
A choice-driven RPG thriller set in the World of Darkness universe. Step into the shoes of Samira, a young werewolf refugee in Poland, as she battles dark forces and loneliness, caught between rage and despair. How will your story unfold?
Modeled estimate, not a reported figure. How we estimate →
About
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 | $14.99 | 111reviews | 80% | — | $65.1K |
| $5.99−60% | 70ratings | 54% | — | not modelled | |
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Its a good visual novel that explores the world of darkness setting. It does a far better job at utilising the supernatural setting than the previous game.
Set in the backdrop of the Afghan refugee crisis on Polish-Belarussian border, Werewolf the Apocalypse: purgatory tells story of one such refugee - Samira, who secretly is also a Werewolf. Or, as they like to call themselves, Garou - warriors of Gaia in endless, losing war against the Wyrm - mad deity of enthropy, that spreads corruption and pollution. Samira is dragged into investigation that will make apparent to her that agents of the Wyrm ale meddling in the events at the border, ensuring very real crisis escalates even further. One of best advices how to handle World of Darkness, with its supernatural horrors coexisting alongside man-made ones from our present day and history alike, is to not explain the latter with the former, but instead have the former take advantage of the latter. You don't want to, say, claim a genocide of gay people in Chechnya isn't real and was faked to cover up murder of vampires opposing the one who controls Chechnyan president - not unless you want to cause international controversy, that is. Which, by the way, is a thing that happenned last time some genius tried to ignore that common bit of WoD wisdom. By contrast, Purgatory does it right - it doesn't claim Banes of Wyrm or Cult of Fenris are causing the very real tragedy, but they show up to try and make it even worse. This story is interconnected even more with real-life events than Different Tales' previous Werewolf: the Apocalypse game, Heart of the Forest, which is especially empathised because Samira herself is a person suffering from the crisis. She cannot afford the dose of distance that made real events just a plot point and backdrop of of previous game. The same direct conenction between the refugee experience and the protagonist makes these parts of the story feel far more authentic and striking at emotional core much stronger than We, the Refugees: Ticket to Europe - another polish visual novel tackling the subject, one that choose to make its protagonist effectively a tourist living the experience. The game uses the same mechanics as Heart of the Forest, where you manage Rage, Willpower, health and new statistic, Harano, which represent werewolf depression. Certain actions earn or cost those statistics, and having them on certain level in a situation will lock you into specific choices. It's a very good system, tho I do not see what is the point of Harano, which you can get pretty low very easy and effectively remove it from the game, since high levels of it impair your character. It feels like its supposed to be negative counterpart of Rage and Willpower but it doesn't represent anything that low rage or low willpower could not, except maybe that other Garou like you less now. Beyond that, the game builds your statistics based on your choices, and it also lets you choose your tribe, role and even Gifts (which are one-time use superpowers) early on. The game has also much more action that its predecessor, you get far more chances to flex your werewolf muscles, and far more often it is a good idea. There are some issues, however. Multiple times I felt like the images accompanying the text were not scaled well with my computer, getting cut in half. While this may be a me problem, same grace cannot be extended to one of choices in a part of act five straight up not working, but selecting different ones in its place. Thankfully that happenned to me only once. Music, while excellent, often gets too dramatic too erly, spoiling that a threat is approaching and a fight will happen before the text gets there. I was disappointed to see this game lacks awesome ending them Heart of the Forest had. I will also note that two paths to take follow similiar story beats and biggest difference is filling them with different supporting characters and antagonists, but the selection of WtA villains makes it impossible to have a third path that combines both investigations. Overall, compared to its predecessor, Purgatory is more refined Werewolf Visual Novel experience, that makes great entry point for new fans and fun side-quests for veteran garou enjoyers. Highly recommended.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
| $14.99 |
| 12ratings |
| 72% |
| — |
| 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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Compared to the prequel (HoTF), Purgatory feels more complex. Your choices feel more consequential and deciding felt more diffcult, at least for me. This is also thanks to the very good build up to the tension, kept me on edge more than once. You also start off as a werewolf already and have the chance to customize the protagonist to your own will a lot more which I liked a lot. There are a lot more artworks in this game which stick to the beautiful and chaotic asthetic from HoTF and even improve on it, imho. You also get to see a more spiritual side of this universe, even literally stepping into another aspect of the world at times. But I was also disappointed at how rushed the ending was. As I said, the build up was great but the final confrontation lasted barely ten minutes, a real shame. I had hoped for more, an actual outro instead of a very brief summary would've been nicer. I also liked the sound design in HoTF much more. Here, a lot of the tracks were recycled from the first part and didn't fit the scenes often times. But all in all, I had a great time with this title as well. Purgatory expanded my view and knowledge about WtA and I enjoyed another glimpse into the universe.
