
A Lovecraftian investigative gamebook. New York, 1927. A case pulled from real history, wrapped in cosmic horror. His name was Billy Gaffney. The man who took him was real. But his purpose was from another plane of existence. You play a journalist. You make choices. The story remembers all of them.
Modeled estimate, not a reported figure. How we estimate →
About
A boy named Billy Gaffney disappears from his apartment building. The case is real. The killer is real. The man who took him was real. But his purpose was from another plane of existence.
Omen Exitio: Hunger is a Lovecraftian investigative gamebook set in the darkest corners of 1927 New York. You are a journalist. The city needs you to find the truth. The truth needs you to go somewhere you cannot come back from.
Omen Exitio: Hunger is a gamebook, and every decision you make leaves a mark. You cannot be everywhere, and what you choose to pursue shapes not just the investigation but the story itself. Paths you ignored three scenes ago will close quietly, without warning.
As the investigation deepens it will pull you beyond the streets of New York, into dreams, other worlds, and the Lovecraftian mythology that underpins everything.
Multiple endings await, shaped by every choice you made and every one you did not.
Not every witness wants to be found. Not every suspect will tell you the truth.
Talk to suspects and persons of interest, extract what they know, and persuade them to collaborate when they would rather not. New dialogue mechanics let you push, empathize, or apply pressure depending on who is sitting across from you and what the case demands.
What people say matters. What they choose not to say matters more.
The events of Omen Exitio: Hunger are rooted in documented historical fact: real people, real places, real newspaper archives, all reconstructed with meticulous accuracy before being draped in cosmic horror. Every crack in the historical record is where something ancient and hungry waits.
To close the case you will need your skills as a reporter and your eye for detail. Move through cramped alleys, decaying buildings and the neighborhoods the famous Roaring Twenties never touched, and use everything you find.
The investigation takes you beyond conversation and deduction. Certain locations demand a closer look: every object, every document, every detail that does not belong. The most important clue in a room is rarely the most obvious one. Train your eye, because what you notice and what you miss will both shape the case.
These are not puzzles to solve. They are moments where the case becomes physical and you will need to decide what to do with what you find. Your instincts as a reporter are the only tool you have, but some of those decisions cannot be undone.
This is not the glamorous New York of the Roaring Twenties. This is the other side of 1927: cramped neighborhoods, cold streets, decaying buildings that never made it into the history books.
Navigate the city from an interactive map, choose where to direct your investigation, and accept that you will not be able to go everywhere. Every decision about where to look is also a decision about what you are willing to leave in the dark.
Branching narrative inspired by true events from 1927 New York
A story that remembers every decision you make, from the first scene to the last
Interactive city map: choose where to direct your investigation
Investigative Hidden Objects: examine locations and search for clues
Investigative dialogue system built around deception, empathy and pressure
5 unique endings
Over 900 original illustrations, inspired by the work of Frank Miller and Corrado Roi
Cinematic sound design crafted to immerse you in the atmosphere of 1927
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, Simplified Chinese, Traditional Chinese
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 82 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A notable improvement over Plague. The story is engrossing, and while it has occasional hiccups in writing, it's overall very good. No stats (that I'm aware of) this time around, but whether that's actually true, or they've been rendered so subtle as to be invisible, it's a nice change. Highly recommended to interactive fiction/CYOA enjoyers. Edit: The ending (and I can't fathom how one would procure the other 4) does not stick the landing, but it's still pretty good
文本质量很高!整体剧情发展合理,人物对弈的情绪很到位,克总也在阴影中淡淡发光,可惜现在没有攻略,很多内容都需要自己挖掘。 至于游戏性,能感受到视觉小说上少了一些能提高游玩体验的功能,一是多周目的跳过快进缺失,打出结局后想看看其他路线还要重新再来一遍,该收集的该解谜的还得一个不落再走一遍,有点小折磨。二是不能重看之前的对白,线索那一栏也不记录真正有用的信息,只留一堆对物品的描述,略显无用。 总体而言还是推荐,光是序章就很有味道,能立刻将人拉入游戏的环境中,太赞了!
