
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 87 reviews with recorded playtime.
Reviews
Themes across 87 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
Game is good
It is clear that a lot of love was put into this game. A loving reimagination of old adventure books with fantastic art and music reminiscent of Dragon's Crown and Odin Sphere.
挺好玩的,有以前冒险书的感觉,但是体量算不上大,路线也比较固定,没有跑团那种以外解题感,未来有dlc去加入其他角色其他故事就好了
一款很特殊的rpg游戏。 题材倒是寻常的西幻魔法类型,不过在设计上本作有着自己的小巧思——《真理谭:黑暗城堡的女巫》用最复古的形式把TRPG和传统跑团的乐趣搬到了屏幕上。 整个游戏一开始就显得与众不同:游戏就是一本摊开的旧书,所有剧情、地图、数值都以书页的形式呈现,而像是游戏中用铅笔与橡皮涂改人物属性、手绘风格的区域地图、列表式的地点选择等等很多细节,都有种实体游戏书的感觉。种种设计加起来使得玩家玩起来像是一个看书的读者,这种体验确实很特殊。游戏中还有一个旁白,偶尔跳出来插科打诨、推进剧情。 游戏本质上是一款电子化的TRPG,开局玩家可以选择战士哈维洛克或法师帕内莉两个角色,两者有不同的技能、背景和剧情;整个冒险的核心就是骰子的判定:战斗时双方投骰子比大小,骰子点数加装备数值大于对方就能命中造成伤害,防御时同理;而游戏中还有特殊事件,有时候需要投硬币决定触发什么效果。在分支设计上本作也做了很多选择,同一个事件不同选项会导向不同的结果。当然,老式RPG的各种限制本作也是有的,像是背包格子少得可怜的限制,各种装备道具的使用次数/耐久度等等。 作为一款偏复古的作品,本作自然也少不了一些缺点。像是老式rpg一堆折磨人的设计本作也是继承了很多,只能说新时代的玩家玩起来可能会非常不适应。 总得来说,如果是跑团爱好者、rpg遗老,本作值得一玩。 [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]
어릴때나 자주 볼수있던 게임북 지금 플레이하기에 이래저래 불편한점도 없진 않지만 이정도면 나름의 맛을 내려고하지 않았나 싶음
bug满天飞 司马制作者
真理谭 黑暗城堡的女巫 类似平成时代的冒险书游戏 它不是rpg,更像是资源管理游戏 不仅要管理背包,还要管理物品的获得 先说缺点 所谓的战斗系统就是单纯的投骰子比大小,剧情也是投骰子,运气不好的话就得反反复复读档,很断节奏,哪怕加个重投机制呢 解谜部分虽然有些有提示,但是也有很多不过一遍剧情就压根不知道怎么处理的地方,比如你先触发了剧情B会导致剧情A触发不了,只能读档。所以这游戏一定要勤奋的存档 直到现在我还是有四五个地方不知道怎么解 第一次打“二周目”的话,九成是打不过去的,原因后面再说 一周目我用法师妹子打到最终boss,需要一个道具(这个道具不难得到),可我当时偏偏就是没有,不过好在有个苛刻的roll点选择,于是我反复roll了半小时终于过了,可是我哪想的到boss会硬性需要这种东西啊。 很多机制只出现过一次,比如demo里出现的那个3分钟限时推进,比如二周目能改变的其实就一件事。 游戏没有成就,选一些整活的选项要是能蹦个steam成就出来感觉会很不错。 再说说游戏内容 这个游戏是香草社的员工离职回老家,一边种田一边自己手搓的。 所以我不会苛责它简陋到几乎等于没有的战斗系统,直接觉得不如完全拿掉战斗系统,完全做成解谜可能会好一些? 设定方面,盘子开的大,但不复杂。本作是大世界观下的一个小地方发生的故事,我认为可以类比废都物语的世界观路数。 剧情方面,整体也很简单,常规的日式西幻故事,拆成了男战士和女法师两条线,都通一遍才算是完整的一周目体验,但进行第二条线的时候不是单纯的类似二周目的那种重复一遍剧情,而是严格的“与第一条线同时进行”,所以我上面说“第一次打二周目的话,九成是打不过去的”。具体的后面再说。 人物塑造方面,都很普通,没有让人印象深刻的人物。 游戏最大的优点是美术,配合冒险书的形式,确实让我回到了小时候。 以下的话可能会影响游戏体验: 这个游戏有意思的一点是,它的男女两条故事线是“同时进行的”,意味着我在打第一条女主线时,触发的支线剧情及其奖励,在我打男主线时是不会再触发的,因为剧情已经被“一周目”的女主触发过了,道具也被她拿走了。 所以我说这个游戏是个资源管理游戏,不仅背包空间有限需要物品管理,而且还要思考把怎样那些非支剧情的奖励分配给男女主。 可是这个游戏没有提示我这些。导致我在玩女主线的时候,地毯式的搜索起到了反作用,不仅女主背包爆炸,需要不停的扔东西扔东西扔东西,最终在boss战缺少燃烧瓶(道具还挺常用,商店也能买,但谁tm知道boss需要这玩意),只能靠反复读档roll点才能过。而到了男主线,我已经无支线剧情可以触发,无重要道具可以获取,导致男主的等级和战斗力极其底下,自然而然就烂档了,只能重开。 以下涉及剧透: 反派和女主为啥这么爱男主?从小养到大养出感情了?还是说跨越了好几代人,她俩对重重重孙子还有这么深厚的亲情在。 妹妹的灵魂放人偶里后,你不是还能拿出来么,直接不管了? “马”这个剧情怎么触发。触手那个地方怎么过啊。是不是在兵舍用龙玩具。城堡里那个雕像又该怎么过。第一条线结束时要打吸血鬼妹子,有没有什么说法。 两条线都通了之后,给个完整的揭秘好不好啊。。。。 心累。
My boy Ragnvaldr got himself an upgrade.
好玩,不过结尾的时候好像有两张CG我没打出来,可惜。
马马虎虎的 在黑暗城堡里的时候(至少60%)敌人掷出来的数都比我大 想玩下去就只能无限读档 结果后期得到的好几把神器都是秒杀 这样玩还有啥意思呢????
Related
Related
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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