
Powered by Unreal Engine 5, The Sinking City Remastered brings the eerie, atmospheric world of Oakmont back to life with enhanced gameplay and fully relit environments, perfect for both newcomers and returning players.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best BR #84, worst PL #86 · 2 markets collected
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): 3.86/day in the week to Sep 3 → 6.29/day in the week after.
About
Experience the Lovecraftian horror of The Sinking City in a whole new light. This Unreal Engine 5 remaster brings the game's eerie atmosphere to life with stunning visuals and enhanced features. Dive into Oakmont's mysteries and unravel the city's descent into madness.
Remaster Highlights:
Lumen Global Illumination and ray tracing
4K textures and extra environmental details
FSR, DLSS, and Frame Generation support
HDR, photo mode
Improvements to controls, combat, game balance, crowds, and tutorials
Game Description:
The Sinking City is an adventure and investigation game set in an open world inspired by the universe of H.P. Lovecraft, the master of Horror. The half-submerged city of Oakmont is gripped by supernatural forces. You're a private investigator, and you have to uncover the truth of what has possessed the city… and the minds of its inhabitants.
Game Pillars:
An oppressive atmosphere and story inspired by the universe of H.P. Lovecraft.
A vast open world that can be explored on foot, by boat, in a diving suit…
High replay value thanks to an open investigation system: each case can be solved in a number of ways, with different possible endings depending on your actions.
An arsenal of weapons from the 1920s with which to take on nightmarish creatures.
Manage your mental health to untangle the truth behind the madness.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 5.7Kreviews | 75% | — | $4.3M |
| $49.99 | 3.2Kratings | 82% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1000 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hatte es versucht mit dem Spiel, aber mußte alsbald feststellen, daß es nicht mal Questmarker oder Wegpunkte gibt. Für mich daher unspielbar. Die grundlegenden Funktionen sollte ein Spiel mit der Größe (vor allem Open World Spiele) schon haben. Das ist für mich kein "an die Hand nehmen", sondern dient der Orientierung und dem Fortschreiten in der Story. Ohne dies war ein Weiterkommen für mich nicht möglich. Ich habe gelesen, daß sie das im zweiten Teil überarbeitet haben.
Bought this on a big sale, still wasn't worth it. The core gameplay loop can seem interesting at first, but the novelty of every aspect wears off very quickly - the LA Noire clue-snooping, mentally recreating crime scenes, the resource management, the navigation and exploration, they all start "neat" and end up mind-numbingly tedious. I don't include the combat in this list because it isn't interesting or fun at any point from beginning to end, which is unfortunate considering how common it is. The lovecraft themes are a collection of surface-level "hey, remember X story?"s hodgepodged together bluntly for you to point and cheer at, just window dressing for a bad lovecraft+LA Noire mashup. The one point I will give the game is in some of the choices it provides - there were several parts where I really wanted to play out a specific, slightly-convoluted solution to a quest, and was pleasantly surprised when such a thing was acknowledged and allowed. Sadly, a very small percentage of quests had any opportunity for such a thing, most were "go here, kill something, look at a dead body", rinse and repeat - bearing in mind that "go here" is 5 or 6 minutes of mindless Shift+W holding with nothing to fill the time or catch your interest. Exploration is pointless, because enemies will respawn when you return, and you'll probably need to go back later to whatever place you're exploring for a quest you can't complete at the moment, so you're wasting your time. Alright, now that I've sunk 18 hours of my life into this game, I can go and watch a different review.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 17: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 76.75/day in the week to Jul 15 → 3.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain, Japanese, Polish, Arabic, Simplified Chinese, Traditional Chinese, Korean, Portuguese - Brazil +4 more
| $49.99 |
| 492ratings |
| 90% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As of August 2026, unable to play because of bugs.
