
Veloria awakens from a nightmare in an abandoned orphanage. As childhood fears resurface, she must piece together fragmented memories and uncover a dark past. Explore, solve puzzles, and survive this twisted place to reach her true ending.
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About
Play as Veloria, a high school girl who awakens in a world that feels both familiar and alien. Following the fragmented traces of her memory, she must solve puzzles and encounter strangers who seem oddly recognizable. She seeks not just a way out, but the ultimate truth: Who is she? And why has she returned to this place?
The girl wakes before a gloomy orphanage. Ashes swirl through the air, unveiling a truth long buried: the real orphanage was consumed by fire years ago. What stands here now is a distorted reality, pieced together from shards of memory. In search of answers, she steps through its doors. Shrouded in eerie darkness, the building reveals its secrets only by the faint glow of candlelight…
Dostoevskian Psychological Depth: A narrative that explores the complexities of human nature.
Intricate Design: Carefully crafted puzzles interwoven with level design.
Ethereal Visuals: An art style defined by a unique sense of translucency.
Cinematic Presentation: Expressive CG scenes and immersive visual effects.
Narrative-driven puzzles that drive the story forward.
Mechanics that shift between memory and reality.
Exploration, stealth, and intense chase sequences.
"This is You" — Veloria
Veloria A timid and introverted girl who avoids social interaction. Though she struggles to express her emotions, often appearing cold, she possesses a kind heart and unwavering persistence when it comes to what matters most.

"This is You as a Child" — Veloria

Grace
Harboring unspeakable secrets with "Grace's Home,"
appearing as a doll and moving with great difficulty,
always presenting an air of arrogance and having a fondness for colorful things.

Ethan
Soft-spoken and gentle, yet full of life and passion. He has a warmth that comforts those around him. As a child, his maturity made him Veloria’s closest confidant, and he relied on her deeply. He savors the amber candy Veloria gave him, letting the sourness erode his teeth until the taste of rust—reminiscent of Veloria’s hair—fills his mouth.

Ella
Born with Porcelain Doll Syndrome (Osteogenesis Imperfecta), she is paralyzed from the waist down and confined to her bed. Always wearing a gentle smile, she possesses a maturity far beyond her years and rarely shows intense emotion. She treats Veloria with exceptional kindness.

Grian
The sole teacher at Grace's Home, adored by all the children he educates. Though an adult, he retains a childlike heart and often seems naively innocent. He frequently tells corny jokes that few find funny—except for Veloria.

