
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
弥补了一个人不能跑团的遗憾
选地点时有恶性Bug,点击一个地点再取消,所有的互动功能全没了。很多翻译和记录下来的信息对不上,人名对不上,看得人一头雾水。从进到幻梦境之后立刻无聊了起来,本来以为是个有趣的推理解谜,突然就魔幻了起来。浪费时间
Good interactive fiction. Not great, but alright. The writing is ok. Occasionally it drops to a bit amateurish feeling, but generally it rhymes pretty well with Lovecraft's style. Most characters have their own distinctive "voice". The whole story is set very neatly into historical period and Lovecraftian mythos, while building on the mythos without just repeating it. Main character's surname is Pickman, IYKYK. Probably my biggest gripe with it — as far as I understand, there is no way to get killed or end the story prematurely some other way. Whatever you do, you'll get to the epilogue. On the other aspects, illustrations are at least as good as they seem by the store page. Sound design (both music and SFX) is not perfect, but surprisingly good for such a product.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
(ノ◕ヮ◕)ノ*:・゚✧ I had such a fun time reading this story and seeing how my choices played out. Let me tell you, my ending was interesting which makes me curious how different it could have been with some of the other options selected. https://youtu.be/4QT80Yd9b9o
No Sir, I didn't like it.
텍스트 베이스라 약간 걱정했는데 (아직까진)내용이 흥미롭고 효과음이 꽤 잘 들어가 있어서 몰입감이 상당하다. 고양이가 귀엽다..
游戏内容不错,如果能够有中途手动存档就更好了,或者加入跳过已阅读文本的功能,毕竟不是每个人都能从头开始再来一遍的
存档太不方便了,但游戏剧情画风都很不错。
游戏故事改编自美国历史上真实的儿童连环失踪案,前期叙事完全走写实罪案路线,玩家扮演主角作为报社记者,从假车牌案件不经意的发现中窥见了黑暗血腥的一幕,循着各种线索追查男孩比利的失踪案,走访街坊、盘问嫌疑人,在这个过程中信息量有点大,过多的人物和前后矛盾的描述,很容易让玩家的脑子有点昏,在这种精神状态下,也更加容易感受到那种莫名暗生的恐惧,不由产生怀疑,主角开局看到的那一幕是真的吗,还是因为长期压抑的精神状态产生的幻觉。随着调查推进,反常细节开始累积,无法解释的现场痕迹、行为怪异的当事人、反复出现的诡异符号。很遗憾,这个世界真的存在不可名状之物,最终将案件引向涉及外神、邪恶仪式的超自然阴谋。 为了承托整体氛围感,游戏全程采用黑白阴刻的美术风格,手绘插画以黑白线条为唯一载体,抛开内容不谈,就这种极致的光影对比就让玩家的大脑收到了克苏鲁的污染。除了小男孩的尸体带来了比较惊悚冲击,更多是用留白和阴郁构图烘托心理恐惧。单从游戏性来说,因为需要在黑白场景中寻找线索,纯黑白对找东西来说比较困难,虽然有鼠标变成放大镜提示,但很多挨在一起的互动,藏在犄角旮旯的阴影,不得不采用穷举遍历法把图片的每一个位置都点一遍。 这里就不得不转入游戏另一个特点,有限资源下的路线抉择。游戏没有强迫玩家找到每一处线索,首先一天可以互动的时间是有限的,游戏四章的内容短短浓缩到四天流程,中间会用纪事的形式跳过说明。每天玩家通过城市地图选择调查地点,行动次数有明确上限,无法走遍所有场景。在场景中完成主要目标后就可以下一步 ,哪怕不需要全部搜完也可以继续游戏,但错过的线索会无法开启对应的场景。减少了玩家一周目的游玩负担,会不会因为错过什么无法推进?只要一直点,剧情总会进行下去,不同的结局不能说是好是坏,尽力做到最好吧。比如最后的仪式,哪怕就只有一个名字,什么加强诅咒,加强联系的东西都没有,只能跳过这一步骤,仪式仍然可以成功发挥作用,阻挡食尸鬼的变身。 除了场景中搜索的物证,人证的口供也是案件推进重要的一环。为什么感觉很多人的证词拼凑不到一起,因为没有绝对的真实,人会根据感觉进行脑补。玩家可选择共情引导、强硬施压甚至编造谎言套取信息。逼问过急可能呈现反效果,给不出多少有价值的信息,投其所好旁敲侧击会有更多收获。 一周目体验不错,但想要尝试其他路线就比较困难了,因为游戏的存档是单点单线,在重大抉择前也没办法分出去。而且大量的信息冲击下,重玩的时候也不容易记得上次选的什么。游戏的成就结算还有一点误导性,比如救下两个孩子,在选择事件后就完成了,而不是故事发展到把孩子救出以后跳出来,会造成一定剧透。 气质鲜明的小众佳作,它用极具风格化的美术、扎实的博弈选择机制,完成了真实罪案与克苏鲁恐怖的出色结合,请享受文字选择带来的分支乐趣。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
感觉bug有点多 不过也算是不错的克苏鲁游戏 虽然打了个坏结局
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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