
The Horror at Highrook is an occult card crafting narrative RPG. Explore a haunted mansion with your team of investigators, summon dark entities, craft powerful protections, uncover the fate of the missing family, and choose your own path through the darkness.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 2 → 0.29/day in the week after.
Reviews, worldwide (the counter carries no country): 4.13/day in the week to Jul 20 → 0.33/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Guide a team of occult investigators to investigate the disappearance of a noble family. Keep your team well equipped and safe from hunger, injury, madness and disease. Each member of this motley crew offers their own unique skills to aid with your quest. But they also harbour their own secret ambitions...
Combine characters, items and locations to craft tools, potions and occult rites. Master a deep, nonlinear crafting system as you progress through the story. Explore eight chapters of cosmic horror. Each one presenting new challenges, events and characters.. all woven into this tragic twisted tale.
Track the lost family with your team. Complete challenges to access new areas, items and characters. Build an arsenal of relics and rites to summon and banish ancient horrors. Withstand earthquakes, abhorrent incursions and face your innermost fears.

If your desire for hidden knowledge runs deep you can collect and peruse an extensive library of notes and letters. Revealing the dark history of Highrook, a gothic world inspired by HP Lovecraft, Edgar Allan Poe and Bram Stoker.
The Horror at Highrook is an unusual game with some unique mechanics. There is a wealth of story, character and challenge hidden in the halls. There is a lot of text in the game and no voice acting (I couldn't afford it!) and that might put some people off, I understand. However, If you enjoy evocative writing, unpacking mysteries, and are wiling to experiment with a different type of game, then I think you will enjoy the journey! Check out the fully narrated gameplay trailer above to see how the game systems look in action.
Engagement
Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As a fan of Cultist Simulator and all things Lovecraftian I really wanted to like this game, but overall, my experience was fairly disappointing. This is essentially a walking simulator in a card form: short, overpriced, and entirely without any replay value. The good: + The visuals - art, music, sound effects, character designs - are all very nice. + The story, although short, is interesting to follow; the writing is good. + The idea behind the game is solid. The not so good: - This is a one-and-done kind of a game, you probably will not play it more than once. - The survival mechanics feel like an afterthought, offering no particular challenge. - The game loop is highly [strike]dumbed down[/strike] simplified compared to the Cultist Simulator. While not necessarily a bad thing, I would've appreciated at least some level of detective work. Instead, the game holds your hand the entire time, telling you exactly where you need to go and what you need to do, which doesn't fit the mystery of the story at all. Instead of trudging through the unknown and being rewarded for your discoveries, you're invited to point and click for about 7 hours. - Even in such a short game chapters manage to get repetitive: you do a thing, a blocker appears, now remove the blocker to advance to the next chapter. Again, this clashes with the theme and reduces immersion. - All of the above would've been more acceptable at a lower price point, but since the game is never discounted below 30%, I simply don't feel that it offers enough value.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 63 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The atmosphere of this game is very nice, but for 19.99 it feels overpriced. The game also has no replayability, because if you told me that I had to play it another 7 hours, I'd take it as a threat. The gameplay loop isn't particularly challenging, nor did it ever make me feel clever, and you've never in danger of dying unless you want to be. I also went into this game expecting something closer to inscryption (not sure why, that's on me) which I did not get. Just a perfectly fine indie game, I guess. I'd recommend it at the price point of $9.99.
A nice little Lovecraftian homage to the Lovecraft-adjacent Cultist Simulator. The game is easier (and therefore shorter) than the latter, but I would definitely recommend checking it out first to get a feel for the mechanics. The only complaint I have is that the demo save doesn't carry over to the full game, so I had to repeat the first chapter, which took about an hour. I overall spent about 20 hours in this game, completing all of the sidequests. Not a bad way to spend a couple of days.
I can faintly recommend the game. The story is very good and the puzzles were simple to a fault. However, when you get the I THINK I SHOULD FOCUS ON SOMETHING ELSE for the umpteenth time, the shine starts to wear off. Also, this game is, at best, played to completion twice if you want to unlock all the achievements. After that, don't bother with it. The game is completely scripted and linear, with no deviation to the game itself. I'm currently speedrunning the game just to get the last two achievements, and then I'm calling it quits.
