
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
[h2]崩坏之兆:饥荒[/h2] 是一款克苏鲁悬疑的解密类文字剧情游戏 [h2]1927 纽约食尸恶魔![/h2] 1927年2月,禁酒令横行、盗车犯罪泛滥,记者理查德・皮克曼本只是奉命追查一桩寻常赃车案,驱车驶入莱克大道偏僻支路,却在荒弃旧屋旁撞见诡异物证:埋入泥土的全新涂鸦童鞋、树杈悬挂的破旧玩偶、地面残留的焚烧垃圾痕迹。 好奇心驱使他蹲守窗边窥探屋内,一幕终生难忘的惨剧撞入视线:蜷缩在地的孩童浸在血泊里,一头非人怪物正以孩童为猎物肆意啃噬。苍白褶皱如浸水烂布的皮肤、纤细带马蹄的四肢、布满尖牙的圆形口腔、滴落粘稠涎水的利爪,纯粹原始的暴虐狩戮,彻底撕碎主角平淡的记者生活,一桩连环儿童失踪悬案自此揭开序幕…… [h2]文字的魅力+血色迷雾的剧情[/h2] 游戏整体内容很足,有5种独特的结局+超过900张原创插画+10h多的游玩内容!整体采用黑白的手绘黑暗风格,以文字叙事为核心,搭配一些场景解谜、分支对话博弈完全可以进行多周目的结局探索。 [h2]缺点[/h2] 玩法形式相对单一,不断的阅读剧情,然后思考剧情发展;但最主要的是没有手动存档,多周目需要无限开档,其次就是有事情中断会很麻烦。 [h2]总结[/h2] 游戏整体完成度极高,跳出原著短篇的框架,结合美国 20 年代禁酒令时代背景、真实儿童连环失踪案件,将文字推理和解密很好的融合到了一起,配合不错的音乐,玩起来还是很带感的,像看完一部DIV的自定义克苏鲁小说。 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟[/quote]
游戏故事改编自美国历史上真实的儿童连环失踪案,前期叙事完全走写实罪案路线,玩家扮演主角作为报社记者,从假车牌案件不经意的发现中窥见了黑暗血腥的一幕,循着各种线索追查男孩比利的失踪案,走访街坊、盘问嫌疑人,在这个过程中信息量有点大,过多的人物和前后矛盾的描述,很容易让玩家的脑子有点昏,在这种精神状态下,也更加容易感受到那种莫名暗生的恐惧,不由产生怀疑,主角开局看到的那一幕是真的吗,还是因为长期压抑的精神状态产生的幻觉。随着调查推进,反常细节开始累积,无法解释的现场痕迹、行为怪异的当事人、反复出现的诡异符号。很遗憾,这个世界真的存在不可名状之物,最终将案件引向涉及外神、邪恶仪式的超自然阴谋。 为了承托整体氛围感,游戏全程采用黑白阴刻的美术风格,手绘插画以黑白线条为唯一载体,抛开内容不谈,就这种极致的光影对比就让玩家的大脑收到了克苏鲁的污染。除了小男孩的尸体带来了比较惊悚冲击,更多是用留白和阴郁构图烘托心理恐惧。单从游戏性来说,因为需要在黑白场景中寻找线索,纯黑白对找东西来说比较困难,虽然有鼠标变成放大镜提示,但很多挨在一起的互动,藏在犄角旮旯的阴影,不得不采用穷举遍历法把图片的每一个位置都点一遍。 这里就不得不转入游戏另一个特点,有限资源下的路线抉择。游戏没有强迫玩家找到每一处线索,首先一天可以互动的时间是有限的,游戏四章的内容短短浓缩到四天流程,中间会用纪事的形式跳过说明。每天玩家通过城市地图选择调查地点,行动次数有明确上限,无法走遍所有场景。在场景中完成主要目标后就可以下一步 ,哪怕不需要全部搜完也可以继续游戏,但错过的线索会无法开启对应的场景。减少了玩家一周目的游玩负担,会不会因为错过什么无法推进?只要一直点,剧情总会进行下去,不同的结局不能说是好是坏,尽力做到最好吧。比如最后的仪式,哪怕就只有一个名字,什么加强诅咒,加强联系的东西都没有,只能跳过这一步骤,仪式仍然可以成功发挥作用,阻挡食尸鬼的变身。 除了场景中搜索的物证,人证的口供也是案件推进重要的一环。为什么感觉很多人的证词拼凑不到一起,因为没有绝对的真实,人会根据感觉进行脑补。玩家可选择共情引导、强硬施压甚至编造谎言套取信息。逼问过急可能呈现反效果,给不出多少有价值的信息,投其所好旁敲侧击会有更多收获。 一周目体验不错,但想要尝试其他路线就比较困难了,因为游戏的存档是单点单线,在重大抉择前也没办法分出去。而且大量的信息冲击下,重玩的时候也不容易记得上次选的什么。游戏的成就结算还有一点误导性,比如救下两个孩子,在选择事件后就完成了,而不是故事发展到把孩子救出以后跳出来,会造成一定剧透。 气质鲜明的小众佳作,它用极具风格化的美术、扎实的博弈选择机制,完成了真实罪案与克苏鲁恐怖的出色结合,请享受文字选择带来的分支乐趣。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
没有手动存档
I adore this game. My first playthrough had me on the edge of my seat. It's quite a scary and disturbing game, but the kind of thing you just can't look away from lol! It's ridiculously creative and well-written, and the illustrations are beautiful albeit terrifying at times. I'm on my second playthrough now and the story is totally different so far since I've been making different choices. I'm thrilled by this! Can't wait to see how things go this time around!
