
VAGUS is an unconventional visual novel with a light adventure style. Through collecting narrative fragments randomly presented, you piece together the story that is both bizarre and familiar. A 28,000-word novella from the distinct perspectives of three protagonists who pursue and lose their goals.
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About
VAGUS is an unconventional visual novel with a light adventure style. Through collecting narrative fragments randomly presented, you gradually piece together the story that is both bizarre and familiar.
Game Features:
A 28,000-word novella from the distinct perspectives of three protagonists who pursue and lose their goals.
Inspired by classic science fiction such as A Canticle for Leibowitz and Ubik. The story is entirely written by humans (no AI-generated passages).
Influenced by indie games such as Critters for Sale, Decade, Inside, and Primordia, the game uses a darkly ironic yet humorous tone to question the strange and unsettling aspects of everyday life.
Both a chronological story mode and a randomized mode that shuffles the order of narration.
Produced, designed, and story-told by a professor of dentistry and neuroscience — It's the latest educational game published by The Hard Problem Studios, also suitable as a supplementary teaching material for classroom discussions on career planning.
Genres
Stats
Languages: English
Reviews
I think the story was a little unclear at first, but it made sense as I went through (though I didn't have enough time to finish it rn). It follows several different stories with an overarching plot of a dystopian society where people's main goal is to become dentists, the only job AI can't take over. There's also different stories about duos trying to work through something. I enjoyed the story about the student and his boss (sadly couldn't remember either name) There are issues: names not being as clear, there's parts where the English translation just cuts off and it's all Japanese, portraits seemingly get messed up and aren't for the right character, there were a few issue with collisions with the backgrounds. Of course hoping no AI was used, this is a solid game and I don't blame it for faults, as it just released. I'd 100% finish it and hope the game was be improved on post-release
The perfect example of why visual novels should be removed from Steam once and for all, and developers should be banned from making them.
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Concurrent players on Steam, sampled daily since tracking started.
免费 有繁体中文 没成就 彷徨陌境 你是否曾弄丢过一把伞、把手机遗落在某处? 你是否曾遐想过:倘若某天,世上所有人都莫名离你而去,会是怎样一番光景? 《彷徨陌境》是一款风格另类、带有轻度冒险气质的视觉小说。你将收集随机散落的剧情碎片,一点点拼凑出一则荒诞又似曾相识的故事。 游戏特色 全篇约两万八千字中篇叙事,以三位追寻又错失理想的主角各自视角展开。 灵感源自《莱博维茨赞歌》《尤比克》等经典科幻作品,全文纯人工撰写,无 AI 生成内容。 受《售出生灵》《十年》《内部》《原初纪元》等独立游戏风格启发,以暗黑讽刺又带诙谐的语调,叩问日常生活中诡异且令人不安的另一面。 支持时序线性剧情模式,以及随机打乱叙事顺序的打乱模式。 由牙科与神经科学教授独立制作、设计并撰写剧情;本作是难题工作室推出的全新益智向作品,也可作为职业规划课堂讨论的辅助教学素材。
I played through this short game twice: once randomized, the second time chronologically! The game is clearly unpolished, and I recognize that the dev said that more work will be done on this game. The dialogue has some mistakes I assume to have appeared through translation, such as small grammatical errors and misspelled words. Some text hasn't been translated at all, such as the mall's floor traversal and Solita's interaction with surveillance both still being in Chinese. Sometimes the collision of walls/objects was off, and the character could be led into the blackness off the game's enclosed screen. Character sprites were occasionally inconsistent, mostly observed through Solita's bangs. The sudden brief text-to-speech of Solita's inner thoughts at the end of the first chapter caught me a bit off-guard, as well as some of the music choices that initially didn't seem to match the scenes... ...but after piecing everything together after my second playthrough, I find I quite like this game, regardless of the aforementioned grievances! Going into this, I was a bit scared that I wouldn't be able to understand anything as I'm rather slow (that's one of the few things I share with 小弟... I still don't know his name), but I was able to comprehend everything just fine! I'm also a big fan of bizarre dystopias, stories that are surreal in nature... while the first playthrough was certainly bizarre because of the scrambled chapters, I find that the sense of wackiness is retained even when played through chronologically. And although my initial expectation was of a story that leaned more into a darker, serious tone, I soon realized that much of it was, in fact, intended to have an ironic humor to it (I clearly forgot this bit from the game description), one that seemed to match the music I had criticized early on for being tonal whiplash. For a game of such short length, the themes were apparent and the characters were amusing. There's always something endearing about games like this, unpolished gems with clear visions behind them. Game over!
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.
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