
Put on your headphones, close your eyes and watch the story in your imagination. What seems like a game may be something more. Is it a story waiting to be told or... felt? Enter the universe of Edgar A. Poe, where reason, like the devil, says "Goodnight".
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About

Put on your headphones, close your eyes and watch the story in your imagination...
One Game Mode: We’ve merged the original Story and Explore modes into a single, seamless experience. Just boot up the game and dive right into the adventure—no unnecessary choices needed.
The wisdom that we get from the “already told” stories makes us deeply feel that we cannot hide from the inevitable (*).
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Play the role intended for you by the master Edgar Allan Poe. and uncover the dark secret behind the portrait of a muse.
Make choices and follow the illustrative sounds and music.
Experience the story as realistically as your imagination allows you to.
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We strongly recommend using headphones for the full 3d audio environment experience.

Enjoy the Gamebook in your favorite armchair or while traveling. Just run your Gamebook on any laptop/PC. No Internet access is required when installed. Using headphones is strongly recommended. Once you start playing, you don't even need to look at the screen. You will see what you hear through imagination.
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Audio-active production is free, expected adventure time is 30 minutes.
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(*) Inspired by: Umberto Eco “I nuovi mezzi di comunicazione e il destino del libro”.
Genres
Stats
Languages: English*, Polish**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's free and has some achievements. A normal audiobook is probably a better way to experience Poe's work, but this is acceptable.
En résumé, vous mettez vos écouteurs, fermez les yeux et regardez l'histoire dans votre imagination... La sagesse que nous tirons des histoires « déjà racontées » nous fait profondément sentir que nous ne pouvons pas nous cacher de l'inévitable. Vous verrez ce que vous entendrez grâce à votre imagination. Les points forts : * La qualité audio est exceptionnelle * Environnements immersifs. * Entièrement gratuits. Les points faibles : * Le mode exploration est très difficile. * Aucune traduction francophone (audio) Vous recevrez 13 succès +/- facilement. Je recommande ce roman audio pour les inconditionnels de ce genre. Amicalement, Le pasteur .
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gamebook Edgar A. Poe: The Oval Portrait is a compact and unconventional piece of interactive storytelling that adapts Edgar Allan Poe’s classic tale through narration, atmosphere, sound, and limited player participation. Rather than turning the source material into a conventional adventure filled with puzzles and explorable environments, the game focuses on creating the sensation of stepping into a narrated gothic story. Developed and published by The Midworld, it is best approached as an experimental gamebook and audio experience where imagination is just as important as what appears on the screen. The narrative naturally revolves around the mysterious oval portrait at the heart of Poe’s original story. Themes of artistic obsession, beauty, devotion, mortality, and the destructive pursuit of perfection remain central to the experience. Instead of heavily expanding or rewriting the material, the adaptation concentrates on presenting the story in a more immersive form. This restraint works reasonably well because the strength of The Oval Portrait has always been its unsettling implications rather than complicated plotting. Players familiar with Poe’s writing will recognize the underlying tale, while newcomers can experience its disturbing ideas through a more interactive medium. Audio is easily the most important part of the presentation. Headphones are particularly suitable because narration, environmental effects, music, and spatial audio are used to establish the surrounding world. The game frequently asks the player to listen rather than depend entirely on visual information. Voices and sounds effectively become navigational and atmospheric tools, creating the impression of occupying a dark and mysterious environment without needing to render every detail directly. This approach allows the player’s imagination to fill in the gaps, which fits the gothic nature of the material surprisingly well. The visual minimalism can initially seem unusual, especially for players accustomed to modern horror games that rely on elaborate environments and cinematic sequences. Here, darkness and limited imagery are part of the design philosophy. The absence of constant visual information encourages greater concentration on narration and environmental sound. At its best, this produces an intimate atmosphere similar to listening to a dramatic audiobook while simultaneously having some control over progression. At its weakest, it can make the experience feel sparse and mechanically underdeveloped. Interaction is intentionally straightforward. This is not a large branching narrative where dozens of choices lead to radically different endings, nor is it a puzzle-heavy point-and-click adventure. Player involvement mainly supports immersion and gives the story a sense of movement. The design therefore occupies an interesting middle ground between reading, listening, and playing. Anyone expecting elaborate mechanics may be disappointed, but players comfortable with experimental interactive fiction are more likely to appreciate what it attempts to accomplish. One of the biggest considerations is its short duration, with the experience designed to be completed in roughly half an hour. There is consequently little opportunity for deep mechanical