Vianna
Claims to be your best friend.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English, Japanese, French, Traditional Chinese, Korean, Spanish - Spain, Russian, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
典中典国产独立小作坊沉浸在自己艺术中的游戏。 关键词: [b]1. 国产小独游。 [/b] [b]2. 像素风微恐解谜。 [/b] [b]3. 美术好看,人设亮眼。[/b] 好了,有点经验的玩家看到这三个关键词,你就该感到一种神鬼二象性拉满的气息,对这游戏什么德行能有点大致预判了。这年头像这样的例子还少吗?经典的低成本美丽废物游戏。宣传词说有8小时的体量,实际玩一遍流程可能2-3小时就结束了。 游戏是不会做的,光靠卖美术卖文案的,跟正经口碑好的那些同类产品一对比你就知道为啥这玩意做的让人又坐牢又红温。相信我哦亲,很可能你玩过的游戏远比这游戏的制作组要多多了! 游戏的过去和现在来回穿越这种核心的解谜思路,算是当初比较吸引我的一个设计。我童年时最惊艳我的类似设计就是米勒山庄疑案第二部的第六关,哪怕我当时才7岁也看得懂过去、现在、未来三个时间点里游戏场景的变化。楼梯的不同走向,桌前美人变白骨,欧菲丽亚在镜子里看见的不同年龄的自己。所以这个游戏demo时,我最喜欢的就是它利用时间穿越来改变场景交互的这个解谜设计。 但demo时就感到了一种美丽废物的廉价气息,正式版显然一点没改。制作组设计游戏的经验明显是欠缺的,引导是莫名其妙的,物理手感是不咋地的,可交互物品时不会在正确的场景时自动被使用的,你得手动点。游戏是没有自动存档的,但是偏偏会搞些自作聪明的“诶嘿想不到吧!Jump Scare!你死了吧!”的设计,那最后玩起来就依然是穷举法+SL大法。这都几几年了?1995年的游戏我才这么玩好吧? 于是我懂了,8小时的游戏体量大概指的是让玩家猜制作组的脑洞所浪费的穷举法时间。 游戏阅历丰富的玩家在解谜时,都显然会比这游戏设计更有脑洞,但是游戏对于“不可互动”的提示却非常一刀切简单粗暴,看得出来是制作组没有制作经验,所以只能这么把你引导向他们要让你去的地方。 举个最简单的例子,游戏里有个不能通过的道路,被蜘蛛网堵住。玩家手里的道具有蜡烛,你是不是觉得这能烧!结果点互动就是直接告诉你这个不能用。那我懂了,那这里其实就是场景锁。那我寻思着你不能做个“门和空间被固定在一起,纹丝不动”吗?非要做个蜘蛛网,还让我手里有火,但是纯为了锁场景而已,干嘛呀,为了漂亮?为了有废弃洋房的氛围感? 这个时候你再对比一下那些经典的同类游戏,你就知道人家为啥有设计经验了。你真别小看现在的玩家,很可能你小作坊制作人的游戏阅历还真比不过自己的玩家。 还有那个书柜杀,阴间推箱子……呃我真是再尼玛的见。 配音和文本水平则像是个人艺术,可有可无,也是典型的二次元JK风格但非要写西方人西幻设定,字里行间故弄玄虚不说人话,我对此还OK,无功无过,不好不坏吧。对此有心理预期,我就当我看脸就是该的,我为了美术买单吧。 但我请问,你就算是纯粹卖美术卖人设卖可攻略对象的吧,这连每个可攻略角色的立绘都像是找了一堆不同的画师来画的,是不是有点好笑了?全员不在一个图层里,你做阿松呢这是?连女主的换装dlc也是,画风根本不一样,违和爆了好吗? 看了一眼制作组的更新日志,感觉已经沉醉在不停画角色立绘的艺术里了。不是我说,你们这年头都是自己搞OC搞上瘾了,来瞎几把做个游戏让玩家为你搞OC买单呢是吧?什么破风气这是。 原价还要收48,本来我觉得半价入24还可以给个当小甜品图一乐的推荐,但是稍微了解了一下制作组游戏外的操作,对玩家还真是不友善啊,小作坊味溢出,太搞笑了!直接不推荐。
一般。官方对中奖玩家的态度非常差。为爱发电支持众筹,时间金钱哪一个没给官方,到头来被一个签绘背刺。中奖时客服说的是游戏众筹后的三个月陆续发货,实际上无缘无故过了一年,突然发货且不让修改地址。OK,这些我都忍了。然而当我跨区不嫌麻烦过来拿时,中奖的画师签绘变成一个放🍠商店都没人买的徽章。找摩点客服说没人。找🍠客服说不归她管。
Эта игра впечатлила меня и я долго искала что-то в этом духе. История таинственного приюта и Велории - героини за которую мы играем очень интересная. Сюжет раскрывает историю каждого персонажа, постепенно позволяя собрать полную картину происходящего. Также мне нравится, что игра позволяет игроку самому изучать пространство вокруг, не ведя нас за руку. Отдельно хочу сказать о восхитительных иллюстрациях и вставках в сюжете. Музыкальное сопровождение очень приятное, не отвлекает от игры, но и не позволяет ей быть пустой. Несмотря на то, что это пиксельная игра, она очень детализирована. Я рекомендую эту игру, особенно любителям потустороннего, мистики и тёмной атмосферы.
공포쯔꾸르 게임은 포켓미러밖에 안해봤지만 이게임도 나름 공포게임답게 빌드업이 좋습니다. 다소 소재는 뻔하긴한데 그래도 분위기나 일러스트가 좋아서 나쁘지 않았네요. 단점으론 분량이 좀 짧다는거? 다른 리뷰에서 말하는 번역은 크게 거슬리지 않았습니다. 마치 기계번역을 한듯 다소 난감한 부분도 있었는데 읽어나가는데에는 문제가 없었네요. 다만 이게임 퍼즐이 상당히 어려웠는데 특히나 3장 시계 퍼즐은 전혀 감이 안잡히더라구요. 그래서 공식에서 무료DLC로 제공하는 공략집을 보고 했습니다. PDF로 되어있는게 제미나이한테 번역해주라고 하면 잘해줍니다. 퍼즐 막히면 너무 스트레스 받지 마시고 공략 보고 진행하세요! 아무튼, 짧고 느낌있는 공포 쯔꾸르게임 하고 싶은분들에게 추천드립니다.
Really fine RPG Maker type game, but also the game has some issues with translation. Practically anything can kill you with one shot so u have to fullfill your save list. Although the story is quite interesting while the endings and Vianna storyline are disappointing. I was also hoping for more CG's. Give it a time and be ready for Clock riddle...
6小时玩完了目前的全部三个结局,整体体验下来给我的感觉是好坏参半。首先不得不夸赞游戏整体美术风格,然后,就是缺点了 ,游戏剧情实在是有些让人摸不着头脑,在格里安章体现尤为明显。解密冗杂,剧情其实不算复杂,但文本表现云里雾里,两三句话就能概括的故事拆分成几章让人记忆稀薄不明所以表现零碎的剧情,搞半天还要自己拼.JPG。宣发说是可攻略的几个角色却没有一个让人体验到恋爱感情成分,艾拉线有些许描写吧但却太仓促,完全只是为了证明“我们有gl线呦!”而写出来的。而且有一个甚至被删了,你说可攻略角色不可攻略是什么意思.jpg。配音的质量和分量都十分参差不齐,以及声音时大时小的bug,翻了翻评论发现是发售以来就存在的问题,说是很多次修复可现在还会出现实在让人摸不着头脑也着实看出了经费不够。不过作为小工作室为起点的国产rpg还是可以看到诚意,比如时至今日还在进行的优化,以及十分注重玩家反馈,想了想还是点了推荐当作鼓励,希望后续的更新及重置可以带来良好的体验吧
A SAD BUT BEAUTIFUL STORY ALTHOUGH SOME PARTS OF IT FEEL MISSING I REALLY ENJOYED IT :)
Veloria: The Knot of Candles is an indie psychological horror adventure developed and published by WANDERING WITCH PROIECTUM. Built around themes of memory, fear, and emotional trauma, the game places players in the role of Velaria, a young girl who awakens in a seemingly abandoned orphanage after experiencing a disturbing nightmare. What begins as a search for answers soon evolves into a haunting journey through forgotten memories and long-buried secrets. The narrative uses mystery as its driving force, encouraging players to explore every corner of the unsettling environment while gradually uncovering the truth behind Velaria’s past. The abandoned orphanage serves as the centerpiece of the experience and is easily one of the game's greatest strengths. Rather than relying on elaborate visuals or large-scale environments, the developers focus on atmosphere and mood. Dimly lit corridors, neglected rooms, and eerie silence create a feeling of isolation that remains effective