
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
I was just expecting some mid RPG with roll system and I got absolute cinema. Thank you Nishimura! :D
👍Alt + Enter でフルスクリーンにできます。ここテストに出ます。 The ゲームブックって感じで丁寧な作りになってて好きです。
ゲームブックの雰囲気が完璧に再現されてて凄く楽しかった。 現在は言語選択がデフォルトで英語になる不具合がある。 steamdeckの場合はプロパティから互換ツールONでproton hotfixを選んで言語選択を日本語にすれば日本語でプレイできる。ソースはカッパ。
[h2]书面故事生成器[/h2] 故事是以书本《真理谭:黑暗城堡的女巫》的故事展开,以一种"我在阅读一本的书"的奇妙感觉开始游戏。 在游戏中,你是读者还是主人公呢?游戏可以从两个主角中选,一个是战士一个是魔法师,故事可以从游戏中了解,游戏塑造的故事是非常完整的,你可以充分了解所控制的主角的故事,每个主角都有各自不同的背景,有着丰富的世界观故事以及交互逻辑。 [h2]游戏玩法[/h2] 一款由骰子点数对抗又或者是硬币决策的游戏,时刻都充满了随机性。在面对某件事,决定事情的成功或许是骰子的点数也可能是永远无法触及的正面。当你千辛万苦到达了某个地方,在经历生死事件时,丢出了反面导致死亡结果相信肯定不会情愿。但是,故事的大多数选择都是决定的,决定的另一个方向没准是另一个故事而非死亡。 作为一个合格的RPG,战斗部分也必然是热血沸腾(?)我们可以从有限的背包格子中穿戴装备、使用物品,在战斗中用连续使用道具攻击敌人也是合情合理的吧) 当然了,战斗部分也会由骰子决定,除去一些特殊行为,正常的进攻需要比拼数值,如果骰子+数值大于敌方则可以正常攻击。在防御方面,我们装备的武器、防御都是有耐久度的,在使用时会消耗耐久,如果防御大于敌方攻击则不会受到伤害。 游戏的剧情,我认为是故事生成器是因为游戏进程中会有大量文本可供选择。是的,除去普通的讲故事会有着选择来让你决定,你的决定导致下一步的结果可能是完全不同的。每次选择都会惊喜,无论是死亡重来或者是读档又或者是经历另一个角色,选择另一个选项的收益也很高,让你不至于乏味。当然,游戏也并不会强制你去做那些故事任务,你可以直接根据主线前往下一个地方,这部分的剧情非常多,并没有引导,你很容易错过。就比如,你从某地知道了某个人失踪了,你可以从其他地方获得他的信息,或死或生,死了携带遗物回去,他会给你奖励。以此类推,非常多的这种小故事。 [h2]总结[/h2] 这种美术风格非常的独特,让我觉得熟悉但是我记不起是什么风格了。游戏的玩法上也非常引人入胜,总会期待下一部分剧情以及分支选项的结果,总是新奇的。故事文本非常充足,只是骰子随机性不敢恭维..谁知道五次全部反面是多么绝望,永远的骷髅头象征着我的失败。 [quote]欢迎关注三真万法鉴赏组: https://store.steampowered.com/curator/45742107/ 欢迎加入三真万法鉴赏组:https://steamcommunity.com/groups/szwf [/quote]
冲着香草社的介绍来(坦率说这样的商店说明也过于王婆卖瓜) [spoiler]打开这本书的那一刻,你就不再只是"读者"——这是一款在书页中冒险的"阅读式"奇幻RPG。曾在香草社(Vanillaware)任职、深耕游戏业界30余年的工匠,倾注6年时光亲手打造,100%纯手工的一册。 [/spoiler] 但感觉和香草社没啥关系 非常复古的纸面RPG,甚至模拟笔纸骰子的表现(但也说明经费和技术力十分有限) 选项分支部分有点难以逻辑推理,骰子概率有点体验方差过大 好吧,我还是坦率点,还是因为形式太复古,结构太简单,香草社落差太大,没坚持过半小时
The plot got a bit convoluted for my tastes and the RNG nature of a handful of the events wound up to be a bit frustrating, but overall a good time, the "free exploration" parts were neat and the Dark Castle in particular was giving me some strong Shadowgate vibes, it was just fun to see what manner of tomfoolery you came across next. The pen & paper UI is stylish, the art and and music is great and all in all the game comes across as a sincere effort.
目前没有全屏设置,也没有背景音乐调节,考虑到是日厂游戏,我对优化保持谨慎态度
没有预期中好,很多地方有种半成品感,而且流程太短了。但是总体来说是有意思的,如果这个游戏卖20块估计会好评如潮
《Veritas Tales: Witch of the Dark Castle》是一款“交互式冒险小说”类型的奇幻RPG游戏。这是一个剑与魔法的世界,外来之人带来魔法后,魔法也不断引发着纷争……我们将扮演战士哈维洛克/魔法师帕内莉,探索这座笼罩在女巫阴影之下的绝望之城,于城中最后的安全区内展开探索,尝试阻止女巫的阴谋。掷硬币、投骰子,这段“纸面上”的冒险,究竟会走向何种结局? 若是之前接触过'不时遇到一个岔路口,比如“若要进门,请翻到第X页;若离开,请翻到第Y页”'的互动式冒险书,或是此前玩过跑团游戏的朋友,想必对这款游戏的玩法不会陌生。而本作的独到在于,虽然选择了电子游戏作为载体,却尝试着以“书籍”的形式再现TRPG的魅力。在游戏中,我们能够经常性地看到铅笔与橡皮舞动,修改更新着人物数值。与此同时,地图上能够前往的地点以名字列表+布局图画呈现,竭尽所能地还原着游戏书纸张的触感。个人非常喜欢这种处理。 而游戏玩法则与寻常的RPG没有太多不同,只是本作不仅有着“背包格数”的设定来限制物品携带,而且不同选择导向的结果也多得让人叹为观止。比方说[spoiler] 在小巷子里救人,如果选择放走两个强盗,获救者会感激,但继续追击杀了人,获救者反而会报官将你抓走! [/spoiler]虽然即死的选项仍然存在,但丰富的选项与路线又弥补了这一点。剧情整体比较王道,属于无功无过的水准。 总体而言,《Veritas Tales: Witch of the Dark Castle》是一款质量在线的诚意之作。在被现在数不胜数AI作品强碱眼睛和审美后,能看到古法手搓插画真是太感动了,必须好评! [quote]欢迎前来关注「 [url=https://store.steampowered.com/curator/45353266/] 𝗞𝗼𝗶𝗺𝗶𝗮𝗼🍁」 [/url] [u][b] 采撷旅途之叶,铭刻生命之诗[/b][/u][/quote]
I know I haven't played a lot yet but I'm really enjjoying this game and want to keep playing more and other games like it. Very charming use of CYOA format, very good use of classic sword and sorcery and DRPG stuff. It just feels like something from the 80s in a modern way. Well worth it for anyone who took to fighting fantasy or giving themselves goosebumps as a kid
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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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