
You inherit your father’s tavern in a small, isolated region.By day, life seems ordinaryBut when night falls, someone always knocks on your door.
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About
This game is an atmosphere-driven medieval tavern simulation built around narrative and dialogue-based choices. Located at the crossroads of desolate roads, your tavern only welcomes guests at night. When daylight fades, your door is knocked uponand you can never be certain who stands on the other side.
Each night, different kinds of visitors arrive: travelers, merchants, poets, writers, bandits, thieves, and killers… Some of them are not what they seem. Werewolves, creatures disguised as humans, and beings carrying dark secrets seek a warm drink and a safe roof.
During your conversations with guests, you must pay close attention to their words, behavior, and contradictions. Not every story reflects the truth, and some lies can lead to deadly consequences. Some guests are innocent, while others are dangerous enough to plunge the tavern into chaos.
The decisions you make throughout the night determine the tavern’s safety and how the night will end. Opening the door or keeping it shut, letting someone in or turning them away every choice alters the course of the night.
Every guest has a story.
Some are whispered confessions, some are carefully crafted lies, and some are truths too dangerous to be spoken aloud.
Not every story is true.
Travelers hide their past behind warm smiles, trembling hands, or blood stained boots. In a world where rumors travel faster than people, truth is a rare currency.
And some guests are not human.
When the fire grows low and the night deepens, you may find yourself serving more than weary souls. Creatures of legend, cursed beings, and things that should not exist may sit at your tables watching, waiting, judging.
In the end, every knock on your door is a choice.
Trust the wrong guest, and the night may be your last.
When a knock comes at your door, time seems to slow down.
Who steps inside matters as much as why they have come. Wet cloaks, muddy boots, eyes that refuse to meet yours… The atmosphere is as unsettling as it is calm.
Alcohol here is more than just a pleasure.
Sometimes it grants courage, sometimes it breeds suspicion. A drunk guest may let the truth slip… or invent an even greater lie. Watching how much each person drinks may be the only way to understand what they are hiding.
When the truth finally reveals itself, words are no longer enough.
If a guest shows their true nature if the eyes glow wrong, the teeth sharpen, the hands twist into something inhumanyou reach for the crossbow kept beneath the bar. One clean shot. No hesitation. In this tavern, mercy can be fatal.
The sound of the string snapping cuts through the silence.
Some creatures fall like beasts.
Some scream like men.
You don’t fire lightly. Every bolt is a decision, every shot a risk. Kill the wrong guest, and guilt will haunt you. Spare the wrong one, and the night may end in blood.
Here, the crossbow is not a weapon of anger
it is a tool of survival.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, Spanish - Spain, Simplified Chinese, Traditional Chinese, Polish, Russian, Turkish, German, Korean, Portuguese - Brazil +18 more
Reviews
Here's my take on the game. It NEEDS a lot of work done to it. It looked fun in the trailer and I love the idea of the medievil take on this style of game. However, I feel it tried too hard to copy 'No I am not human'. There is no content between the day and night cycles other than to check body parts, drink beer then up and down 2 flights of stairs to the bed and door. Even just 1 hour of the game almost put me sleep. Things I think would make it better. -Dialog with the admitted people -Small events -using the gold you gain to buy decorations or something (this can help players lear to spend their currecy wisely when the tax collectors show up) -quest options
Игра сырая. Пока не оправдывает потраченных на неё денег. Нет диалогов и интерактивов с людьми, которых ты впустил, кроме как проверить на наличие чего-то аномального. В диалогах с людьми за дверью любой из выбранных вариантов не влияет на суть разговора, нет ответа на заданные вопросы. Промежутки между днем и ночью нет ничего интересного, только дрочка несчастной кружки пива. Идея игры в стиле средневековье интересна, но тут сразу видно, что автор игры скопировал ее с уже существующей "No, I am not human". Было бы неплохо добавить быстрый бег, т.к спуск с третьего этажа занимает больше времени, чем весь цикл дня или ночи. Остаётся нераскрыта тема монет, отдавать их страже ,конечно хорошо, но хотелось бы монетизировать их куда-то еще. Посреди игры произошла ситуация, что я не могу продолжить следующий день, так как около двери "стоят" люди и я не могу пойти спать, могу только начать заново эту монотонную игру🫠 Все время ждала того самого интересного момента, когда станет играть интересно, но его не настало...
有中文 有成就
Unplayable at this stage. The concept is great, but it still needs a lot of work.. There is nothing to do during the day. You can't interact with the guests, No murder mysterie to solve.. No Innkeeping whatsoever. You just drink and sleep. I am at the night were a Werewolf shows up at your door and here the game bugs out. There is a woman named Odeline who won't come in or go away, so you're stuck in this night. **spoiler** (The only way forward is to choose to become a werewolf which will ende the game). So yeah great idea, it has a lot of potential, but it's very boring and repetitive at this point. Hope they keep working on this game expanding and flushing things out.
