
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
游戏内容不错,如果能够有中途手动存档就更好了,或者加入跳过已阅读文本的功能,毕竟不是每个人都能从头开始再来一遍的
本作剧情非常不错,从调查食尸鬼凶杀案的侦探体验到认知古神、对抗黑暗的梦幻之旅,完成主角的自我成长。属于微恐的克苏鲁文字冒险。 文字冒险游戏有多个隐藏支线和结局却没有读档功能。一周目,我很遗憾,没有为已逝之人达成正义,没有救下黑暗边缘的受难之人。两个队友也都是坏结局。 解谜环节因为不能读档,不小心点到放弃就没机会重试。 结局的魔法仪式大多数人都失败了,仪式成功成就完成率只有不到百分之一,大部分人一周目都是坏结局。 还有个隐藏的腐化值也因为不能读档很难受。我猜有纯洁结局但是已经染上了没法读档索性打了满腐化成就。 游戏是好游戏,一代的味都在。一代的不能读档也继承了,有兴趣再尝试其他结局,一个周目还是比较长,对话跳过速度很慢。
Positive
很优秀的作品,很可惜最终章确实草率了些
存档太不方便了,但游戏剧情画风都很不错。
(ノ◕ヮ◕)ノ*:・゚✧ I had such a fun time reading this story and seeing how my choices played out. Let me tell you, my ending was interesting which makes me curious how different it could have been with some of the other options selected. https://youtu.be/4QT80Yd9b9o
非常原教旨主义的克苏鲁风格的视觉小说,整体故事的节奏与洛佬本人十分相似,也忠实地还原了洛佬故事中1920年代的美国社会,对于不可名状、未知的恐惧的描述也是较为优秀。 好玩,爱玩👍
和前作一脉相承的克系风味,在表现形式上想较前作有所进步,但是在篇幅上和前作一样让人感觉有点短,算是有点遗憾。
中文翻译太差了。bug好多。钟楼部分切英文才过了,用中文就一老提示“错了,重新来”;我还以为是我问题,不知道怎么摆收集的东西,把妹妹害死了,突然醒悟过来肯定也是翻译没翻出来物品位置,怒而过来给差评。剧情还行,经常“这也能活”和“这都不死”,游戏最好的部分是音效,没玩过前作,就这样把
克味很浓的文字冒险游戏,氛围渲染什么都做的很优秀,但没有手动存档功能绝对绝对是一大败笔,也是我给差评的最大原因,它直接让我放弃了多周目探索多结局的想法。另外,游戏的结尾部分也让我很不满意:[spoiler] 结局所谓“只有一次机会”的重要仪式实际上对结尾完全没有影响????????无论如何凶手都会逃脱且继续犯案!那我为什么要费心思搞仪式道具?克苏鲁的核心的确是人类自身的渺小,但这不是让所谓重要仪式成为可有可无的过场的理由!你可以写通过仪式有其他可怕的生命来到了地表世界,但你不能说我费心思搞仪式和我不搞的结果都是把奈亚放出来然后食尸鬼趁乱跑了啊 [/spoiler]。糟糕的存档机制让我完全没有尝试其它结局可能的想法,也许存在其它结局,但在手动存档功能出来之前我也许不会打开这游戏了。如果有存档功能这游戏就是绝对精品,但它没有,我认为现在它不值这个价
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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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