
“The Agency” is an episodic mystery kinetic novel. In a fictional dystopic sci-fi steampunk world still recovering from the destruction of a recent global war; a young man travels to the Imperial capital city to seek better fortunes for himself.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
I guess this is supposed to be kind of a mix of a steampunk themed novel and a puzzle game. The mix seems pretty forced. You're a "codebreaker" who "cracks woodshells." Basically what you do is rearrange a bunch of 4X4 tiles to make a picture because apparently that's a skill only a select few people possess. Supposedly this is some sort of data encryption. See, droids can decipher passwords so data needs to be hidden this way. Kind of like a steampunk physical captcha system. Oh, and it takes two people to do it so you have a partner who looks like a little girl with huge eyes and big cleavage because... you know... anime. Also, people are intimidated by her because she's tough. I'm not quite clear on her role in the whole "woodshell cracking" process but the story explained that she's the "hacker" and that that part is complicated and pretty darned important. But she does it extremely quickly and completely without your help so you can concentrate on all that tile moving stuff, so that's a relief. Honestly, the puzzles have a neat looking art style and although it isn't particularly challenging it's kind of relaxing to do them. In fact, it wouldn't be too bad a little diversionary game if the puzzles weren't just used as a thinly veiled excuse to break up the exposition. And there's a LOT of exposition. Imagine a book, but it's all dialogue, you have to click after EVERY line of dialogue (and during long sentences to make them type out faster because they print slowly to look cool,) and a lot of that dialogue is trite and pointless. "Did you sleep well?" <click> "Yes." <click> "The noise of the city didn't bother you?" <click> "No." <click> "That's good." <click> "Yes." <click> "The noise from the city bothered me when we first moved here to help Captain IForgetHisName with all the steampunk stuff I'm going to talk about in this extremely and unexpectedly long sentence that kind of came out of nowhere but <click> I got used to it." <click> "That's good." <click> "Yes." <click> I'm paraphrasing and exaggerating a lot, but speaking for myself I was not gripped by the story enough to be willing to either want to see what would happen or to click through to get to the puzzles. Truthfully I guess I got my $1.50 worth of entertainment out of it but I'm downvoting it because I don't want any of my friends to read this and say to themselves "Moose thought it was good." It ain't. On the plus side the music is nice and some of the loading screen art is extremely pretty.
The Agency: Chapter 1, developed and published by Sapphire Dragon Productions, is a steampunk mystery visual novel that serves as the introduction to a larger episodic narrative. It tells the story of Jack Beckwith, a war survivor who arrives in a vast imperial capital hoping to start anew, only to find himself caught in a web of secrets, investigations, and political intrigue. This opening chapter establishes the tone, characters, and world of The Agency, laying the groundwork for what appears to be a story of conspiracy and moral ambiguity in a post-war society struggling to rebuild. It is more of a narrative prologue than a complete standalone experience, designed to introduce the mechanics and atmosphere that will define the series as a whole. The game’s world-building is its most striking strength. The steampunk setting is grounded not in spectacle but in tone and texture—the smoke of factories, the hum of machinery, and the rigid class system of a city emerging from conflict. There’s a clear sense of history here, as if every alley and institution carries the weight of past trauma. The writing reflects this atmosphere, adopting a formal and deliberate style that matches the structured world the protagonist inhabits. Jack Beckwith is portrayed as an ordinary man thrust into extraordinary circumstances, and his role as an investigator allows the player to see the society’s corruption, ambition, and human frailty up close. The story mixes detective fiction with political drama, creating a narrative that feels more about discovery and introspection than pure mystery-solving. In presentation, The Agency: Chapter 1 uses traditional visual novel conventions—static character portraits, background art, and text-driven storytelling. The backgrounds, often depicting smoky streets, offices, and dimly lit interiors, are detailed and effective in setting mood. The character art, though somewhat limited in animation and expression, complements the story’s tone without feeling distracting. The color palette leans toward muted browns and greys, reinforcing the industrial atmosphere, while subtle touches of light and texture add depth. The music and sound design are minimal but functional, relying on subdued instrumental themes that give the narrative space to breathe. It’s not flashy, but its restraint works in its favor, maintaining immersion without overwhelming the dialogue. Gameplay consists primarily of reading and making decisions at key points in the story, accompanied by occasional puzzle elements. These puzzles—often involving image reconstruction or problem-solving tasks—are simple but add some interactive variety. They are meant to reinforce the investigative aspect of the game rather than provide real challenge, though some players may find them an unnecessary interruption to the flow of the story. The branching choice system is present but limited in scope for this chapter; most decisions influence flavor text or minor scenes rather than lead to dramatically different outcomes. This design keeps the focus on the story’s setup rather than player-driven divergence. The pacing is methodical, focusing on atmosphere and exposition rather than rapid progression. It introduces key characters and lays out the internal structure of the agency that gives the game its title, hinting at larger conspiracies to come. This slow-burn approach works well for those who appreciate mood and world-building, though players expecting high-stakes twists or fast narrative development may find it lacking in momentum. The story ends just as it begins to open up, which can feel abrupt, but as a serialized format it succeeds in sparking curiosity for later chapters. As a self-contained experience, The Agency: Chapter 1 is relatively short, lasting only a couple of hours depending on reading speed. It functions more as an extended prologue than a full narrative arc, and this structure may leave some players unsatisfied. Yet, despite its brevity, it manages to craft a compelling sense of mystery and depth. The characters feel distinct enough to carry the story forward, and the underlying themes of reconstruction, memory, and truth hint at more sophisticated storytelling ahead. The tone is consistently serious, avoiding melodrama while maintaining emotional undercurrents that make the world believable. Technically, the game performs well. Its interface is simple and intuitive, and the artwork scales cleanly across resolutions. There are no major bugs or performance issues reported, and the overall presentation feels polished within its indie scope. The main limitation lies in scope rather than execution—it feels like the first act of a much longer story rather than a complete product. Still, it establishes Sapphire Dragon Productions’ storytelling ambitions clearly, emphasizing atmosphere and character over spectacle. Ultimately, The Agency: Chapter 1 succeeds as a mood piece and narrative foundation. It invites players into a meticulously crafted steampunk world filled with secrets and sets the tone for a larger mystery to unfold. While it lacks the branching complexity and gameplay depth of more ambitious visual novels, its writing and setting carry a quiet confidence. It’s a story that values patience and observation, rewarding those who enjoy immersing themselves in slow-building intrigue and rich world detail. As a first chapter, it leaves more questions than answers, but its sense of place and purpose suggest that the journey ahead may be worth following. Rating: 6/10
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
Pretty ugly (the characters especially), the writing is pretty bland (Though efforts have been made on world building). And the puzzles (litteral puzzles actually) are pretty bland. Furthermore there will only be 2 chapters as the game was abandoned. So good news there are really no reasons to buy it!
Hikayesi ve müzikleri sıkıcı güzel çizimleri olsada tercih edemeyeceğim bir görsel roman.Takas kartı için almıştım zaten dasda :D
Easy 100% / 30min + 1h for trading cards. Just start, make some puzzles and finish the game. Choices doesn't really matter.
慈善包喜加一默认好评系列
this game sucks
нет
içinde bulmacalar da olan görsel hikaye çizimler anime iki bölümün ilki, hikayede akıcılık yok merak ettirmiyor
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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