
Explore an alternative medieval Europe in this low-fantasy epic adventure! How far are you willing to go to take back your stolen treasure?
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About
Stats
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 49 reviews with recorded playtime.
Reviews
Themes across 49 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
Amazing writing. It pulls you in and just doesn't let go. The roleplaying opportunities are great, you can really develop your character's personality, motivations, and skills. There's so many choices and the game doesn't make them for you or force you into a choice like some other text based games. It's funny, emotional, charming, and has a lot of depth. The characters are well written, it actually feels like your companions care about the protagonist. Hadrian's romance, especially, is really sweet. A must play if you like text-based games. A sequel can't come soon enough.
Turn on some dungeon synth and enjoy. Like a very well thought through 'choose your own adventure' novel. Great characters and character development! It's only disappointment is that it ends.
4/5。半架空的类似于文艺复兴时期佛罗伦萨+16世纪地中海海战的低魔设定。总的来说写法有点grrm味,interlude部分写得很像grrm每次写prologue,有的情节和角色设置也让我有既视感。宗教相关的part我很喜欢,用了不少圣经元素和原文段落。 虽然我很喜欢在crpg里跑图闲逛不过对于if来说这种过长的探索环节会显得有点臃肿,同样地,大段的环境描写放在文学作品里并没有什么大问题但在游戏里就会显得冗长。整部这么庞大的字数体量下来其实没讲什么故事,剧情进展很缓慢,主要还是在铺设定。希望后续会有所改善吧。 喜欢hadrian,狗中之狗,但如果后面角色如果能更有反差就好了。中间有提到mc隐约窥见他以前当templar的状态因此mc有点轻微的恐慌,如果能够多写点这方面的剧情感觉会很好吃。
Needs ability to save at intervals
I mean, it was pretty mid. It wasn't bad really but not really worth the price. I'd rather buy a good book any day. I can see some people getting into it, but it was just kind of short for the price. Maybe I'm just not an interactive fiction kind of person in general, but when it suddenly ended, I was left pretty disappointed by the length. Had some really interesting story points and the mystery drew me in, but there wasn't enough substance to care too much. Anyway, back to reading The Will of the Many
This was a waste of time... The writing is simplistic yet littered with awkward sentences. "A great black-feathered owl perches on his right shoulder. Its long talons sink into the giant's skin, and two small rivers of blood flow downwards. The owl's curved beak faces her, his neck turned around completely, so that the head is facing forward from his back." I understand how owls work, but this sentence structure, these "it" and "he" and "her"are killing me. It's killing me, Jerry! What matters in the end is a good story. This isn't one. I would barely call it a story. You talk to cats, dogs, horses, some random people; learn bits of lore here and there... and then it ends. By the end, the three main characters are still just placeholders with some basic attributes. There were no interesting revelations, turns of events or drama. My character could react to things in 5 different ways, but I failed to notice any impact. When it comes to romance, I saw a review talking about how this game offers more than "buff dudes" taking off their clothes, but something deeper. Interesting, because you read about the dude's chest peeking out of his shirt during character introduction. The romance starts the second the dude's name appears on the page -- the fastest jump-start I've ever witnessed. His name appears -- and immediately there is an option to let him clean your wounds, leading to some intimate interactions. Then, you can keep touching him every other page (of course, the obligatory descriptions of his broad chest are included). There is even some kind of love triangle going on already: the chick will frown and scowl at your flirtations with the dude -- again, pointing at some history you have no idea about. I see no problem with all the cheese (give me more), but it is literally coming out of nowhere, from the reader's point of view. There is a huge missed opportunity to meet them both for the first time, to let the church boy be angry, resentful or even scared. Having grown up in a very religious environment that hates everything to do with fun (music, dance, humour -- you name it), not to mention raging homophobia, I was surprised with how shallow this, supposedly religious, character is designed. The only thing he does is clutch at his cross. Shallow. Waste of money.