I have spent around 35 hours in this game and I’m still near the beginning. 😅 Not because the game is slow — but because I keep stopping to think. The writing is surprisingly rich: the philosophy of the Triat, refugee trauma, grief, politics, spirituality, moral ambiguity, symbolism, character psychology… even small dialogue choices can make you sit there analyzing them for minutes. This is less “play fast and move on” and more “immerse yourself and reflect.” If you enjoy narrative-heavy games with atmospheric writing and meaningful choices, this game deserves far more attention.
It was Good but also the structuring of the story telling needs work. The theme and style were great but many of the options didn't really matter, gaes sometimes dont even come up and if they do they are of little import so why even add that mechanism, an example I could super jump but the event that I could use it at I had 2 better options so I thought I would save it as gaes are one use only, never came up again even though there would have been a ton of places where it could have been added in, it was clear they only programmed in once place to use them. Sometimes a dialog of seeming small significance fast forwards you into the next scene unexpectedly. Example near the end with the <SPOILER> bane lady at the boarder, I chose to help the refuges and then was immediately text boxed to the end of the game next day because I didn't realize that one dialog option immediately skipped the entire boss fight and ended with a "YOU STILL WIN YAY .. the end", I had full resources and didn't even use any at the end, because apparently the NPCs got this and I don't really need to be there, didn't even need to spend resources saving the refuges just happened with one button click. It was super unsatisfying and the final statistics said I fought her when I didn't, another was I FINALLY got to a point where one of my gaes would trigger but I hadn't searched this other area first and it seemed to indicate when I used it I had to leave and i thought oh well I will just got check this one thing then come back, nothing is preventing me as of right now leaving before coming back. Nope was forced to leave, never used either gaes because I explored in the "wrong" order. Game doesn't do a good job of letting you know when options are exclusive or if something innocuous fast tracks you threw the scene.
Did a full run through and enjoyed myself. As a fan of World of Darkness, and a player of both Vampire and Werewolf games, I thought this was slightly better quality than the "Coteries of New York" Vampire visual novel. I felt like my choices mattered and in the end I wasn't nearly as screwed over as I am in every single VtM game. :) I can't wait to give it a little time and do another play through to make different choices. Well worth the few bucks I paid!
Another great tale from the World of Darkness. While some may think the tale is woke, we are all immigrants, even the natives, all on a quest for somewhere else from the River Nile.
This one isn't necessarily a "sequel" to "Heart of the Forest" but it does follow it in succession and call back to the events of it. Both center around a very specific forest on the Poland/Belarus border and both dig into the typical WtA themes of Environmentalism and Human Rights. I think they're both pretty good and they serve to give you a tense atmosphere and allow you to fall into the role of a Garou as you learn for yourself what exactly that means to you in your characters' situation. Admittedly, the one thing I struggle the most with these is the shapeshifting mechanic. I can never for the life of me figure out what the proper call is for what form to take, I always either go too big or too small. The game sometimes makes it clear which you should take but not always, though this is the only part of the rpg mechanics I was at odds with. Honestly I do kinda hate the "Two text messages! But you only have time to help ONE person out today!" nature of the rpg. I know it's for replayability but it just comes across as so weird and dismissive to me. The rest of the mechanics such as relationships, rage, will and the like are all handled well enough that I felt they were perfectly balanced and aside from like 2 spelling errors, I don't have much else to complain about. A solid RPG that serves as a great introduction to the WtA setting and helps better spread awareness of righteous causes in the process. I'd say start with "Heart of the Forest" but if you like that one, definitely give this one a try next!
Good story from a different perspective. Felt the 'gifts' idea was a bit wasted as it seemed like the option to use gifts only arose once. Has a major 'one route only' choice which may lead to another play-through.
My previous review of the game found fault with certain achievements seemingly being unobtainable. That no longer seems to be the case anymore and as such I am changing this review to reflect that. I do recommend this game particularly if you enjoyed the first one.
Players by region
Where this game's players are, estimated from review languages.
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