
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 →
Media

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
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
Engagement
Hours played at review time, across 86 reviews with recorded playtime.
Reviews
Themes across 86 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
[h1]看似rpg,实则纸笔跑团[/h1] [h2]前言: [/h2] 画风和玩法都非常特别的一款rpg游戏,跳出了传统rpg在地图上移动的玩法,而是把这一切都做成了一本书,游戏的一切故事都发生在这本翻开的书里面。 [h2]玩法介绍: [/h2] 玩家初始可以在男战士和女魔法师之间选择一个,这里要慎重选择,决定好之后后续也没法改变。 玩法上基本就是单纯的比拼骰子大小和装备数值,每个物品和装备都有使用次数,进入战斗时会双方一起投掷骰子,根据点数大小来看这次攻击是不是奏效,然后装备会影响到伤害的大小。另外魔法师还可以释放魔法,不过魔法也是有释放次数限制的。 玩家有一个背包,是有20格子限制的,由于会获取到一些任务道具以及各种必备品,所以实际上可以使用的背包格子位置会很紧张。 [h2]游玩感想: [/h2] 实际玩起来感觉很像是电子版的桌游或者是纸质化的跑团,尤其是这个投骰子来决定行动的结果这一点,既视感太强了。 老头一出来我真的笑死,长得太像邓布利多老校长了,那个神态,然后说话的语气也很温柔偶尔带点搞怪,特别是游戏过程中还会时不时来点台词什么的,感觉就像是在听他说这么一段冒险故事,虽然事实上也是这样子。 游戏里的各种东西都有使用次数这一点让我玩起来感觉不是很爽,很多时候都会变得畏手畏脚,不敢去自由地使用技能或者道具。 但是玩起来最难受的一点还是背包问题,背包的格子实在是太少了,很多东西我都是非带不可,然后这玩到后面就会觉得好像是暗黑地牢里抉择丢什么留什么的问题一样。 骰子太看运气了,直接来个恶手连续投出小点数真的很容易心态爆炸,而且没有重新投掷这种反悔或者增加变数的机制。 [h2]总结: [/h2] 这是一款玩法和画风都很特别的rpg游戏,比起rpg也许说是一个跑团桌游更加确切一些,游戏中的很多行动都是依靠投掷骰子来决定结果的,战斗中也是依靠双方投掷的骰子结果大小来看攻击是否命中奏效。玩家可以初始选择战士或者魔法师中的一个进入书中的故事,两个角色各自有自己的技能和特色,游戏中的道具、技能、武器等都有使用次数限制。剧情整体是传统的王道rpg套路。 [quote]关注「[url=https://steamcommunity.com/groups/45531088] 鸢尾花 [/url]」[/quote] [u][b] 致那一朵未至鸢尾花 [/b][/u]
令和に蘇った超リッチなゲームブック。子供のころ鉛筆握りしめてDQ6 のゲームブックを遊んだあの頃の思い出が蘇るようでとても楽しかった。 でも、ウサギは許さない。強すぎだろあいつ
Très bon jeu, rend hommage aux RPG ainsi qu'aux jeux de plateau
感觉是个小甜点级别的游戏,吃多了容易腻。通关了第一条线之后,第二条线差不多1个多点小时就能打通,所以感觉不是特别划算。好玩是好玩的,但是故事也还是比较简单吧_(:з」∠)_玩法算是比较新颖,但是60r感觉略贵……可以等打折~全屏是按alt+enter
戦士でクリアまで 散らばった情報がどんどん集まって、謎が解けていくストーリーがイイネ ゲームブックについての知識は全然なかったけど、ゲーム性も面白かった なによりイラストがきれいでグッド これは絶対マストバイ
[h3] Great game but can be unfair at times and some balancing issues [/h3] Overall I enjoyed my time, my only gripe was mainly the combat, not so much that its dice base but more so that you don't have a lot of ways to increase your odds. In dnd you have spells, proficiency, advantage etc to influence your odds but this game has none of that. The way combat works is both you and the enemy roll 2d6 and add your level, who ever has the highest number gets to attack. Early on your at most going to be on par or 1 lvl higher then the enemy so a lot of times it literally comes down to the dice and it can be frustrating if you get bad rng. Late game you end up being 3+lvls higher then enemies so at that point the rng isn't that bad I also felt the mage didn't really play like a mage, you have a spell book with around 10-25charges and spells consume anywhere from 4-10 charges (you don't replenish charges). You don't come across many spell books and if you do they are expensive so most of the time you are going to be very conservative on your spells to the point where your just playing as a warrior cosplaying as a witch. Generally you also want to avoid combat, for the following reasons 1 combat very rng heavy 2 everything has durability and you don't get rich in this game 3 exp for beating enemies is bad, it takes 100 exp to lvl up and enemies give you anywhere from 1-10 exp 4 healing is limited, you don't find a lot of potions and as far as i know the merchants don't infinitely restock Story wise I still had a fun time but everything around the story could use some balancing.