Are you someone: - who likes cosmic horror/Cthulhu settings - has the patience to deal with a lot of padding, with this feeling increasing the longer you play the game - very clunky feeling combat, but not in a constructive (for the genre), deliberate way If you check all the boxes, then I can recommend getting this at discount (certainly at the current 75%) and playing through the main story. This can be a fun detective game with some fun mechanics. There are a few side quests that are fun as well, but with the way fast travel doesn't work and everything seems to have been stretched, completionists will have a hard time, I presume. I'm interested in playing a second game, but hope they make that one smaller but less padded out. And please rebalance combat and sanity mechanics.
[h1][b]《沉沒之都》作品內外就跟劇中人物一樣多災多難[/b][/h1] [h2][b]前言:[/b][/h2] [b]《沉沒之都》是一款挺坎坷的作品,2019年推出後,除了遊戲本身表現不佳外,開發商與發行商還爆發版權糾紛、相互指責,甚至開發商Frogwares還一度呼籲不要購買自己的遊戲來避免發行商Nacon獲利,直到2024年爭議告一段落,開發商拿回發行權,並於今年5月發佈了商店這個「Remastered」,不過很可惜的是僅加強了畫面表現,當年2019年就存在的問題依舊,整體故事與氣氛表現還不錯,但遊戲性有著明顯的問題與缺陷,如果是「克蘇魯」迷,那會推薦試試看,如果對克蘇魯無愛就不建議入手了。[/b] https://steamcommunity.com/sharedfiles/filedetails/?id=3555762027 [hr][/hr] [h1][b]遊戲特色&問題:[/b][/h1] [h2][b]充分展現出「洛夫克拉夫特式」風格的故事[/b][/h2] [h3][b][i][u]克蘇魯、白猴、印斯茅斯[/u][/i][/b][/h3] 遊戲中我們扮演一位前海軍,現為私家偵探的里德,他在數個月前開始出現各種關於深海的恐怖幻覺,而且越來越嚴重,他展開調查和他有相同幻覺現象的現象與其來源,為此他來到海港都市「奧克蒙特」,這座在六個月前因為大洪水而與外界幾乎隔絕的都市,市民發生了各種幻覺現象,同時還有人目擊神秘、大大小小的「海怪」出沒在城市中,他將在這裡挖掘關於幻覺的真相… 本作的美術經過「Remastered」強化不少,還加入了光追效果,但是遊戲的優化不能說太好且美術的精緻還是有限,遊戲真正優秀的地方在於氣氛跟場景的營造,海港那種經過大洪水之後的髒亂,路面變成威尼斯般的小河道,河道上漂浮各種垃圾與家具,陰暗角落堆積的腐敗魚與章魚的屍體,會給人強烈的灰暗、陰冷與強硬感受。 而故事方面涉及了洛夫克拉夫特的多本小說,像是劇情一開始會支助主角的富豪,有著一張人猿臉並以此血統自豪,這與《白猿》這本小說有關,而富豪超討厭的「印斯茅斯人」基本就是《印斯茅斯疑雲》中人類與深潛者的混種之後有著明顯魚臉特徵的人類,同時主要劇情亦是以這些信奉舊日支配者的「印斯茅斯人」和民眾與不同派系信徒之間發生的鬥爭,主角也在調查過程捲入其中,其中不乏有來自於「克蘇魯」與「黃衣之王」的相關設計,如果是「克蘇魯神話」粉絲,肯定會很進入狀況。 https://steamcommunity.com/sharedfiles/filedetails/?id=3555761978 [h2][b]題材與偵探玩法很搭,但問題實在太多[/b][/h2] [h3][b][i][u]射擊手感差、動作表現陽春、中文翻譯不佳[/u][/i][/b][/h3] 遊戲雖然有不錯的題材與劇情設計,但就像一部空有超跑引擎的老爺車,在老舊框架與破輪台之下會跑不快,遊戲的敘事手法與演出方式完全沒辦襯托本作的故事,首先是人物表情很不生動,角色幾乎都是一號表情,配音也沒有足夠的情感來詮釋角色的情緒,而人物動作也非常陽春,打個比方,有一個任務NPC躲避海怪蹲在車頂,玩家解決海怪後NPC要下來車輛交談,居然不是直接演出下車的動作,而是透過載入畫面,畫面一黑,NPC就站在主角面前道謝了… 而中文玩家還會遇到翻譯不佳問題,繁體中文會混雜種簡體且不是一兩句的漏翻,是大面積的現象,還會有一個名詞同時有「音譯」與「意譯」的現象,這原本頂多是感受上的小問題,但偏偏本作任務不會給玩家目標指引,需要玩家透過證據上的描述來核對地圖的街道路名找到位置,這時翻譯不一致導致的困擾就會浮現,舉例來說遊戲中一條街道原文為「Wind Half」,遊戲內在證據中叫「文德哈弗大街」,而在地圖上叫「半風街」,導致玩家要找地點可能要翻半天才會發現哪一條街道才是要找的目標。 