别被这狗测评家骗了,中文全是口口口乱码,游玩0.1小时发评测,然后游玩三小时没发现这个问题?我一点进去切中文就是乱码,更别说你这游戏还是个文字游戏,全是口口口我怎么玩
Unalmas
The Long Winter: I Am Not an Animal is a narrative-focused indie experience that blends tavern management, psychological storytelling, and dialogue-driven decision-making into a slow but atmospheric adventure. Developed and published by Playnova, the game places players inside an isolated roadside tavern during an unforgiving winter where survival depends not only on resources, but also on understanding the intentions of the strange travelers seeking shelter from the cold. Rather than relying on combat or fast-paced gameplay, the experience focuses almost entirely on conversations, emotional tension, and the gradual unraveling of hidden truths among the people trapped together during the endless storm. The setting immediately establishes a strong sense of isolation. The tavern sits surrounded by snow-covered wilderness, cut off from the outside world by violent winter conditions that make every visitor feel suspicious and potentially dangerous. The game uses this confined environment extremely well because nearly all of the tension comes from interactions between characters rather than external threats. Each traveler who enters the tavern brings their own secrets, motivations, and emotional scars, slowly turning the establishment into a fragile social battleground where trust becomes increasingly difficult to maintain. Writing is easily the strongest element of the game. Conversations drive nearly every aspect of progression, and the dialogue often explores themes involving morality, survival, loneliness, and personal identity. The game constantly encourages players to pay attention to subtle behavior changes, emotional reactions, and contradictions hidden within conversations. Some guests appear harmless at first before revealing manipulative tendencies, while others initially seem threatening but gradually expose more vulnerable sides of themselves. This unpredictability keeps interactions engaging because players are rarely certain who can truly be trusted. The choice-driven structure also helps strengthen immersion. Decisions made during conversations influence relationships, character reactions, and the overall atmosphere inside the tavern. The game avoids presenting simple moral choices and instead leans into ambiguity, forcing players to make difficult judgments without always knowing the consequences immediately. This approach works particularly well within the claustrophobic setting because every interaction feels personal and potentially important. Atmosphere is another major strength. The constant winter backdrop creates a lingering sense of emotional exhaustion and hopelessness that hangs over the entire experience. Snowstorms rage outside while the tavern’s dim candlelight and crackling fireplaces provide temporary comfort that never fully removes the feeling of danger. Quiet moments between conversations are often just as effective as major story scenes because the game understands how to use silence and stillness to create tension. The overall tone feels melancholic and introspective rather than traditionally frightening, giving the story a more psychological focus. Visually, the game embraces a simple but effective presentation style that supports its narrative-driven structure. The tavern interiors are filled with wooden furniture, dim lighting, frost-covered windows, and cramped rooms that reinforce the harshness of the world outside. The environments are not technically impressive, but the art direction successfully creates a believable medieval atmosphere. Character models may occasionally appear stiff or limited in animation, yet the game compensates through strong environmental mood and carefully written dialogue. The soundtrack and sound design contribute heavily to the immersive atmosphere. Ambient sounds such as howling wind, crackling firewood, footsteps across wooden floors, and distant storms constantly remind players of the brutal conditions surrounding the tavern. Music remains subtle for much of the experience, allowing conversations and environmental sounds to dominate the emotional tone. This restrained audio design works well because it reinforces the feeling of quiet isolation and emotional discomfort. One of the more interesting aspects of The Long Winter is how it combines narrative storytelling with basic tavern management systems. Players are not simply reading dialogue trees but also making decisions regarding guests, maintaining order, and balancing the needs of those staying inside the tavern. These mechanics are fairly simple overall, but they help give players a stronger sense of involvement within the world rather than functioning as passive observers. However, the game’s biggest strength is also what makes it potentially divisive. The pacing is intentionally slow and heavily focused on conversation and atmosphere. Players looking for action, exploration, or mechanically complex gameplay may quickly lose interest because much of the experience revolves around dialogue and emotional tension. The game requires patience and attention to detail in order to fully appreciate its storytelling approach. The smaller indie budget also becomes noticeable at times. Certain animations feel rigid, gameplay variety is somewhat limited, and the overall structure occasionally lacks polish. Outside of the dialogue systems and atmospheric storytelling, there are not many mechanics to maintain long-term variety. Some players may also find the narrative too ambiguous in certain sections, as the game often prioritizes mood and symbolism over direct explanations. Despite these flaws, The Long Winter: I Am Not an Animal succeeds because it fully commits to its psychological and atmospheric identity. It creates a believable sense of isolation and uncertainty through strong writing, emotional tension, and carefully crafted interactions between characters. The tavern itself almost becomes a character within the story, serving as both a sanctuary and a prison for the people trapped together by the endless winter. For players who enjoy narrative-heavy indie games, psychological storytelling, and slow character-driven experiences, The Long Winter: I Am Not an Animal offers an unusual and emotionally tense adventure built around conversation, suspicion, and survival. It may not appeal to those searching for traditional gameplay depth or fast-paced mechanics, but its atmosphere and writing make it a memorable experience for players willing to embrace its quiet and introspective approach. Rating: 6/10
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