好
克系氛围感塑造的很棒,但是部分角色的出场和剧情因为选项不同,会有比较生硬的感觉[spoiler] 黑帮老大这一部分剧情,我压根没有收他贿赂,后续也没有和他有任何交集,莫名其妙出现一个他的小弟出现保护我 [/spoiler],应该属于事件触发的BUG希望后续修复 [spoiler] 我就猜到了奈亚又是你,怎么每次扫黄都有你.jpg [/spoiler]
Thoroughly recommended to fans of CYOAs &/or Lovecraft. It's a good while since I played Tiny Bull's previous game Plague, but Hunger feels to be significantly bigger & deeper, which is reflected in my playtime. Some of the mechanics are slightly different, adding to the variety, but the background world & the quality of story telling, art & audio are equally impressive. I particularly like the way they embed this within actual history whilst still fully embracing the strangeness of a Lovecraftian perspective onto reality with its ambiguities & uncertainties that seem an inevitable part of our ignorant & fallible subjective experience of life, at times dancing on the edge of madness.
黑框是剧透。 优点:插图我非常喜欢,文笔不错,描述克系相关内容的部分挺出彩的。比较原汁原味的1920s版coc展开。 缺点:第一、不能手动存档,只能一命通关。但结局太虎头蛇尾了,[spoiler]我在游戏过程中一直选的努力帮助小孩们的选项,文本也一直在渲染他是多么爱小孩,为了小孩不再受害一定要追查到底,解决食尸鬼。结果结局是食尸鬼跑了,邪神放出来了,主角就远走高飞再也不管这事了,食尸鬼继续吃小孩,吃了十年才被抓,这合理吗?[/spoiler]打完我怒气爆棚想开二周目看看没选过的选项,然后发现重复剧情不能跳过,这合理吗?作者如果想增加代入感不让存档给玩家一个跑团没过就撕卡的体验,就好好做对话选项关联好每一个结局啊,人生可以有缺憾但不能瞎扯淡。 第二、除了结局外整个第四章都有种赶工感,不管是剧情还是感情都没有在这一章平稳落地,[spoiler]比如我打的时候前三章跟两位朋友关系都不错,吃饭聊天交流感情,怕朋友出事着急忙慌打电话警告,但在第四章得知他们受伤的事却毫不care了,也不聊案情了,不找遇到过的神秘学人士探讨了,大决战前直接冲到灵媒屋里要求作法,法阵都画好了我当场学习怎么放关键物品才是对的然后果不其然放错了。这合理吗???[/spoiler]这不合理。哦另外小游戏也很无聊。
這款遊戲簡直是強迫症與生存狂的噩夢,也是成就感的來源。當你為了湊齊那一點點保暖物資,在嚴酷的荒野中掙扎求生,那種極端的壓迫感真的讓人腎上腺素飆升。最迷人的是,遊戲完全不教你怎麼活下去,所有資源的採集、怪物的應對都得靠自己摸索,每當成功熬過一個寒冬,那種從瀕死邊緣建立起小基地的喜悅實在難以言喻。如果你喜歡挑戰極限、享受在絕境中絕處逢生的快感,這絕對是必玩的生存系經典。
这个游戏真的特别好。特别喜欢画风,很像语文书上外国课文的插画。应该是我最近最喜欢的游戏了。声音和画面结合的也特备好。叙事风格我也很喜欢。真棒呀。
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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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