如果說演出跟敘事不能撐起劇情題材,那本作的戰鬥玩法則無法撐起整個遊玩體驗,劇情由章節與多個案件所組成,在案件中我們會需要前往案發現場採集證據,同常這意味著數場的遭遇戰,而收集完證據後就能進行推理與進行類似「通靈」的演出犯案過程,這個模式很像是開發商的《福爾摩斯系列》,但整個遊戲過程會一直重複這個流程,玩家會有很多時間在移動到目標的過程,而偏偏遊戲的戰鬥體驗很差,人物動作死板、射擊無手感,敵人種類更是不到10種,導致遊戲會很快的從新鮮有趣變成乏味無趣。 除了上面比較明顯的問題外,另一個會明確影響體驗的是遊戲內「掉SAN值」的表現方式,角色有生命與精神兩條數值,如果有一條歸零就會結束遊戲,遊戲中目睹怪物、慘死的人、不可名狀的聲音與影像,角色的精神值就會下降,精神值太低會導致角色發瘋與自殺,我們需要遠離會掉SAN的東西與服用藥物來恢復精神,這本來是一個有趣的設計,但是!遊戲表現精神衰弱的方式是把整個畫面做鏡面扭曲,搞的一款第三稱人遊戲都會給人「3D暈」,直接把一個優點做成缺點了… https://steamcommunity.com/sharedfiles/filedetails/?id=3555762000 [hr][/hr] [h1][b]優缺點整理:[/b][/h1] [h3]✔️優點[/h3] [olist] [*]良好的畫面與氣氛表現,讓人置身於潮濕、髒亂的洪災後城市 [*]題材應用了多個「洛夫克拉夫特」的故事元素 [*]劇情寫的不錯,感受人類在「不可描述」之物、古神前的卑微 [/olist] [h3]❌缺點[/h3] [olist] [*]掉SAN的方式是扭曲整個畫面,會3D暈的可能會吐死 [*]人物表情、動作表現很陽春,甚至很多地方用載入方式替代演出 [*]戰鬥方面射擊手感差,怪物種類稀少,形式重複 [*]中文翻譯糟糕,繁簡體混雜,同個名詞會有兩種翻譯(音譯與意譯) [/olist] [h1][b]結論:沒有「克蘇魯神話」加持,可能會玩不下去,6.5/10。[/b][/h1] 以往「洛夫克拉夫特式」遊戲會採用「不可名狀」的風格來表現遊戲內的敵人與怪物,用比較隱諱跟暗示的手法去表現遊戲內角色遇到的怪異事項,而本作《沉沒之都》則是用各種明確的恐怖生物、可怕儀式與駭人聽聞的故事記載來表現出這類不可表達、無形強大的存在是如何控制祂們的信徒,祂們的信徒又是如何瘋狂的沉淪其中,這讓遊戲成為眾多克蘇魯作品中更容易讓人融入其中的一款,如果不是因為遊戲本身實在有太多問題,肯定能獲得更好的評價,近期二代上架商店,現在是體驗一代的好時間,如果對這類題材故事有興趣,不妨考慮看看吧。 [quote] 歡迎參觀[url=https://store.steampowered.com/curator/31470152/] 遊戲私房菜[/url] 或是[url=https://www.facebook.com/PrivateKitchenGames] 我的FB粉專 [/url] 喜歡這篇評論,在請按讚跟關注啦~ [/quote]
Ich bin überhaupt erst auf The Sinking City gekommen, nachdem ich den zweiten Teil gesehen hatte. Das Konzept von "Lovecraft/Cthulhu trifft Resident Evil" fand ich ehrlich gesagt ziemlich geil. Also dachte ich mir: Spielste halt erstmal den ersten Teil und checkst die Story, bevor du dich an den zweiten machst. Tja. Statt einem Survival-Horror-Lovecraft-Resident-Evil bekomme ich erstmal ein Horror-Sherlock-Holmes-Spiel. Damit hatte ich absolut nicht gerechnet. War jetzt aber auch nicht grundsätzlich schlimm. Der erste Fall am Hafen war sogar ganz cool, auch wenn ich das Gefühl hatte, dass man mich direkt ohne große Erklärung ins kalte Wasser wirft. Also Fall gelöst, dabei mit dieser mehr als fragwürdigen Controller-Steuerung gekämpft und mir schon gedacht: „Alter, das ist aber verdammt viel Gelaber und Lesen.“ Ich war dann tatsächlich ganz froh, als ich dachte, ich hätte jetzt das Tutorial hinter mir und werde endlich auf die eigentliche Spielwelt losgelassen. Die Ernüchterung kam ziemlich schnell. Die nächsten drei Stunden bestanden gefühlt aus Textlogs, Notizen, Gesprächen, Lesen und durch die Gegend laufen. Und ja, ich hab's trotzdem weiter versucht. Ich wollte der Detektivarbeit eine Chance geben und schauen, ob das Ganze noch Fahrt aufnimmt. Tut es für mich aber leider