
Once you open this book, you are no longer just a reader. A "reading-style" fantasy adventure in the spirit of The NeverEnding Story — handcrafted over six years by a 30-year veteran from Vanillaware. 100% handmade, from the first page to the last.
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): 1/day in the week to Aug 24 → 1.43/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.
About
As you turn the pages, you'll make choices, face down enemies, and grow. You can charge in with a sword in hand, talk your way out of danger, or simply ignore it and keep walking.
Every choice you make and every roll of the dice changes the way the world responds to you.
Yoshio Nishimura, a 30-year veteran of the games industry from Vanillaware (Odin Sphere, Dragon's Crown, 13 Sentinels: Aegis Rim), spent six years in a remote Japanese mountain village crafting this game on his own.
Every single one of the 300+ illustrations was drawn by his own hand. No generative AI was used at any stage. This game has a soul that can only be found in something truly handmade.
Elden Ring, Baldur's Gate 3, Dungeon Meshi — Beneath the fantasy worlds we celebrate today lie the gamebooks and tabletop RPGs that first gave them form.
Veritas Tales returns to that moment — to the true weight and texture of swords, sorcery, and rolls of the dice. Savor once again what we first called fantasy, on pages that remember how it all began.
Yoshio Nishimura:
Founder of Digitalis Publishing. A 30-year veteran of the games industry. As Chief of Background Art, he contributed to the original Monster Hunter at Capcom, and to Odin Sphere, Dragon's Crown, and 13 Sentinels: Aegis Rim at Vanillaware. After leaving Vanillaware, he settled in a small mountain village in rural Japan. There, he tends his fields and crafts games.
Text volume: About 150K+ words of story and text
Estimated playtime: 20+ hours
Replayability: Branching second playthroughs with new outcomes
Playstyle: Combat, negotiation, or evasion — all routes are viable
Music: Hitoshi Sakimoto / Basiscape (Final Fantasy Tactics, Vagrant Story, 13 Sentinels: Aegis Rim)
Inspirations: GrailQuest, Sorcery!, Fighting Fantasy
Engagement
Reviews
Themes across 155 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is very much a 1:1 remake of that one summer you were so so bored and had one of these books and nails it. It has a big nostalgia hit for me, but the interface is just so painfully clunky. Eventually I grew tired of navigating the instant-death maze of options over and over again and accepted the "End your adventure here...?" button into my heart. And the Evil Witch in the Dark Castle lived happily ever after...
Inventory management is simple but the game requires many plot items. Half my inventory felt like plot items that should not be discarded, yet I kept finding more, this limited combat options, as all of those are also inventory slots. Combat is not great, probably the least interesting piece of the game. Everything else is good from the game though. Up to you if you want to play a game with boring combat but an appealing artwork/story.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Simplified Chinese, Japanese**languages with full audio support
Hours played at review time, across 155 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's buggy and short and has no real support. But it sure was a fun game to play. Very pretty too.
黑暗城堡女巫的秘密:按Alt+Enter可以全屏。
This is a great little digital gamebook! It has an incredibly charming presentation with the way that it emulates playing a pen and paper RPG. I was immediately drawn in by the beautiful artwork and soundtrack. Hitoshi Sakimoto's music is full of energy as usual, and it goes far beyond what I expected from a reading-focused game. The story and combat are fairly basic, but I think it's acceptable for this style of game, and the variety of scenarios keeps it interesting throughout. My only complaints are that the game is lacking basic settings (resolution, fullscreen toggle, text speed, volume sliders), and the UI has a few quirks that are clunky to navigate.
