
Agent of Strange is a dark role-playing thriller where every mission is a labyrinth of choices and possibilities. You play as a Conspirator who infiltrates a sealed city ruled by the monstrous Family. Overthrow the regime, uncover occult secrets, and shape the City's fate.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Language | Interface | Full Audio | Subtitles |
|---|---|---|---|
| Russian | |||
| English |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Bit of a complicated review, this is honestly more feedback to the devs than anything else, but here goes. For a start, yes, I do recommend it. I mean, it's a free demo, and a very fleshed-out one at that. It took me over 3 hours to play through, and it really is a large chunk of (what I imagine to be) the first part of the game. So even if I have somewhat complicated feelings towards it later in this review, it'd be downright evil not to give it a positive review in hopes of attracting some more attention to an indie studio making something genuinely interesting. So What Worked? The vibes. They're honestly incredible. Uncovering and joining a secret society veiled in supernatural weirdness all while wearing the longest overcoat man has ever seen. Impeccable. Just great esoteric weirdness that I'm so starved for. I can't wait to see all of the ways the full game leans into all the e
I really appreciate the tremendous amount of effort the developers have put into the game's atmosphere and soundtrack. From my perspective , Agent of Strange has already surpassed Disco Elysium and Zero Parades: For Dead Spies in certain respects, on the strength of its prologue alone. Despite not adopting an isometric perspective, the game makes remarkably effective use of shadows in its environmental composition, creating a surreal atmosphere suspended somewhere between reality and dreams. What impressed me most was the protagonist's confrontation with the Traum family, particularly the overwhelming sense of helplessness and of being watched beneath those ominous crimson shadows. The entire sequence left a lasting impression . I am not entirely sure whether the game is set in pre-First World War Germany or Hungary. As someone who understand German, I recognized that both "Brocken" and
The vibes are great, the writing is (usually) great, the aesthetics are great, music fits, your mechanical character attributes make sense... Then why the negative review? RNG. Man do I despise RNG. If failing a check just imposes penalties and does not lead to a different interesting path, why are there literally random checks? I thought the devs cooked when I read that if you meet the stat requirements you pass without any checks but no, literally in the first episode you get checks that far exceed the possible maximum you can have. Please for the love of writing and game design, can we move on from rolling dice for no reason? Literally just put unavoidable costs to checks that I don't meet the requirements for and I'll gladly take them but how do you expect me to have any agency in the story if everything comes down to whether the numbers in the machine favor me or not? Is it not cons
I desperately want to rec this game. But it's entirely too buggy for me to enjoy it as it is. Just getting through the Birth sequence and tutorial was a trial because I missed loads of -what might have been important - text. It didn't wait for me to click through, and neither did the Lady's dialogue. Things to interact with literally spun my character around in circles, and I softlocked myself somehow by loading up which important memory I wanted to keep, the dialogue ripping right off the screen, and nothing interactable after. I absolutely LOVE Sir Brante, and I'm sure that I'll love Prince Jerian's game too. This one has so much potential as a story, but I feel like the departure from a VN needs to have tighter control, from the character control to the VFX.
There is a lot of good going for this game. Essentially a purpose-driven-focused kinda of narrative, where some of your choices are entirely driven by WHY instead of WHAT, and from a single playthrough of the entire demo, it saw choices getting increasingly more complex and interesting, and dare i say surprisingly unique. You can choose to do things in more-or-less how you want, and in only a few parts did i feel like the choices was kinda the same. Same outcome, different ups and downs, though my gripe with it was that i didn't feel like my build mattered all that much. I went full Physical and Speech, driven by motivation and as a Veteran enduring stress and essentially being a modern day equivalent of an Ox made of Steel, but while i was going for all of it, and combat was easy, including the escaping sequence towards the end, i felt like the game was kinda holding back on letting me
This may be a really odd thing to say but this is the game I wish Pathologic was. First, the bad: -The opening is very long. Like, way longer than I expected. Not a full negative, I explain later why this is sort of good. -The cutscenes are unskippable at the moment, so if you have to replay an episode it will force you to sit through certain things. -The art assets are not the highest of quality and the animations aren't either. -If the game crashes or you have to quit mid-episode, you have to start from the beginning of the episode. No quicksaves or save-on-exit. I understand why they do this, but I have had to repeat the very first episode because I exited the episode before selecting the next one. -It isn't always clear from the UI icons, primarily the Exit or Back options, which one you're choosing. Some better color coding should do the trick here. Now, the good: -The opening,
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