nicht. Die weiteren Fälle laufen größtenteils nach dem gleichen Prinzip ab. Hinweise suchen, Texte lesen, irgendwo hinlaufen, mit jemandem reden, noch mehr Texte lesen, irgendwelche Schlussfolgerungen ziehen. Das Ganze wiederholt sich einfach immer und immer wieder. Irgendwann war ich einfach raus. Es war mir zu monoton, zu repetitiv und vor allem zu wenig roter Faden. Ich habe in anderen Rezensionen gelesen, dass die Story von The Sinking City richtig gut sein soll. Kann ja sein. Mein Problem ist nur: Ich habe die Story nicht wirklich erlebt, ich habe sie hauptsächlich gelesen. Und dafür spiele ich kein Videospiel. Wenn ich mich durch gefühlt endlose Textmengen arbeiten will, kann ich auch ein Buch lesen. Und es ist wirklich absurd viel Text für ein Spiel, das sich zumindest für mich ursprünglich wie ein Horror-Spiel angekündigt hat. Apropos Horror: Wo ist eigentlich der Horror? Für ein Horrorspiel fand ich das Ganze erstaunlich wenig gruselig. Klar, es gibt irgendwelche Monster, verrückte Leute und Lovecraft-Gedöns. Aber wirkliche Horroratmosphäre oder dieses Gefühl von „Scheiße, ich will hier eigentlich nicht weiter“ hatte ich so gut wie nie. Stattdessen bin ich größtenteils durch die Gegend gelatscht und habe Dokumente gelesen. Dazu kommen dann noch einige technische Probleme. Ich bin während meiner gerade mal ungefähr vier Stunden Spielzeit mehrfach irgendwo festgebuggt. Teilweise blieb mein Charakter einfach mit den Füßen an irgendeiner Ecke hängen und war anschließend nicht mehr zu bewegen. Ein Neustart war dann angesagt. Auch die Gegner in den befallenen Gebieten fand ich ziemlich daneben. Sobald man sich nur ein kleines Stück entfernt hatte, sind die Gegner teilweise direkt wieder gespawnt. Das Loot war ebenfalls wieder da. Damit hatte ich dann irgendwann auch überhaupt keinen Bock mehr, diese Gebiete ordentlich zu durchsuchen oder zu „clearen“. Wozu auch? Wenn alles zehn Meter weiter wieder respawnt, fühlt sich das Ganze einfach nur künstlich in die Länge gezogen an. Die NPCs machen die Welt auch nicht gerade lebendiger. Abseits von Story- und Nebenquest-NPCs laufen da hauptsächlich irgendwelche bedeutungslosen Statisten herum. Die Welt wirkt dadurch ziemlich leer und künstlich. Und was mich ebenfalls genervt hat: Es fehlt mir einfach ein bisschen Führung. Ich brauche keinen Questmarker, der mir jeden einzelnen Schritt vorkaut. Aber gerade in einem Detektivspiel wäre es doch nicht zu viel verlangt, wenn der Protagonist selbst mal irgendeinen Gedanken äußert. Sowas wie: „Ich sollte als Nächstes dort nachsehen.