If you ever played a gamebook, have any interest in choose your own adventure titles, enjoyed any Vanillaware titles or just like somewhat dark fantasy settings with an interesting premise this one's an easy reccomend. If you hate reading or non action games then stay far, far away. Really enjoyed the art and interesting scenarios with lots of different ways for encounters to play out. At the time of review I've only played Paneri (the cute witch), but I'm interested in how Havelock (the warrior) plays. The length was perfect too, about 5-6 hours for a playthrough. My only gripes are that I was so powerful at the end of the game I could have failed half my rolls and still won and it would have been nice to see how your actions affected some of the people you encountered in the ending.
Veritas Tales: Witch of the Dark Castle is excellent, and a true work of art from the heart. It's a testament to how much a small team can achieve when working around a distinct creative vision. The Vanillaware vibes are obviously strong with this one, but the excellent hand-drawn art is only one part of the story. Veritas Tales is bursting with personality everywhere and every page you turn -- the character and monster designs, the prose, the voice acting, and the gorgeous Basiscape OST. The RPG elements are streamlined compared to a full PnP module, but still crunchy enough to provide an appropriate amount of friction even in the later hours. This game does a superb job of making you feel like every choice matters, both in and out of combat. This game so perfectly captures that charming and nostalgic feeling of being spirited away to a far-off place as you leaf through the pages of an old-school Choose Your Own Adventure gamebook. To all the bookworm dreamers who know the joy of getting immersed in a world of fantasy, this one's for you.
名不副实,不如隔壁仿废都的屠龙者,比生化危机2重置还要格子危机。 前面的流程时不时给你把背包清空,被没收的装备需要sl才能摸回来,进了城内处处是支线。背包格子对比任务道具少得离谱,制作道具还得一个一个来,猫薄荷精油没办法一次全部制作真离谱,支线的顺序有极度严格的要求,如果你在触发瞭望塔boss之前没有龙玩具,那么恭喜你,等到你拿到之后没办法直接秒杀他。我只在章节开始处存档,但我感觉我这个档已经因为我喜欢完全触发剧情导致无法进行。你问我为什么不接着玩,我觉得这个游戏比起我平时玩的没任何可取之处,别家游戏比这个舒服多了,我得把时间留给更有价值的游戏。 剧情讲了很多却只注重主线,所有人都是事件发展的洗脚婢,偶尔穿插一些糊在你脸上的新设定,角色更是立不起来,文本给我带来的印象甚至不如立绘丰富,太空洞了。这东西不建议任何新老玩家玩,上位游戏太多,不说bg3,光是原版废都物语都比这强。 宣传里的香草社前画师独立制作能说明什么,你指望这个游戏能有一整个团队整的好吗,还是你认为这个挂牌游戏能有13机兵防卫圈或者圣兽之王的剧本还是人设了?
古のゲームブック好きならば、買って損はないです! ストーリーも、なかなか面白くエンド後に選ばなかった方の視点で 遊べるのも良いです。 なにより、随所にいろんなネタが仕込んであります。 ビットサカム男爵とトモロヤーズの名前に (あえて逆にしてある!?)ニヤリとして 宝箱の罠を開ける時に、これまた笑わされ(テレポーターでは無くてホッとした) どこかで聞いたような名前の家政婦が出てきたり 極めつけは絵画魔神!自分は元ネタをよーーーく覚えていたので 手を叩いて大笑いしました まだまだ通過してない選択肢もあるので 2周目も楽しみです。
Related
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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