Conceptually interesting, but poorly executed. The game plays like a choose your own adventure book with a simplistic turn based RPG combat system. However, the story seems to lack any real choice, as the outcome is the same regardless of your choices. The game actively discourages you from experimenting too much by dealing random damage to you from hazards from interacting with certain environments and objects. Often when traps and hazards are present, the game calls for a dice roll to see if you bypass the hazard or take damage. However, due to poor RNG, I was always taking potshots from random environmental hazards. I played as Havelock, the warrior character, who was supposed to be this legendary gladiator, but I often found myself being outmatched by a majority of the enemies in my path. The first couple of chapters, you're statistically more powerful than most of your enemies, but RNG seems to be against you most of the time. I was able to mostly brute force my way through combat in the early parts, despite RNG being really consistently against me. Shortly after, however, I found myself being outmatched by quite literally every enemy, resulting in me needing to buff myself and debuff the enemy every combat, which cost precious limited resources. The game outright discourages you from getting into unnecessary fights due to a lack of resources. If you visit areas out of the "intended" path, which you will only learn through trial and error, you may find yourself without a key item to bypass the combat, forcing you to fight to proceed. I believe this is to encourage you to replay areas for a more optimal path, but the game itself plays so slow, that replaying areas feels like an absolute chore. From what I understand, you play as the other character after you complete the story with your first character, experiencing branching paths you previously missed, but I don't think I would have the patience for this. The game is simply too slow, meandering, and asinine with its punishments. Asinine is the key word here. The game is strangely punishing at times for no reason other than story convenience, and it rewards you in odd ways. Example, my character was forced by plot to lose a fight and get imprisoned. All of my weapons, armor, and healing items were removed. The game suggested I might be able to find these again. An ally helps you escape, and you encounter guards who are unconscious who have weapons, which the game gives you the option to attempt to collect for yourself. However, the game outright tells you that you are compelled to not take these weapons for no reason other than plot convenience. Later the game gives me a few limited opportunities to attempt to find my equipment, but I apparently selected the wrong choices, and the game pushed me forward, without getting my equipment back. I managed to get a weaker sword than I had before, no armor, no healing items, and less than half of my maximum hit points. Shortly after, the game compels a battle against a werewolf, and I am ill-prepared for this fight because the game just outright exhausted any chances I had to properly equip myself and even outright told me to pound sand when weapons were available from the unconscious guards. My resources were so limited, that I quite literally could not take a single hit from this werewolf, lest I lose the fight. I had to replay this fight maybe five or six times, begging RNG to consistently be on my side. They give you companion characters to do little bits of damage, but RNG was consistently giving them the lowest damage as well. I was astonished by how outright unfair the RNG is. It's almost as if it's secretly weighted in the enemy's favor and just isn't transparent about it. Later, I amass some money from doing odd jobs, buy a new weapon and armor, but then the game later just gives you all of the items you hadn't purchased for free, so by being proactive, I had screwed myself over when I would have essentially just gotten these things for free and could have used that money toward things that weren't free at the time. Again, it's just asinine. This isn't feast and famine, this is a gotcha moment that exists to trap a first time player, expecting them to replay sections and do things the optimal way. The art and music are a mixed bag. The music is mostly pretty good, but feels out of place. Art itself is really inconsistent. Some of it is excellent, bold, vibrant, and dynamic. However, a lot of the humanoid characters look really washed out with low contrast, and have a really soft shading technique. Some of the character portraits feel rushed, like they were done in an hour's time. This clashes heavily with the UI, which has higher contrast icons with thick, bold outlines and fat graphical elements. What's crazy is that the tiny community for this game seems to be outright aggressive to defend the art in this, and it seems like a strange hill to die on. Basically, I rage quit in the Dark Castle chapter. All of the enemies were overpowering me, I was constantly wasting resources to keep alive, enemies were taking environmental potshots at me out of combat, which I was consistently failing the RNG rolls for, failing RNG rolls for non-combat actions, failing in general. The final straw was fighting a loli vampire in the castle, who still had higher stats than me despite buffing myself and debuffing her, to lose the fight once, win the second time, and to have her smugly take a key item from me for storyline purposes without me being able to do anything about it, despite the rest of the game being about dice rolls to determine outcome. I just turned the game off at that point, and I won't be going back. The entire experience is strangely mean-spirited, and in no ways fun. I also softlocked one time by doing things out of order, making me have to restart a chapter. Don't bother with this game. The few people defending it just want another awesome Vanillaware game, which this is not.
A gorgeously illustrated digital gamebook. I didn't grow up with gamebooks, but I had a nice time.
ストーリーやキャラクターなどは、90年代前後に出たゲームブックを読んでた頃を思い出して良かったです。 ただ、戦闘以外の行動判定も2Dの方が良かったな?と個人的には思いました・・・ 1/6で即死するロシアンルーレットがちょいちょい挟まれるので、テンポが悪く途中から終盤までダレました。
If you love traditional fantasy style storytelling and the legacy of game books, this cannot be missed. It has an infinite amount of charm, and every flourish within shows the intense affections its creators have for the legacy of its genre. A must play.
Vanillaware magic finally on PC. This digital gamebook is filled with soulful art, fantasy and rolling the dice. Remember to save, because you will die! Hitoshi Sakimoto, who is responsible for many of Vanillaware's game soundtracks, also shines here and helps create the perfect mood for an adventure. If you enjoy light reading, decision-making, and are brave enough to enter the dark castle, this game is for you! It's a shame we never got an English translation for Dragon's Crown: Treasure of Demon Island, as it is very similar to this game.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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