
Become the custodian of a store dealing in occult antiquities. Explore the quaint and gloomy town of Undermere, where strange goings-on and dark mysteries abound. Find and identify arcane artefacts, use your collection to aid the townsfolk with their unusual problems — and remember to pet your cat!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2.43/day in the week to Aug 22 → 3.57/day in the week after.
About

Dear Applicant,
I am pleased to offer you the role of Apprentice Thaumaturge at Strange Antiquities.
You show promise – a sharp mind and a strong stomach – exactly what this work demands. I need you to run the shop while I attend to other pressing matters. You will need a keen eye for detail as you provide the townsfolk of Undermere with occult objects for their arcane needs.
Undermere might seem unassuming at first – a serene little town on the edge of a grand lake. But it also sits at the edge of our world and the world beyond – and it falls on us to preserve reality’s frayed edge.
Permit me now to outline your duties – you’ll need to be up to speed from day one.

Every day, you will welcome new customers into the cosy, candle-lit interior of the shop. Their needs are unpredictable and often alarming, but never dull!
Study and Identify: Examine, identify and catalogue strange artefacts. Observation, deduction, and careful reference to our collection of illustrated tomes will serve you well. Mistakes can be… costly.
Help… Or Hinder: When dealing with powerful items, your choices matter. Will you help someone with their problem, or curse them with a horrid affliction? In a small town like this, people remember your misdeeds.
Explore and Discover: From time to time, you will have to leave the safety of the shop. Whether investigating rumours or retrieving artefacts, my well-loved hand-drawn maps will guide you to where you need to go.
Solve and Uncover: Your day-to-day might already feel like a puzzle, but this store holds many more. Few know how old this building is, and fewer still know what secrets lie within its walls.
Tending the Familiar: And, of course, Jupiter, the shop’s cat, demands daily affection. In return for his company, please oblige him with the occasional scratch behind the ears.

These ravens are an omen. There is a sickness in this town and I intend to investigate it.
Barton Potter told me that his bad eye has been aching again. That can’t be a good sign. And a creeping dark has set up in Jack Hungerford’s house. I have business in Ravenglass but I will consult with the occult scholar, Verona Green, before I leave.
There are always forces at play that would see our beloved Undermere unmade. We stand between them and the threshold. If events take a turn, you may be called upon to take a stand.


This shop is my life’s work. And, for the most part, it has been good to me. May it now offer you equal parts reward and mystery! But remember: some curiosities are best left untouched, and some visitors are not what they seem.
I look forward to your arrival.
Yours,
Eli White
Thaumaturge & Proprietor
Strange Antiquities, Undermere
Purveyors of the Arcane since 1683