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Hours played at review time, across 82 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
真的好喜欢这种游戏的故事 希望能出更方便的读档功能
這款遊戲簡直是強迫症與生存狂的噩夢,也是成就感的來源。當你為了湊齊那一點點保暖物資,在嚴酷的荒野中掙扎求生,那種極端的壓迫感真的讓人腎上腺素飆升。最迷人的是,遊戲完全不教你怎麼活下去,所有資源的採集、怪物的應對都得靠自己摸索,每當成功熬過一個寒冬,那種從瀕死邊緣建立起小基地的喜悅實在難以言喻。如果你喜歡挑戰極限、享受在絕境中絕處逢生的快感,這絕對是必玩的生存系經典。
《崩坏之兆:饥荒》是一款很有克苏鲁风格的推理向的AVG游戏,玩家扮演一名失去了妻女的记者,在纽约调查一起藏车案的时候突然发现一名小男孩被一个不可名状的怪物杀害,同样失去过女儿的他对自己没有及时救下男孩感到懊恼,决定不惜任何代价去调查这个案件,结果却牵扯出越来越多的相关人和诡异事件。 游戏的玩法偏向视觉小说,对话部分很多,我们选择不同的对话会收获不同的信息,每天的行动次数有限,所以要去调查的地方也会根据我们的顺序有一定的变化。游戏的剧情发展做了不少分支的,比如面对贿赂你可以选择拒绝也可以选择接受,之后再翻脸或者履行承诺都可以,这点确实有点跑团的风格在里面了。另一个重要玩法就是搜索,在一些场景里我们的鼠标在遇到关键物品时会变成放大镜的模样,这个时候点一下就会触发相关的对话或者新内容。如果东西还没调查完就离开,系统会贴心地给玩家提示,避免玩家遗漏重要道具;不过有些道具提前获取就会触发结束这段探索的剧情,不过因为游戏的自动存档是中是存在当前这一节剧情的开始,所以利用这个机制及时SL能找到最合适的选项对话。 游戏的风格很有克苏鲁的味道,特别是CG里面的插图配合文字介绍会变得非常形象。在推进剧情的过程中,发现每个被调查人员都有点神秘因素在身上,我们需要通过线索的不断拼接,一点点摸索到下一个相关人员,然后再进行调查,有点以前看侦探小说的感觉。这种抽丝剥茧的谜题展开方式,还是有着迷人的侦探味道。 另外游戏的黑白风格也凸显了这种上个世纪20年代的风格,插图很用心,每段剧情都有多个CG,其中角色立绘是最棒的,每个角色的长相都很有特点,这也是我玩这个游戏虽然名字经常记混,但是看到角色就会想起来他的全部特征。 总体来说,《崩坏之兆:饥荒》是一款质量非常不错的克系风格的AVG游戏,剧情分支和不同结局都做得很到位,CG数量也很丰富,文字描述很有克系风味。推荐喜欢克苏鲁元素和喜欢推理剧情的玩家游玩本作。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
音效非常有意思的克苏鲁风调查解密游戏! 前面基本是用赃车案做了个引入,结果男主撞到了不可名状之物吃人。 黑白的场景与充足的音效让人忍不住继续游玩下去(不过也确实有点刺激和吓人 最喜欢酒吧里的环境音,就好像真的在酒吧一样。 内部还有大量笑话,比如老米公民的笑话23333
我不好说,我的感觉是有些人物根本没有被设计出来的必要性
黑白线稿把1927年的布鲁克林塑造的很冷酷,街道、旧屋、报纸档案和失踪案像一页页发潮的调查笔记。游戏以真实的威廉·加夫尼失踪案为底,再把动机推向洛夫克拉夫特式的梦境与异界,这个转向很聪明:既保留了现实犯罪的阴影,又避免只靠猎奇细节制造刺激。作为记者走进现场时,文字、插画和环境音会一起发力,很多段落不是吓人,而是氛围性的塑造恐怖。 玩法本质上是交互式游戏书,但并不只是翻页。城市地图会逼玩家取舍,场景调查要求盯住画面里的文件、痕迹和异常物,对话则在共情、施压、欺骗之间摇摆。比较好的一点是选择并非摆设,漏掉线索、走错路线、问话失败,都会让后面的道路收窄。二周目还能看到曾经选过的内容提示,多结局也给了重开的理由,那只偶尔带来慰藉的小黑猫,也让阴冷旅程多了一点呼吸。喜欢跑团、视觉小说和悬疑调查的人,很容易被这种“自己把案件摸出来”的节奏抓住。 美术和声音是本作最稳定的支柱。超过九百张黑白原创插画带着粗粝的漫画感,配合门响、脚步、低沉环境声,能把大量文本托起来。官方中文质量也很关键,毕竟这类作品只要翻译发涩,沉浸感就会立刻断掉。 缺点主要来自结构和便利性。流程不算特别短,却缺少舒服的手动存读档,想追五个结局会有点累;游戏仍有分辨率、全屏切出闪退、成就不跳之类问题。再加上文本量大、节奏慢热、克系题材挑人,本作并不适合想要强操作反馈的玩家。可只要频道对上,《崩坏之兆:饥荒》确实是一部价格不高、气质浓、完成度相当体面的黑白恐怖调查笔记。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
I really wanted to love this game, i loved the writiing and the ambience, but the gameplay is quite frustrating, lots of bugs laying around and some of the instructions are very vauge. Also, there is only one auto save, you can't just load from some point to explore what would happenned other wise, also, you can't skip the dialogue you've seen in last round, it's just quite time consuming to see the full picutre and I gave up. I stuck in the dreamland trying to sommon Daisy -- i passed this puzzle twice before, but with the exact same steps, I wasn't able to solve the puzzle this time. Extrmely annoying.
本作剧情非常不错,从调查食尸鬼凶杀案的侦探体验到认知古神、对抗黑暗的梦幻之旅,完成主角的自我成长。属于微恐的克苏鲁文字冒险。 文字冒险游戏有多个隐藏支线和结局却没有读档功能。一周目,我很遗憾,没有为已逝之人达成正义,没有救下黑暗边缘的受难之人。两个队友也都是坏结局。 解谜环节因为不能读档,不小心点到放弃就没机会重试。 结局的魔法仪式大多数人都失败了,仪式成功成就完成率只有不到百分之一,大部分人一周目都是坏结局。 还有个隐藏的腐化值也因为不能读档很难受。我猜有纯洁结局但是已经染上了没法读档索性打了满腐化成就。 游戏是好游戏,一代的味都在。一代的不能读档也继承了,有兴趣再尝试其他结局,一个周目还是比较长,对话跳过速度很慢。
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