
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 2,402 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
ゲームブックの雰囲気が完璧に再現されてて凄く楽しかった。 現在は言語選択がデフォルトで英語になる不具合がある。 steamdeckの場合はプロパティから互換ツールONでproton hotfixを選んで言語選択を日本語にすれば日本語でプレイできる。ソースはカッパ。
u should read nishimuras production columns
[h2]书面故事生成器[/h2] 故事是以书本《真理谭:黑暗城堡的女巫》的故事展开,以一种"我在阅读一本的书"的奇妙感觉开始游戏。 在游戏中,你是读者还是主人公呢?游戏可以从两个主角中选,一个是战士一个是魔法师,故事可以从游戏中了解,游戏塑造的故事是非常完整的,你可以充分了解所控制的主角的故事,每个主角都有各自不同的背景,有着丰富的世界观故事以及交互逻辑。 [h2]游戏玩法[/h2] 一款由骰子点数对抗又或者是硬币决策的游戏,时刻都充满了随机性。在面对某件事,决定事情的成功或许是骰子的点数也可能是永远无法触及的正面。当你千辛万苦到达了某个地方,在经历生死事件时,丢出了反面导致死亡结果相信肯定不会情愿。但是,故事的大多数选择都是决定的,决定的另一个方向没准是另一个故事而非死亡。 作为一个合格的RPG,战斗部分也必然是热血沸腾(?)我们可以从有限的背包格子中穿戴装备、使用物品,在战斗中用连续使用道具攻击敌人也是合情合理的吧) 当然了,战斗部分也会由骰子决定,除去一些特殊行为,正常的进攻需要比拼数值,如果骰子+数值大于敌方则可以正常攻击。在防御方面,我们装备的武器、防御都是有耐久度的,在使用时会消耗耐久,如果防御大于敌方攻击则不会受到伤害。 游戏的剧情,我认为是故事生成器是因为游戏进程中会有大量文本可供选择。是的,除去普通的讲故事会有着选择来让你决定,你的决定导致下一步的结果可能是完全不同的。每次选择都会惊喜,无论是死亡重来或者是读档又或者是经历另一个角色,选择另一个选项的收益也很高,让你不至于乏味。当然,游戏也并不会强制你去做那些故事任务,你可以直接根据主线前往下一个地方,这部分的剧情非常多,并没有引导,你很容易错过。就比如,你从某地知道了某个人失踪了,你可以从其他地方获得他的信息,或死或生,死了携带遗物回去,他会给你奖励。以此类推,非常多的这种小故事。 [h2]总结[/h2] 这种美术风格非常的独特,让我觉得熟悉但是我记不起是什么风格了。游戏的玩法上也非常引人入胜,总会期待下一部分剧情以及分支选项的结果,总是新奇的。故事文本非常充足,只是骰子随机性不敢恭维..谁知道五次全部反面是多么绝望,永远的骷髅头象征着我的失败。 [quote]欢迎关注三真万法鉴赏组: https://store.steampowered.com/curator/45742107/ 欢迎加入三真万法鉴赏组:https://steamcommunity.com/groups/szwf [/quote]
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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
Veritas Tales offers a labyrinthine series of choices, across what amounts to two campaigns. The game offers surprisingly deep RPG combat, and a wide world to explore. Even if the narrative guides you into certain broader narrative hubs, you have a remarkable amount of freedom within those hubs. The hand-drawn art runs across a surprising number of styles, and at least one piece will take your breath away.
It is clear that a lot of love was put into this game. A loving reimagination of old adventure books with fantastic art and music reminiscent of Dragon's Crown and Odin Sphere.