Two hours in, completed chapter 1, but I'm feeling like I'm not making many choices. The gameplay is superficially like Cultist Simulator or Book of Hours, but where those games offer plenty of choices about what to do, this is entirely scripted and linear. Effectively its cow-clicker, and the only question is how efficiently you can click the cow to zip through the titbits of plot it drops. As for the story itself, spooky Lovecraftian whatever; I've seen that before. Not recommended
A really wonderful eldritch-horror card game. Control a team of investigators, who have gone to Highrook to figure out what led to the disappearance of the family living there. Manage your resources and move your cards around the board, in a mansion board that reminded me of Betrayal at the House on the Hill. It's a mix of a logic puzzle game, card/deck builder, and mystery-horror, as you unravel what's happened and make decisions. I'd recommend going in without too many spoilers for the gameplay. It does a very nice job of giving a general overview and tutorial, without overstaying its welcome, either. It lets you get stuck into the gameplay, which felt intensive and engaging. It was like working with a puzzle box, figuring out where things needed to fit and how to get them into position for the state I needed. I enjoyed this game very much, and enjoyed the story that was told with it. I think they did a great job developing the characters, and making them each have their own rich inner-monologues and beliefs, that sometimes came into conflict. Honestly, I'm really glad I took a chance on a game that I knew would be a bit different than my norm, because I thought this was fantastic. Definitely recommend!
This is a game which commits no major sins, but just doesn't have enough going for it to warrant a recommendation. While its inspirations, such as Cultist Simulator and Stacklands, could be pretty challenging despite their apparent simplicity, this one quickly becomes tedious, and decisions are so close to autopilot that I didn't feel compelled to finish it. I'm a bit surprised to see that even some of the negative reviews praise the writing, as I found it decidedly tiresome - and as a good story is one of the pillars of this sort of game, that's a big problem. I can at least say that the sound and visual aspects of the game do their jobs pretty well. I believe one of the introductory popups pitched the experience as a "board game" - to me, that's an exciting proposition. But fellow board gamers will understand me when I say that this is more [i]Monopoly[/i] than [i]Agricola[/i].
Lost hours of gameplay: I reached Chapter 6 with watchers, but the next day I was back at Chapter 2. Sometimes you get stuck because there are almost no hints about what to do next, so you have to try things randomly or look through all your cards in case you missed anything. The game is very linear, so this is not fun, because you have to do correct action anyway to progress. Game also has a lot of repetitive tasks (I played with normal character needs). The results are always the same, and there is very little freedom or variety. (You always get Raw Meat, cook it into a Basic Meal, and repeat. You use Moonshine for sanity and Medicine made from flower to heal. And all this on repeat) There could be much more variety in game. For example, for needs: sometimes you could find a large piece of meat and cook a good meal that restores a lot of hunger. Other times you could find a strange piece of meat that restores hunger but lowers sanity. Or have medicine that greatly improves sanity but reduces health. These are just examples, but I think it could create more interesting choices. From what I've seen so far, I don't really understand the purpose of the needs system other than making the game take longer. It could be used for more interesting mechanics, like finding special items while insane, recovering less stamina because of nightmares, and so on. Some cards can be kept in copies (like Cooked Meat and Alcohol), while others cannot. It would be nice to have some indication of this in the game, maybe directly on the card. The card management could also be improved. Right now, it's basically one big pile that you have to scroll through if you don't leave a card on the table. A very nice addition would be a loot pool on action card. At first, everything could be shown as question marks, and each item would be revealed the first time you find it. This would help with resource management ( everything is always the same, you end up memorizing it anyway or using a guide). It could also serve as a hint when you're stuck: seeing that there are still undiscovered items would tell you that there is something else you can do there, instead of wasting time assigning characters to actions that don't lead anywhere. Characters are also not equally useful. Doctor and Scholar sometimes had nothing to do, while other two were always busy. Cat is very annoying. Overall, despite the issues mentioned above, I think the game is good. If you lower the character needs (or keep them normal if you enjoy that kind of gameplay), there is a lot to enjoy. Story is good and very engaging. I even felt sad about child and the situation they all ended up in. Characters are well-written too. You can really feel the tension between them and understand their motivations. They are also diverse and interesting. The gameplay with the rooms is also interesting and enjoyable. However, I don't want to replay the hours I lost right now. Maybe I'll try again later with lower character needs.
It plays more like a Visual Novel than Cultist Simulator did, but I think that's a fine change to make for a more narratively focused game like this. This is a great framework for more games of this kind to be built off of. I'm excited to see what the next game in this series looks like.
A good game. However, characters are struggling with vocalizing some very modern takes (and mind you, I am well aware of women's suffrage and more advanced petitions of real history, but you already have women in power in the game world from the start, so the whole situation with a genius wife looks more like a specific domestic issue; a lone genius trope is too overused) and kinda cliche. Dialogs are bad, story is nothing to take home. But visuals, character design, effects and art are gorgeous. Eldritch forces are not very eldritch. It was hard to justify risking lifes of 3 renowned explorer (who cares about some scumbug Hawk) to save a terminally ill child. Such humanistic ideas do not pair well with the whole world around. Gameplay is a toned down in the terms of grind (thanks gods!!!) Cultist simulator. P.S. Leave the boy out there, he's sick and useless, save adults.
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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