throughout the adventure. Every location appears to hold a fragment of a larger story, and the environment itself often communicates as much as the dialogue. This careful attention to atmosphere allows the game to maintain tension even during moments when no immediate threat is present. Storytelling plays a major role in shaping the experience. Instead of presenting all of its answers upfront, the game slowly reveals information through exploration, environmental clues, and key story events. As players progress deeper into the orphanage, they begin to understand the connections between Velaria’s fears and the dark history surrounding the building. The narrative touches on themes of childhood trauma, loss, and personal identity, giving the horror elements emotional weight. This approach helps distinguish the game from more conventional horror titles that focus primarily on scares rather than meaningful storytelling. Exploration is complemented by a variety of puzzles that require observation and logical thinking. These challenges are integrated naturally into the world and generally feel connected to the story rather than existing as artificial barriers. Players must pay attention to clues scattered throughout the orphanage, making progression feel rewarding. The pacing of puzzle-solving and story advancement is balanced well enough to keep players engaged without interrupting the flow of the narrative. Those who enjoy uncovering secrets and piecing together fragmented information will likely appreciate the game's structure. The horror itself is rooted more in psychological discomfort than in constant jump scares. The game frequently creates tension through uncertainty, forcing players to question what is real and what may simply be a manifestation of Velaria’s fears. This style of horror proves effective because it keeps players emotionally invested in the mystery. The occasional frightening encounter feels impactful precisely because the game spends so much time building anticipation. Combined with a haunting soundtrack and carefully designed audio cues, the experience succeeds in maintaining a persistent sense of dread. From a technical perspective, Veloria demonstrates what can be achieved with a modest independent production. While it does not possess the visual complexity of larger horror releases, its artistic direction allows it to create a memorable identity. Character artwork, environmental details, and sound design work together to support the game's emotional tone. The presentation consistently prioritizes immersion and storytelling, resulting in an experience that feels more ambitious than its scale might initially suggest. What ultimately makes Veloria memorable is its combination of emotional storytelling and atmospheric horror. The game is not simply about surviving a frightening location; it is about confronting painful memories and understanding the events that shaped its protagonist. The mystery remains engaging from beginning to end, and the gradual revelation of the truth provides a satisfying sense of progression. Players looking for an action-heavy horror game may find the pace deliberate, but those who appreciate narrative-driven experiences will likely find much to enjoy. Veloria: The Knot of Candles succeeds as a thoughtful psychological horror adventure that emphasizes atmosphere, exploration, and emotional depth. Its engaging mystery, unsettling setting, and strong narrative themes create an experience that lingers in the mind long after completion. While it remains firmly rooted in indie game design, it delivers enough tension, intrigue, and character development to stand out among many story-focused horror titles. Rating: 8/10
The puzzle mechanics towards the end were a little confusing for me, ended up looking at a guide to get through that section but otherwise it was a very lovely game and I enjoyed it quite a bit. It doesn't feel like a super in your face horror game and it hits you with tension at the perfect times, also managed to jumpscare me a few times but it's not happening constantly either. Would definitely recommend picking it up on sale or at full price, it's entirely worth it imo.
I really enjoyed this RPG horror game! The art is absolutely beautiful, I can tell a lot of love went into the character and environment design. The story itself was interesting, though the ending seemed a bit abrupt, and the puzzles were unique but challenging at times. Overall, I think this was worth playing and I would love to see more from the developers!!
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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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