progression, extensive character development, complicated exploration, or substantial gameplay variety. However, the short running time also suits the source material. The Oval Portrait itself is a concise story, and artificially expanding the adaptation into several hours could easily dilute its atmosphere. The game works best when experienced in a single uninterrupted session in a quiet environment. Replay value is relatively modest. Achievements provide an additional incentive for players who enjoy completion goals, but the primary reason to return would be to experience the narration and atmosphere again rather than discover an enormous amount of new content. Once the central story and its unsettling revelation are known, much of the mystery naturally disappears. In this respect, replaying it is closer to revisiting a favorite short story, radio drama, or audiobook than starting another run of a traditional adventure game. Its free-to-play nature also makes the limited scope considerably easier to accept. The project does not demand a large financial commitment and instead asks players to spend a small amount of time experiencing a different interpretation of classic literature. It can therefore function as both an adaptation of Poe and a demonstration of how spatial audio and interactive elements can be incorporated into literary storytelling. It will not appeal equally to everyone, but its willingness to experiment gives it a recognizable identity. Steam Deck compatibility should be approached cautiously. There is no official Steam Deck Verified or Playable designation that can confidently establish full handheld support. The game is primarily designed around Windows, so Steam Deck users may need to rely on Proton and should regard compatibility as unverified rather than guaranteed. Its lightweight presentation, short sessions, and emphasis on headphone audio would theoretically suit the Steam Deck very well, but potential control, launch, or compatibility issues mean it should not be treated as officially supported. Overall, Gamebook Edgar A. Poe: The Oval Portrait is more successful as an atmospheric interactive adaptation than as a mechanically substantial game. Its strongest qualities are its sound design, narration-focused structure, respect for Poe’s unsettling themes, and willingness to let the player’s imagination construct parts of the experience. Its limited gameplay, brief duration, modest replayability, and unconventional presentation prevent it from becoming a universally appealing adventure. For players interested in Edgar Allan Poe, audio-driven experiences, interactive literature, or experimental indie projects, however, it provides an intriguing and accessible interpretation of a famous gothic tale. Rating: 7/10
Gamebook Edgar A. Poe: The Oval Portrait is not a game, it's an e-book that's been dumped on Steam masquerading as a game. As a visual/interactive novel, this doesn't feature any notable gameplay, it's just a lot of clicking through badly written dialogue that would never have been accepted or published in print, which poses the question, "How did something this badly written end up on Steam?". When someone hoping to become an author is unable to get published in print, they spend $100 and dump their high school fan-fiction onto Steam, under the guise of a game. Departing from the usual garbage e-book/visual novel non-game fan-fiction spam that infests Steam, this one is an audiobook. That changes... uh... nothing. Audiobooks aren't games, either. Visual novels/e-books are tedious at best... imagine the best novel you ever read, be that Hitchhikers Guide to the Galaxy or 2001: A Space Odyssey or Twilight (if you have terrible taste in literature), but then translate that to a format where the words dribble out and you have to click your mouse every time you wanted to read the next sentence, instead of just turning the pages. You'd think it was garbage. Now imagine that experience, but with much worse writing (because if these guys could write professionally, they'd be published authors and this would be on shelves in bookstores, and they wouldn't have to pay Valve $100 to self-publish this on Steam), and you have your average Steam e-book. One of the chief problems with failed authors polluting Steam with non-game E-books is that E-books can easily just be presented in a web browser... there's no justification for charging money on Steam for what might as well be a webpage. We don't spend thousands on buying a gaming rig to spend money on Steam for something Chrome or Firefox could do. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the e-book peaked at only 5 concurrent readers... this is a dismal public reception. This was so bad they couldn't even give it away. The funny thing is, if you wanted to print this book, you'd only need to print 5 copies to satsify the entire world's demand for it. While this E-book is "free", you can get better quality, professionally written books and comics for free online (from places like Project Gutenberg) or from public libraries. Steam isn't a comic book store, neither is it Netflix, it's for games. Your gaming rig is not a Kindle. It's impossible for me to recommend things to PC gamers that aren't really games.
Bardzo ciekawy pomysł na "czytanie" książki :)
[h1]身临其境[/h1]
Nothing but sound and wavy colors; broken program.
I just couldn't continue. I love E.A. Poe but this did not lend anything to, and in fact took away from, my enjoyment of the story. Hearing only what is spoken or thought with no world-building beyond the clopping of hooves, sounds of scuffle, etc removed details my mind could have worked off of, not to mention the confusion of when to tap the space bar (and having to at all), the random notes of 'cut scene', and all the mispronunciations. I was excited to find this and highly disappointed.
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