“ Oder: „Vielleicht sollte ich mit dieser Person sprechen.“ Irgendwas, das mir vermittelt, dass mein Charakter tatsächlich einen Plan hat. So wie es hier umgesetzt ist, läuft einfach ein relativ stummer Typ durch die Gegend und ich darf raten, was ich jetzt eigentlich machen soll. Und dann gibt es noch den Combat. Whacky und clumsy trifft es eigentlich ganz gut. Die Kämpfe fühlen sich einfach nicht gut an. Irgendwie hakelig, unpräzise und insgesamt ziemlich unbeholfen. Viel mehr gibt es dazu eigentlich auch nicht zu sagen. Generell hatte ich während meiner gesamten Spielzeit immer wieder das Gefühl, dass das Spiel noch nicht wirklich fertig ist. Und das ist eigentlich schade, weil das Grundkonzept wirklich interessant ist. Lovecraft, eine verseuchte Stadt, Detektivarbeit, Monster und Wahnsinn – daraus hätte man meiner Meinung nach richtig viel machen können. Bei mir ist davon aber leider nicht viel hängen geblieben. Ich bin mit der Erwartung eines Lovecraft-Survival-Horrors reingegangen und habe stattdessen einen extrem textlastigen Detektiv-Walking-Simulator bekommen, der sich zusätzlich noch ziemlich unfertig anfühlt. Vielleicht wird die Story später wirklich großartig. Vielleicht sind die späteren Fälle deutlich besser. Kann alles sein. Aber ganz ehrlich: Ich werde den ersten Teil nicht fertig spielen. Dafür hat mir das Spiel schon in der kurzen Zeit einfach zu viel Motivation genommen. Und zwar so sehr, dass ich beim Spielen irgendwann tatsächlich müde geworden bin. Wenn ein Spiel, auf das ich eigentlich Bock hatte, bei mir eher das Bedürfnis auslöst, mich hinzulegen, ist für mich einfach der Punkt erreicht, an dem ich aufhöre. Den zweiten Teil werde ich mir vielleicht irgendwann trotzdem noch geben – allerdings nur in einer ganz bestimmten Kombination: 10 Minuten YouTube-Zusammenfassung von Teil 1 + The Sinking City 2 im Sale für ca. 10 €. Dann kann ich mir zumindest den Teil der Story sparen, für den ich mich hier durch dieses Spiel quälen müsste, und schauen, ob der zweite Teil tatsächlich eher das ist, was ich mir ursprünglich unter Lovecraft trifft Resident Evil vorgestellt habe. Für mich ist der erste Teil jedenfalls eine ziemliche Enttäuschung. Nicht mein Genre, deutlich zu viel Lesen, zu wenig Horror, repetitives Gameplay, clumsy Combat, technische Macken und insgesamt einfach eine ziemlich unfertige Angelegenheit. Schade um das eigentlich ziemlich geile Setting.