We are two brothers from the UK who have been making games together for over a decade. In 2022, we released our occult puzzle game Strange Horticulture, and the response has been incredible; from amazing reviews and award nominations to appearing in numerous best-of-the-year lists. Most importantly, it has been a joy to read the kind words left by so many of our players on Steam, where we are still rated Overwhelmingly Positive after close to 12,000 reviews!
Strange Antiquities is not a sequel, not a direct one, at least. You’ll see some familiar faces, and maybe some plants will pop up, but it’s a brand new story. If you have a fondness for Strange Horticulture and the dark, but welcoming world we’ve created, know that you’ll feel right at home.
We want to thank everyone who has played Strange Horticulture, left us a review, told their friends, or supported the game in any way. It has been an amazing journey and we can't wait to share the next chapter with you.
Many thanks,
Rob & John
Please wishlist and follow Strange Antiquities to stay up-to-date with the development and help us spread the word.
Sums Steam only; PlayStation, 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 | $17.99 | 3.3Kreviews | 95% | — | $2.3M |
| $17.99 | 48ratings | 95% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 259 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I enjoyed the first part of *Strange Antiquities* quite a bit. The atmosphere is great, the object-identification puzzles are satisfying, and for a while it felt like the game was hitting a nice middle ground between being too easy and being annoyingly obtuse. Eventually, though, I started getting frustrated for a reason I have with a lot of puzzle games: I wasn’t always struggling with the puzzle itself, I was struggling with understanding what the game would even allow me to do. There’s a big difference between a difficult puzzle and an interface-obscure puzzle. I’m happy to spend time thinking through clues, making connections, and figuring out a solution. What I don’t enjoy is discovering that an object I’ve been looking at for hours secretly has movable parts, or that some tiny part of the screen can be manipulated even though the game never really established that as part of its vocabulary. If I had these objects physically in front of me, I could turn them over, press things, test mechanisms, or try different approaches. In a video game, I only have the actions the developer programmed, so I need some indication of what those actions are. Otherwise the challenge stops being “solve the puzzle” and becomes “guess what the developer made clickable.” That’s where the game started losing me. The actual logic often isn’t especially difficult, but some solutions feel obscure because the interaction rules aren’t communicated clearly enough. I still liked a lot about the game, but I wish it did a better job of making the available tools and interactions obvious, then letting the puzzle itself provide the difficulty.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
| $17.99 |
| 39ratings |
| 88% |
| — |
| not modelled |
| $17.99 | — | — | — | not modelled |
| $17.99 | — | 96% | — | 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 260 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I loved the first one but I don't know, this one was very tedious and not enjoyable, I couldn't connect with the theme and the story, couldn't care less of what was happenning, not even sure I understood it. Theme : We sell occult object to people from the town. Half of the object are described as dangerous, I felt like a person with no moral, just giving things I was asked to, in the previous one I felt like I was actually helping but here not at all. Sometimes I had choices (maybe 5 times...) and no idea of the impact of my choices, it didn't end well in most case, because the object description are too vague. I wished that instead there would be a mechanic to destroy or lock dangerous objects so they don't fall into the wrong hands, to feel I matter. Stories : Only a few had a follow up but most people comes to get something and you barely understand what it's about, like they wanted everything to be mysterious, but it's so mysterious that you feel like you're out of the loop, just giving stuff away. Main Story : I didn't get it. I don't know what was the thing possessing people, I don't know where it came from, why, how...no information, just people coming and telling you that another possessed person was found no feeling of progression in the story, same thing for the whole game until at the end I'm called to help, I felt like a useless side character, doing a bad job. Gameplay : Everyone says it's better than the first one but I don't remember having issues with it. This one is an endless back and forth of looking for key words, icons , books etc...I spent my time flipping pages, no bookmark at all. Plus all descriptions are super vague and abstract, I ended up mainly playing with tips, at least it would tell me which book to open right away...everything is so unintuitive that when I had to find an object again for another request, I would have to check all of them because I didn't remember any (I played in 2 days so, it's not about forgetting after many days) Minigames : - didn't find them to add anything, the one with the glass, I had to remove everything everytime, open it, then drag the object.....just give me an object that I can move over other object.... - the "fear" one, a waste of time. - the map interaction I liked it better before, I felt like I actually explored everything but here there are 3 map and I feel like they were all under-exploited, only superficial interaction there, while there was great ideas. I think it was my favorite part of the game, it only happened a few time but re-using artifact to explore was very nice, I don't understand why it wasn't one of the main mechanic of the game, it's the only moment where I felt like what I was doing in the shop made sense. Conclusion : Abstract, vague, barely any context for anything, tedious and most stories felt uninspired.
