历过失去妻女的痛苦后,其不愿再看到相似的悲剧,于是决定追查到底。 本作的玩法和此类游戏差不多,以对话、选择、调查等要素为主,游戏打造了一个日记系统,流程中遇到的角色、线索、地点等均会自动记录,随着不断推进,部分内容也会随之更新,直到真相浮出水面。 《崩坏之兆:饥荒》的整体表现挺不错,阅读体验、氛围营造等都是值得一试的点,此外还有克系元素的加入,喜欢文字类作品的话可以一试。 [quote]热爱游戏,畅玩游戏,分享游戏,专注鉴赏评测与深度解析 欢迎关注[url=https://store.steampowered.com/curator/44110339/]游理游据[/url],走进游戏世界,品味第九艺术[/quote]
Omen Exitio: Hunger is a [b]phenomenal narrative experience[/b] that I absolutely can stop playing! Even though I haven't finished it yet, the [b]captivating cosmic horror plot[/b] has completely hooked me. The main characters are masterfully written with deep psychological complexity, and the branching choices offer [b]great longevity and high replayability[/b]. While I noticed a couple of bugs, the developers are incredibly reactive and deploy lightning-fast patches immediately after any report. [b]It is an absolute gem for gamebook fans[/b], and I highly recommend it!
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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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