冲着香草社的介绍来(坦率说这样的商店说明也过于王婆卖瓜) [spoiler]打开这本书的那一刻,你就不再只是"读者"——这是一款在书页中冒险的"阅读式"奇幻RPG。曾在香草社(Vanillaware)任职、深耕游戏业界30余年的工匠,倾注6年时光亲手打造,100%纯手工的一册。 [/spoiler] 但感觉和香草社没啥关系 非常复古的纸面RPG,甚至模拟笔纸骰子的表现(但也说明经费和技术力十分有限) 选项分支部分有点难以逻辑推理,骰子概率有点体验方差过大 好吧,我还是坦率点,还是因为形式太复古,结构太简单,香草社落差太大,没坚持过半小时
真理谭 黑暗城堡的女巫 类似平成时代的冒险书游戏 它不是rpg,更像是资源管理游戏 不仅要管理背包,还要管理物品的获得 先说缺点 所谓的战斗系统就是单纯的投骰子比大小,剧情也是投骰子,运气不好的话就得反反复复读档,很断节奏,哪怕加个重投机制呢 解谜部分虽然有些有提示,但是也有很多不过一遍剧情就压根不知道怎么处理的地方,比如你先触发了剧情B会导致剧情A触发不了,只能读档。所以这游戏一定要勤奋的存档 直到现在我还是有四五个地方不知道怎么解 第一次打“二周目”的话,九成是打不过去的,原因后面再说 一周目我用法师妹子打到最终boss,需要一个道具(这个道具不难得到),可我当时偏偏就是没有,不过好在有个苛刻的roll点选择,于是我反复roll了半小时终于过了,可是我哪想的到boss会硬性需要这种东西啊。 很多机制只出现过一次,比如demo里出现的那个3分钟限时推进,比如二周目能改变的其实就一件事。 游戏没有成就,选一些整活的选项要是能蹦个steam成就出来感觉会很不错。 再说说游戏内容 这个游戏是香草社的员工离职回老家,一边种田一边自己手搓的。 所以我不会苛责它简陋到几乎等于没有的战斗系统,直接觉得不如完全拿掉战斗系统,完全做成解谜可能会好一些? 设定方面,盘子开的大,但不复杂。本作是大世界观下的一个小地方发生的故事,我认为可以类比废都物语的世界观路数。 剧情方面,整体也很简单,常规的日式西幻故事,拆成了男战士和女法师两条线,都通一遍才算是完整的一周目体验,但进行第二条线的时候不是单纯的类似二周目的那种重复一遍剧情,而是严格的“与第一条线同时进行”,所以我上面说“第一次打二周目的话,九成是打不过去的”。具体的后面再说。 人物塑造方面,都很普通,没有让人印象深刻的人物。 游戏最大的优点是美术,配合冒险书的形式,确实让我回到了小时候。 以下的话可能会影响游戏体验: 这个游戏有意思的一点是,它的男女两条故事线是“同时进行的”,意味着我在打第一条女主线时,触发的支线剧情及其奖励,在我打男主线时是不会再触发的,因为剧情已经被“一周目”的女主触发过了,道具也被她拿走了。 所以我说这个游戏是个资源管理游戏,不仅背包空间有限需要物品管理,而且还要思考把怎样那些非支剧情的奖励分配给男女主。 可是这个游戏没有提示我这些。导致我在玩女主线的时候,地毯式的搜索起到了反作用,不仅女主背包爆炸,需要不停的扔东西扔东西扔东西,最终在boss战缺少燃烧瓶(道具还挺常用,商店也能买,但谁tm知道boss需要这玩意),只能靠反复读档roll点才能过。而到了男主线,我已经无支线剧情可以触发,无重要道具可以获取,导致男主的等级和战斗力极其底下,自然而然就烂档了,只能重开。 以下涉及剧透: 反派和女主为啥这么爱男主?从小养到大养出感情了?还是说跨越了好几代人,她俩对重重重孙子还有这么深厚的亲情在。 妹妹的灵魂放人偶里后,你不是还能拿出来么,直接不管了? “马”这个剧情怎么触发。触手那个地方怎么过啊。是不是在兵舍用龙玩具。城堡里那个雕像又该怎么过。第一条线结束时要打吸血鬼妹子,有没有什么说法。 两条线都通了之后,给个完整的揭秘好不好啊。。。。 心累。
Neat gamebook style adventure game. May require a certain set of sensibilities and tastes, but if you like that kind of thing it's a real treat. Make sure to experiment a lot as many things are easily missable.
とても面白かった...
懐かしいゲームブック読んでるような感じで遊べた ただ惜しむらくはテンポが悪い。そこだけは今後改善して欲しいかな。 値段も安いし今後はこういう作品が多く出る事に期待したい 後、ゲームバランスがどうしても運に頼る事になるので確実性に欠ける為 いくら強くなっても負ける可能性があるので、そういうのが苦手な人には向いてないかも
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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