Firstly, I played the remastered version and have not experienced any of the stuttering or FPS drops I've read about from others. Maybe my rig is just that herculean example of a NASA envied standard, but I don't think that's the case. Bottom line first, I've had fun thus far. The setting and story is interesting and I genuinely want to know more about the world and the Lovecraftian themes. The music isn't anything I'd carry over by burning a CD and blasting it in my car to impress a date, but it's atmospheric enough for the game. Could I see it played as ambient noise for a TTRPG? Sure. Graphics? Yeah, they're there and they do the trick overall. I'm not a stickler for graphics considering some of the greatest games I've ever played have been 16 bit. This isn't teasing Unreal 6 and the protagonist's stubble looks like he fell into a crate of sharpened #2 pencils decided to keep all the lead cores embedded. Seriously, his stubble is just bad and it sticks out because the subtle scarring on his face actually looks pretty good. Also, there's so much crap strewn around the messy and clumsy environment that I often don't know if the clump on the ground is entrails and viscera, seaweed, grime, sludge, or just an overabundance of pixels from a kid who found quick color change options and the spraypaint tool on MS Paint. Makes things a little more difficult to find lootables, but that's kind of a good thing that I'll explain later. This may seem like a lot of graphical issues, but from afar, it's really all fine; just the first things I recalled after setting the controller down for a few hours. Ok, the lootable items: they're spaced out in the world map pretty heavily. It's not a bad thing. It makes the world feel more realistic, even when you have ape and fish-faced people wandering around. It'd be too easy and boring if every trash can had something of value. Leaves the question of how do you know which ones are worth snooping into, but it's not a bad thing to have the majority of the world not freely give out items to fill your backpack up with. Speaking of the world and the map, it's big and it's a mystery. You get a map with several neighborhoods and a couple key points of interest, but then the fun shows itself, and I don't mean that disingenuously: dead ends and mission locations that you have to manually input. I'm not kidding, the fact that I plan out a route, only to be thwarted by an unknown roadblock means I have to amend my map like a real stranger to the town and PI would. I place markers on the map to indicate that there's an impassable barrier or a point of interest or dangerous aura. It makes the world feel more alive and it's great. The PI deductions are ok, you can take any triangle peg clue and slam it into any shaped clue hole until a deduction comes about with no penalty, but I was impressed more by the fact that there's an archive for both the newspaper and the police reports that you have to select key details to narrow down your searches for additional information. This both pads game time (boo) and adds to realism as a PI would have to do the same (yay). It's a bit disappointing that there's no fluff text or reports through these moments and it plays more like an overly complicated combination lock based on the game Clue, but the immersion adds to the story, which as I previously stated, is the standout. The most laughable part of the game thus far for me is the combat. To give you a brief recap of my only combat experiences so far: -During the introductory quest, a vagina with arms and legs hisses and kicks a door between us before charging. I shoot, it falls, that's the ballgame. -A guy appears in an entry-less corner of the room I had been looking at moments before an opens fire. I take a few hits, aim, and one tap him to the dome. He folds backwards not unlike a cardboard cutout. It genuinely felt hollow, like there was no force behind my mighty handcannon and that was kind of a disappointment. Bullets are both a form of currency and survival, yet I am unable to loot or commandeer the revolver or the bullets he very distinctly possessed (<-- Get it?). -Fast forward a bit later and I find myself looking for a book or something in a rundown apartment. I've been playing video games long enough to know this is a combat room, though no one is here. I tread the perimeter walls and loot some