
Alchemy, puzzles, and a crashed starship. Old-style interactive fiction — a classic text adventure. No graphics! No dialogue trees! No point-and-click! You type your commands, and read what happens next.
Ricevi una notifica istantanea quando il gioco raggiunge lo sconto desiderato
Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
This is an old-school text adventure. You type commands (GO NORTH, GET COIN, UNLOCK OAK DOOR WITH RUSTY KEY) and the game carries them out. It includes a tutorial for brand-new players. I cannot speak to the tutorial as I haven't played it; been too busy diving in. The plot: you're an ensign on His Majesty's Marcher (an alchemical starship) The Unanswerable Retort. Something has gone horribly wrong, and it appears to be up to you to figure out how to put it right. The prose is first-rate. "You smell copal incense, machine oil, rosemary, alcohol, and blood. Creaking, bending steel beams... no, that's not an odor. Why did you think the bulkheads were crumpling in on you? What would that even smell like?" The puzzles make you think, in interesting ways. You start out with a basic alchemy recipe; tweaking it slightly is sufficient to get you past the first locked door, where you find a f
A text adventure for real puzzle-lovers. This is a game that's all about mastering something huge and complex. Sophisticated automation of multi-step tasks helps you manage the complexity, but that just allows it to become even more complex. The alchemy here is a little reminiscent of the ritual magic in King's Quest III, but gives a stronger sense of being a system, with recipes that support substitutions. I originally played the iOS version, but the Steam version has the same content, with a somewhat improved UI. (Finally I can keep the Alchemy Journal open in a separate window while typing in commands!)
Hey, it's an old-school text adventure game, like from 1977! But it's also from an alternate universe where we actually spent the intervening forty years refining text adventures as a medium! Because it turns out we kind of did. Our universe is a big place. (Note: I actually played through this in its initial pre-Steam release, so much of this review is based on that edition. This Steam release adds a lot of the quality-of-life features that the iOS release had, and they are very welcome indeed.) In one sense, the setup is pretty "normal" for an adventure game. You are a novice (so the player will learn as the character does) who is stranded (giving an obvious motivation and win condition) on an abandoned (no complicated social interactions to model or interfere with) magical (lots of neat ways to influence the world) environment. In the other, the magic system here is alchemy, and t
Hadean Lands is an excellent modern text adventure / Interactive Fiction game. The puzzles are unique and satisfying, with a good level of difficulty. You'll need to combine the things you find in very interesting ways with rituals and formulas. The game's memory system, allowing you to repeat a series of commands all at once is crucial and an excellent innovation. All together, Hadean Lands is what IF should be -- the experience of both reading a book and adventuring inside it at the same time. I played Hadean Lands previously outside of steam. The new packaged verison includes a Game menu that has a built-in map, list of your formulas + rituals, and the IF Reference card, all of which are very useful for new and old players alike!
A great but difficult modern interactive fiction. (Yes, that's the games we used to call text adventures back in the eighties, in the high times of Incofom.) You enter text, the game describes what happens. In Hadean Lands, you start as a apprentice alchemist on a starship, and of course, something has gone horribly wrong. So you try to work your way through many obstacles, having to learn all those rituals quickly. There's two optional conveniance features, a graphical map and a journal for the many facts and rituals you will learn. Do yourself a favor and issue the command "COMMANDS" early when playing. Hadean Lands has some special mechanics and means to cope with them; you should know about these. Hadean Lands worked flawlessly on Linux. The author has fixed a problem lately that some people have had on Linux.
This is an exemplary model for what interactive fiction should be. I gladly paid for the DLC (which does nothing) to support the author. I don't want to give away anything, but I will say the core mechanic is alchemy, and the game is largely about experimenting to modify alchemical recipes in novel ways to overcome obstacles. It's a very flexible text adventure, and it rewards clever forethought rather than random guessing. This is the sort of game that works best when you decide to put it down for a while and think about the puzzles to brainstorm ideas before returning. It's a game you play even more when you aren't playing it, in other words. There are no dead-ends (you never need to save or full-reset, though you can), there is a comprehensive library of facts and an interface to access them easily (also a map interface), and if you need to find an item you've seen before you can ha
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