
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
Captivating VN from the start.
I adore this game. My first playthrough had me on the edge of my seat. It's quite a scary and disturbing game, but the kind of thing you just can't look away from lol! It's ridiculously creative and well-written, and the illustrations are beautiful albeit terrifying at times. I'm on my second playthrough now and the story is totally different so far since I've been making different choices. I'm thrilled by this! Can't wait to see how things go this time around!
前期文案故事节奏等都还不错。
Media

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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
没有手动存档
和前作一脉相承的克系风味,在表现形式上想较前作有所进步,但是在篇幅上和前作一样让人感觉有点短,算是有点遗憾。
中文翻译太差了。bug好多。钟楼部分切英文才过了,用中文就一老提示“错了,重新来”;我还以为是我问题,不知道怎么摆收集的东西,把妹妹害死了,突然醒悟过来肯定也是翻译没翻出来物品位置,怒而过来给差评。剧情还行,经常“这也能活”和“这都不死”,游戏最好的部分是音效,没玩过前作,就这样把
More please. This is such a great game and its so well made, that we need more adventure games like this. It's a great blend of choose your own adventure books, visual novels and point and click adventure games. Can't wait to see what comes next from the devs.
不能已读文本快进是阻碍我反复尝试不同结局的最大阻碍!!!!本来文本点击就慢,怎么想的呢不加入快进功能?哪怕是为了沉浸感,你做了多结局那就说明鼓励玩家进行多周目尝试吧,那你通完一个结局后加入一个快进功能不行吗???
Positive
So far this feels like a well made adventure game. So will give a positive for now will see how the rest of the game goes.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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