This game definitely has [i] The Vibes [/i], just like the first game, and I recommend playing this if you enjoyed Strange Horticulture. [b] BUT I'm gonna be so real with you [/b] I FELT SO DANG STUPID PLAYING THIS GAME. I barely had to use a walkthrough for Strange Horticulture, and I had a blast playing it even on my tiny phone screen. I don't know if it's just me but I felt like this game was wayyyy harder than the first. I kept losing my sanity from choosing the wrong Objects to the point where I had a walkthrough open on my phone for the majority of the game from around Day 10. Don't get me wrong, it's still a great lil game and I recommend playing it for the story alone. But yeah I might be a lil too small brain for games like these.
和前作一样有点鸡肋食之无味弃之可惜的作品,根据分散的图鉴提示分辨物品的玩法和之前一致,但多了一些形式不同的谜题总体来说制作更精致了。可惜的是一剧情太碎片化、连主线捋得也不是很明白,二后期模式太重复基本失去耐心纯看攻略和百科。But猫好,救了猫猫后失去心智扔骰子猫会帮你把骷髅头骰子推翻。
I had hoped to like this, I really liked the first game. I just felt that most of the puzzle clues and solutions were a bit nonsensical (like how sometimes you had to weigh the item but for most it didn't say when, sometimes the solution would be in the gemstones, the material it was made of, the field it produced etc....and sometimes it was actually something that looked like something vaguely alluded to in the sketches). It made for a lot of guess work, and to me it didn't feel too much like a puzzle game at most points.
A Fantastic Second Game — 100/10 I played the first game and absolutely loved it, so I was genuinely excited when I found out there was going to be a second one. And honestly, this game did not disappoint. The second game is much more complex and complicated than the first, but I think that actually makes it even more intriguing. It fits the theme of Strange Antiquities perfectly. Instead of simply looking through one book to figure out which artifact is which, you now have multiple books, different uses for items, items that can cure curses, symbols, gems, and all sorts of other details that you have to piece together. Yes, this makes the game take significantly longer to complete compared to the first one, but I think that's a good thing. It fits the theme so perfectly that, honestly, it would be a shame if these mechanics weren't part of the game. The artifacts themselves look great, and I really love the overall design. I'm also glad that we get to see some of the NPCs from the first game again. And I'm extremely happy that Verona is still here because I've always liked her. I liked her in the first game, and I like her even more in this one! I also really enjoyed all the secret rooms and little puzzles scattered throughout the game. I especially like that we get to explore Undermere rather than just exploring one large land map. Having three maps makes exploration feel much more interesting, and I really like the penalty for randomly exploring. It makes you think a little more carefully about where you want to go instead of just clicking around everywhere. Even the mini-game for recovering your sanity isn't bad! I tend to have pretty terrible luck with mini-games like that, but somehow I never lost it even once. So I can't complain! And of course, we got a second cat in the shop that we can pet. That's automatically a win. 🐈 I also really loved the endings. My only real criticism is that I found some of the clues on the cards a little too complicated, and a few of the mini-puzzles were slightly confusing. But aside from that, I had an absolutely fantastic time. 10/10. I would recommend this game to anyone who enjoyed the first one or likes puzzle games with a mysterious, supernatural atmosphere. I loved it. ❤️ P.S. THANK YOU FOR ADDING AUTO-LABELING! 🙏 Seriously, this was such a welcome addition.
[h2]В этой игре вы погружаетесь в мир загадочных артефактов и странных событий, которые заставляют вас задуматься над каждой находкой.[/h2] Задания требуют от вас внимания и логического мышления, что делает процесс увлекательным. Головоломки здесь довольно разнообразные, и хотя некоторые из них могут показаться сложными, их решение приносит настоящее удовлетворение. Атмосфера игры окутана тайной, а визуальный стиль создает ощущение древности и загадочности. Каждый артефакт, который вы находите, кажется, имеет свои свойства и отличительные признаки, и это действительно добавляет глубины к сюжету. Однако, стоит отметить, что иногда механика может быть не совсем интуитивной. Бывают моменты, когда логические решения кажутся далекими от очевидных, что может вызывать небольшие затруднения. Но, в целом, игра оставляет приятное впечатление и затягивает вас в свои сети. Если вам нравятся игры с элементами головоломок и атмосферой исследования, Strange Antiquities определенно стоит попробовать. [b] [u]От меня: 8 таинственных артефактов из 10.[/u][/b]
It's pretty good, way harder then Strange Horticulture, definitely think some of the descriptions for the items in the book were way too vague tho to the point it made identifying antiques more frustrating then fun
An amazing game. Beautiful, eerie, and utterly captivating. Made for those who find beauty in the unusual.
Very fun little puzzle game. If you played Strange Horticulture then you know what kind of experience you are in store for; if you haven't, then I would describe this as a cozy, creepy, puzzle-lite experience. There are two levels of puzzle in this game: the day-to-day question of what antiquity each customer needs based on their brief descriptions and the broader question of what ominous threat is looming over the city as a whole. How you answer some of the day-to-day puzzles will determine how you can eventually resolve the bigger mystery. I found most of the puzzles to be easier than in Strange Horticulture--perhaps in part because of the QoL changes the devs made to the reference materials you can peruse--but still interesting enough to keep me engaged. The game itself is quite short, but I though it was worth the money spent. Very chill way to pass a single afternoon. Recommend.
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Active players
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Players by region
Where this game's players are, estimated from review languages.
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