items, no combatants. Confused, I've made my way around the entire ground floor and haven't found anything to bludgeon or bang at. I touch a floorboard I'm sure I had initially caressed during my entry and screeches and growls orchestrate from all around me. Awesome. I scan the area and find a combination of 3 of the aforementioned limbed vaginas and at least 2 tall and squishy mounds of expired taffy with long necks. Shovel in hand, I pound the triplets and start whacking away at the taffy necks who, in turn, begin vomiting perfect spheres in my direction. One down, I back up from the survivor, who falls back behind a wall with a swinging door, 2x4 studs, and early 1900's insulation and wallpaper. All these barriers are pertinent to note. My gladiatorial debut has been rough and I admittedly got my ass kicked a bit having not used the melee mechanic at all thus far. "No biggie, I'll heal up", I plan in my head and begin switching to my med kit. Suddenly, I see a spherical snot glob flung from my taffy neck arch-nemesis materialize through the wall (THROUGH THE ****ING WALL) and bean me in the forehead. Embarrassed, I stiffen up like a cartoon character and flop face down on the floor with another disappointing lack of impact before respawning about 15 minutes worth of progress and traversal earlier. "Hmmm", I think before doing it again. Bottom line (again), I've had fun and none of the negative parts have been a dealbreaker. It's not polished to a mirror shine, but the story has character and, frankly, the jankiness of the combat makes the fights feel less like you're a honed killer with thousands of hours experience between COD and Battlefield. Your aim isn't pin point like a calm collected killer because it shouldn't be. You're fighting otherworldly horrors and that will distort your firearm's sight picture and smoothness of your aim. Intended for the game? Probably not, but it fits and I appreciate it. I'd probably wait for the game to go on sale (I did) but so far it's been a fun little getaway from the monotonous mainstream games and a trip into a Lovecraftian themed nightmare isn't something I've seen in many games. Give it a shot. I did and I don't regret it.
I just can't stick with this game, which is a shame because the story seems interesting. Frogware games just don't click with me. It's the gameplay that I don't like. The combat is boring to me and I had hoped it got better but it just didn't. Navigating the city is tedious. The investigation system, which I do think is a highlight of the game, didn't hold my interest after a bit. That's a personal matter on taste because I do see it being compelling for other players that like those types of mechanics. Side quests just feel meaningless to me. I kind of wonder if this game would have landed for me better if it was more linear. It updated graphics weren't the most optimized either. Had to do some tweaks and my GPU is better than the recommended specs. Some things the game does right is the atmosphere. It just feels right for this type of game. The story seems interesting too. They did a good job capturing the racism and bigotry inherent in Lovecraft's work and the timeframe the game takes place in. The process of investigating and researching is interesting for people that enjoy that type of stuff. You actually have to look through city records to get clues to progress and formulate your deductions. I enjoyed this at first but that's not a gameplay loop that keeps me interested personally.
Dedektiflik ve vaka çözme kısımları başta tatmin etse de, oyunun geneli mekanik bir hamallık. Atmosfer hatırına derin bir indirimde katlanılabilir ama seçim/sonuç ağırlığı, tutarlı bir lore ve çalışan bir sistem döngüsü bekleyenler uzak dursun. [b][url=https://store.steampowered.com/curator/32515007-s%25C9%2590%25D7%259Fn%25C9%259Fnsn%25CA%258E/][u]Kuratör Sayfamı takip etmeyi unutmayın [b]sɐןnɟnsnʎ[/b]...[/u][/url][/b] ːcozybethesdaː [b][url=https://store.steampowered.com/curator/44359868-pixgamist/][u]Don't forget to follow my Curator Page [b]pixgamist...[/b] [/u][/url][/b] ːsteinː [b][url=https://www.youtube.com/@yusufulas81/videos][u]Youtube Sayfamı takip etmeyi unutmayın...[/u][/url][/b] ːsummercat2023ː
I oddly became addicted to this game, and lately that's become a little hard with most games today.
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