Reviewing (mostly) every game (or DLC) in my library, part 97: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️ (10/10) One of the richest, most emotionally intelligent interactive fiction (IF) games I’ve ever played—and maybe the most romantic, in the truest sense of the word. Not swooning romance (though it has that), but Romantic in the way it holds onto longing, war, memory, the divine. (IF games, for those new to the genre, are strictly-text based games that tell a story. Think the heavy narrative of [i] Disco Elysium [/i] but with no images or music or anything. Just words on a screen.) [i] The Golden Rose: Book One [/i] is a masterclass in interactive storytelling. It’s not trying to be the flashiest, the most stat-heavy, or the most twist-filled game out there. Instead, it gives you a world that feels worn-in, characters that feel like people, and a journey that leaves you changed—not because you killed a dragon or saved a kingdom, but because you survived. Because you made it through another day, another desert, another broken moment. It’s slow, yes. Sometimes agonizingly so. But that’s part of its magic. You grow to care not just about the plot, but about how your mercenary breathes, who you watch across the firelight, what you whisper into the night. This isn’t a power fantasy. You don’t get to be clever and flippant and always one step ahead. You’re tired. You’ve seen too much. You’ve done things that still haunt you. And now you’re on a slow march through dangerous lands, with nothing but your armor, your sword, and your reputation trailing behind you like a second shadow. If that sounds heavy: it is. But it’s also beautiful. Book Two can’t come soon enough. 🌹 [b]Pros: [/b] [list] [*] Writing, writing, writing. The prose is lyrical and textured, but never indulgent. It doesn’t waste time describing every rock and tree, but it does make you feel things—from the weight of your sword on your hip to the quiet ache in your chest when someone you care about looks at you a second too long. It’s storytelling through implication. You feel like a real person, not a stats-driven machine. [*] Character-first storytelling. Your companions aren’t just there to react to you; they exist. Hadrian is devout and principled, but never preachy. Alyssa is sharp, perceptive, and deeply private. Neither are blank romance options. They can get angry with you. They can doubt you. You’re not entitled to their affection; you earn it over time, and often painfully slowly. [*] Uncomfortable, layered choices. There’s no “right” path. You’re frequently asked to choose between pragmatism and compassion, between speaking up or keeping the peace, between standing by your values or compromising for survival. Sometimes you’re punished for doing the “kind” thing. Other times, your silence leads to wounds that won’t heal. You feel the weight of your choices, even when they don’t alter the plot dramatically. [*] Strong narrative voice. You play a mercenary, disgraced or disillusioned, depending on your choices. Yet this isn’t a blank slate protagonist. Your past matters. People remember things about you. Your choices shape how others see you, yes, but also how you see yourself. There’s a slow, subtle arc to the player character that’s rare in IF. It’s not just a “good or evil” meter. You can be bitter, devout, gentle, cruel, hopeful, or numb, and the story makes room for all of it. [*] Exquisite romance tension. This game doesn’t do insta-love. It does glances. It does aching silences. It does private conversations at dusk. Hadrian and Alyssa, the two companions you start with, aren’t easily won, and that’s what makes them feel real. You have to learn what hurts them, what they believe in, what they’re running from. And you can mess it up. You can say the wrong thing. But if you play it slow and honest, the payoff is devastatingly tender. [*] Faith, doubt, and belief handled with maturity. Religion is a huge part of this game’s world. Not in a fantasy magic-church way, but in a lived, human way. People pray. People lose faith. People wrestle with guilt. The narrative never forces a specific viewpoint—you can be a devout believer, a cynic, or someone still figuring it out—but it respects all of them. It’s rare to see a game approach belief systems with this much nuance. [*] Worldbuilding that feels lived in. There’s a war going on. The church has power. Evil lurks in the dark. But you’re not reading Wikipedia dumps; you’re living through it. You pass by burned-out villages. You hear people whisper about curses and heretics. You see the impact of conflict on regular people. The lore isn’t just background flavor. It bleeds into everything, from your mission to your relationships. [*] Dev is very active on Tumblr. She also shares more snippets of characters and lore, especially romanceable companions. [/list] 💬[b] Cons: [/b] [list] [*] Extremely