
Once you open this book, you are no longer just a reader. A "reading-style" fantasy adventure in the spirit of The NeverEnding Story — handcrafted over six years by a 30-year veteran from Vanillaware. 100% handmade, from the first page to the last.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 24 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
As you turn the pages, you'll make choices, face down enemies, and grow. You can charge in with a sword in hand, talk your way out of danger, or simply ignore it and keep walking.
Every choice you make and every roll of the dice changes the way the world responds to you.
Yoshio Nishimura, a 30-year veteran of the games industry from Vanillaware (Odin Sphere, Dragon's Crown, 13 Sentinels: Aegis Rim), spent six years in a remote Japanese mountain village crafting this game on his own.
Every single one of the 300+ illustrations was drawn by his own hand. No generative AI was used at any stage. This game has a soul that can only be found in something truly handmade.
Elden Ring, Baldur's Gate 3, Dungeon Meshi — Beneath the fantasy worlds we celebrate today lie the gamebooks and tabletop RPGs that first gave them form.
Veritas Tales returns to that moment — to the true weight and texture of swords, sorcery, and rolls of the dice. Savor once again what we first called fantasy, on pages that remember how it all began.
Yoshio Nishimura:
Founder of Digitalis Publishing. A 30-year veteran of the games industry. As Chief of Background Art, he contributed to the original Monster Hunter at Capcom, and to Odin Sphere, Dragon's Crown, and 13 Sentinels: Aegis Rim at Vanillaware. After leaving Vanillaware, he settled in a small mountain village in rural Japan. There, he tends his fields and crafts games.
Text volume: About 150K+ words of story and text
Estimated playtime: 20+ hours
Replayability: Branching second playthroughs with new outcomes
Playstyle: Combat, negotiation, or evasion — all routes are viable
Music: Hitoshi Sakimoto / Basiscape (Final Fantasy Tactics, Vagrant Story, 13 Sentinels: Aegis Rim)
Inspirations: GrailQuest, Sorcery!, Fighting Fantasy
Engagement
Reviews
Themes across 155 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have a lot of mixed feelings about this game. The audience of people who will uncritcally enjoy it is pretty small, but if you can get in the right mindset it's fun and has a lot to offer. The main thing to keep in mind is that it's like a 90s gamebook, with all the good and bad that implies. To be up front, this game does not have: - deeply branching story - character customization - interesting combat - good quality of life around saves This game does have: - (inconsistently) beautiful art - many weird surprising encounters - adventure game puzzles, like "find the crank handle" - a satisfying plot Things start off pretty rough. You're on a mission to this city for reasons that are kind of abstract. You have to fight golems and zombies at the start for unclear reasons, and nothing seems to have anything to do with your character or their mission that you just heard about. You have relatively few resources so you don't have much informed choice in combat or encounters. It's not awful, but it can be a bit of a slog. As you keep playing, the story starts to show connections, and you get more resources that give you options to plan around. You also have more freedom in where you move around, not all combat encounters kill you, and so you feel more in control, and it's a lot more fun. It's unfortunate that the beginning of the game is not more like this. The main thing that will determine whether you can enjoy the game or not is how you feel about arbitrary choices. Throughout the game there will be things like "do you go through the right door or the left door?", with no context, and one choice just kills you. Or "roll a d6, if you roll a 1 you die", with absolutely no way to mitigate things. The saving grace is that if you die you can rewind to the choice that killed you or slightly before. There are many choices that are not like this and properly balance information, or risk and reward, but these choices are basically always there and I have no idea why the writer thought that was a good idea! The rewind feature is unfortunately very limited - there's nothing here like the Inkle Sorcery games, which did an amazing job making navigating books with arbitrary bad things pleasant and playful. In this game, you can only rewind if you die, and the game chooses what point to take you to. This never got me anywhere near a softlock, but it was a bit distressing. While the game constantly autosaves, there are also only five or six times in the whole game that you can save manually unless I missed something. Encounters are weird and wondeful and all over the place, in classic gamebook fashion. They do often have some in-world justification and aren't completely arbitrary, but it's best to think of this as something like Alice in Wonderland. The mood is somewhere between Time Cave (less random, about as much death) and Deathtrap Dungeon or City of Thieves (this game won't try to kill you *that* much, and there are no antagonistic or overly elaborate puzzles). There are a *ton* of encounters, and most of them should be optional for success. I mentioned that the game isn't deeply branching. You're not going to drastically affect the main story with your choices, but there are lots of little branches that can fill in sub-stories, or just be some weird thing that happened. If you can get in the mood of those old gamebooks, where you play strategically but accept that you're kind of along for the ride, it's fun to see all the weird stuff that happens, and to figure out how all the pieces fit together - and, thankfully, most of them do! But if you can't tolerate arbitrary choices, or want a game where you enjoy character builds (for combat) or getting to understand a character psychologically, you might find this more frustrating than fun. If you've ever enjoyed a gamebook and you like the look of the trailer, I would encourage you to check this out - if you aren't turned off by the way the story goes in the demo, you'll definitely enjoy the full game.
Media

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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese**languages with full audio support
Hours played at review time, across 155 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩着很折磨,背包太小了,小巧思道具又多,留着又不知道什么时候用得上,每次看到选项道具因为前面满背包丢了导致选不了就很恶心。
表现形式不错,但无论是剧情还是玩法还是深度都拉完了
事前期待过高的作品。 与其说是游戏不如说是一册精致的故事绘本。游戏性、游戏形式单调无趣,加入了跑团元素但是骰点掷硬币的结果往往就是死亡独挡重开或者过关,并不存在更多分支和展开,那失败和死亡演出也就失去意义,纯粹增加游戏时间,饶是如此单线通关都不到4小时。 在文字为主的冒险游戏中,故事的悬念、发展老套无趣,两位主角的身份就像两把开局就挂在墙上的契科夫之枪,掩耳盗铃的文字描述让人哭笑不得。从这点来看倒像是我在写跑团模组了。 除了精心绘制的图片内容,很难说这里有什么其他称得上“游戏”的东西,这个作品放在25年前可能是勉强把手一流关口的作品,但和许多以今日之眼光回看仍是神作的作品不同,这部作品只有空壳,放在如今只能说不入流。
A modern version of the choose your own adventure gamebooks of old - it may seem overly simple at the start but give it time and it will reveal a well-crafted story.
Selling now
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.