slow pacing. If you’re not invested in the character drama, this might drag. There are long stretches of quiet travel, introspection, and memory. Big plot events are spaced out. It’s not a game that rewards impatience; it asks you to sit with its silences. For some, this will feel meditative. For others, it’ll feel like a slog. [*] Unclear stat mechanics. The game has stats, but they're often cryptic. You don’t always know whether you’ve passed a check or just got lucky. For narrative players, this is fine, you’re reading, not gaming. But for min-maxers or people who replay obsessively, this can be frustrating. You might wish for a clearer way to understand what impacts what. [*] Incomplete story. This is Book One, and it feels like Book One. Many threads are introduced and left hanging. Relationships don’t resolve. Personal arcs are just beginning to bloom when the story cuts off. You can feel the second act waiting around the corner, but you have to wait for Book Two. That’s not a flaw in the writing, but it is a factor in how satisfying the story feels as a standalone. [*] Not for casual readers. This isn’t an idle mobile read. It’s dense, emotionally demanding, and best played slowly. If you skim or rush, you’ll miss a lot, especially the subtext. This is a game for readers who want to get emotionally wrecked and sit in that feeling for a while. If you want something breezy or mechanic-heavy, look elsewhere. [/list] [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our YouTube channel for more reviews like this one. [/hr]
游戏很不错,剧情非常好,恰好我有点精罗,第一次了解主角的身世直接起鸡皮疙瘩了。作者喜欢堆环境描写这个见仁见智,虽然我英语肯定没有母语那么好,但是也能明显看出来作者是很会写的。RO写的我感觉是我玩的所有HG里最好的。 唯一比较严重的问题是,虽然这本书字数很多,但是实际上的剧情发展其实很短。虽然展开还不错,但是还没有摸到高潮的边就结束了。 关注了作者的patreon,也玩了第二部的demo,还是延续了一贯的高水准,而且感觉作者是听反馈的,第二部明显环境描写变少了,而且目前没有出现第一部的大地图探索环节。都是在推进剧情,很不错。 作者有点完美主义,而且想添加很多RO,每个场景都会反复斟酌,这样写出来的质量都很高,但是写作速度就很慢了。 这一部属于我最期待续作的一部作品,必玩。属于T0级别
Gorgeous depth, worldbuilding, and a memorable introduction to our central cast of characters! My strongest criticism would be the story's pacing; it can be confused and incohesive at times, especially with longer scenes.
The language of the narration is wonderful. The main plot seems solid enough, even though this book looks just like a careful dip of toes from the author - to test the waters, to see the reaction of readers, etc. I mean, it is huge and full of - beautifully written! - descriptions, but that's mostly it. Most part of the book we just go this way, then go that way. Talk to somebody, then talk some more, can pet a kitty and have a fight at the docks if we so desire. The plot starts to unfurl for real at the very end, but as soon as we realize that not all of our wandering around was completely useless, and we actually could do some choices that will help us (or not - I am not the only one who rejected the ball invitation, right?) in the future - it is where the book ends. But instead of being intrigued I was just frustrated. Because I know for sure I'm not hooked enough to replay these loads of boring strolls for two major meaningful decisions, once the second book is out. And even that is not the main minus for me. This is very subjective, but I strongly disliked all of the characters we've met in the book, who, as I take, are supposed to be our group for the rest of the story (ok, all of them minus Beka - she's my little urchin sunshine). Especially the main companions. I hated Alessa's guts from the first dialogue. People who are derogative to others, even if it is their love language, make me furious. Every time she called MC a fool I wanted to have a choice to actually start a real physical fight. Hadrian is just... Sad. Not in a good way. Also I was highly uncomfortable with his unwarranted feelings. I tried to be polite and neutrally friendly from the start and to not even interact with him at all when possible, and still the game made me to reject him in his face and then read a gut wrenching passage of him crying under the stars. I mean, I don't like the guy romantically, but I am not a monster. I don't need the game to shame me for not romancing author's favourites. The only character (and, apparently, a RO in the future books) who caught my eye in a good way, was The Pirate King, but we just had one dialogue with him in this book, and again - I am not patient (and heartless, considering Hadrian's rejection scene) enough to replay it once the second book is published. Not even for some dashing and promising looking pirate. It's a shame there is no way to leave a neutral review, as I realize my main concerns are subjective. Alas, as it is I could not recommend, even though the story is solid enough and probably becomes interesting once the plot actually rears into life.
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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.
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