Compara los precios de Daemonologie en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Katanalevy. Publicado por Oro Interactive. Lanzado el 1/10/2024. Disponible en PC. Géneros: Adventure, Indie.

Thirty minutes to hang someone. You will not be certain you chose correctly. That quiet dread is exactly what Katanalevy intended, and it lands.

I finished Daemonologie in a single sitting, pushed back from my desk, and sat in silence for a while. That is not a hyperbolic reaction to a half-hour point-and-click. It is a reasonable response to a piece of interactive craft that uses its brevity as a blade. You arrive in a small Scottish village in the late 1600s, dispatched by church authority to root out a witch. Six villagers remain. You have four days to interview them, cross-reference their accusations, and on the fifth morning name your condemned. Simple enough, except the game refuses to hold your hand, the dialogue is written in old Scots that gives every exchange a texture of genuine historical dread, and the people you are interrogating are vivid, contradictory, and frightened in ways that feel real. The core loop is: talk, gather information, cross-reference. But the dialogue tree has a second branch sitting right beside "Talk" at all times, and that branch is torture. The game will eventually force you down it to progress. Katanalevy constructs the torture sequences as grim little minigames where you pull iron clamps from a villager's tongue or crush fingers in a vise, timed by mouse-hold mechanics. They are not fun. They are designed not to be. You perform the cruelty rather than observe it from a cinematic distance, and the discomfort of that gap between "I am playing a game" and "I am doing this" is the entire argument the game is making. The accusation the village levels at itself mirrors what the player levels at themselves by the end. The visual language is scratchy white-on-black hand-drawn pixel art, angular and deliberately raw, like something from an old woodblock print that has survived several floods. Stop-motion nightmare sequences close out each day, faceless figures moving with an unsettling weight through prophetic imagery that is cryptic enough to feel earned rather than cheap. The original soundtrack underscores all of it with something that sits between folk drone and requiem, rarely melodic, mostly textural. It roots the mood without ever trying to explain it. A small developer caring this much about soundscape in a thirty-minute game is the kind of handcraft detail I will go to bat for every time. The legitimate criticism is that the interwoven narratives across multiple playthroughs mean a first run can leave you genuinely uncertain whether your conclusion tracked, and a small number of players have found that ambiguity frustrating rather than fertile. The game does not resolve cleanly. It resolves the way history resolves: someone hangs, you collect payment, you leave. Whether you identified the right person matters less than the process required to identify anyone at all, and players who want a satisfying mystery-box resolution rather than a moral gut-punch may find the ending deliberately withholding. That is a feature, not an oversight. But know what you are walking into. Daemonologie sits in a specific lineage of short folk horror games that use interaction itself as the medium of argument, and it belongs near the top of that shelf. It is a solo developer's serious work that deserves the attention it quietly earned. Take notes as you play. You will want them. Kai, Scout Team

Daemonologie

Daemonologie

1 oct 2024KatanalevyOro Interactive
GamerScout opina

Thirty minutes to hang someone. You will not be certain you chose correctly. That quiet dread is exactly what Katanalevy intended, and it lands.

PC
Steam Deck PlayableProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.25

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Acerca de Daemonologie

I finished Daemonologie in a single sitting, pushed back from my desk, and sat in silence for a while. That is not a hyperbolic reaction to a half-hour point-and-click. It is a reasonable response to a piece of interactive craft that uses its brevity as a blade. You arrive in a small Scottish village in the late 1600s, dispatched by church authority to root out a witch. Six villagers remain. You have four days to interview them, cross-reference their accusations, and on the fifth morning name your condemned. Simple enough, except the game refuses to hold your hand, the dialogue is written in old Scots that gives every exchange a texture of genuine historical dread, and the people you are interrogating are vivid, contradictory, and frightened in ways that feel real. The core loop is: talk, gather information, cross-reference. But the dialogue tree has a second branch sitting right beside "Talk" at all times, and that branch is torture. The game will eventually force you down it to progress. Katanalevy constructs the torture sequences as grim little minigames where you pull iron clamps from a villager's tongue or crush fingers in a vise, timed by mouse-hold mechanics. They are not fun. They are designed not to be. You perform the cruelty rather than observe it from a cinematic distance, and the discomfort of that gap between "I am playing a game" and "I am doing this" is the entire argument the game is making. The accusation the village levels at itself mirrors what the player levels at themselves by the end. The visual language is scratchy white-on-black hand-drawn pixel art, angular and deliberately raw, like something from an old woodblock print that has survived several floods. Stop-motion nightmare sequences close out each day, faceless figures moving with an unsettling weight through prophetic imagery that is cryptic enough to feel earned rather than cheap. The original soundtrack underscores all of it with something that sits between folk drone and requiem, rarely melodic, mostly textural. It roots the mood without ever trying to explain it. A small developer caring this much about soundscape in a thirty-minute game is the kind of handcraft detail I will go to bat for every time. The legitimate criticism is that the interwoven narratives across multiple playthroughs mean a first run can leave you genuinely uncertain whether your conclusion tracked, and a small number of players have found that ambiguity frustrating rather than fertile. The game does not resolve cleanly. It resolves the way history resolves: someone hangs, you collect payment, you leave. Whether you identified the right person matters less than the process required to identify anyone at all, and players who want a satisfying mystery-box resolution rather than a moral gut-punch may find the ending deliberately withholding. That is a feature, not an oversight. But know what you are walking into. Daemonologie sits in a specific lineage of short folk horror games that use interaction itself as the medium of argument, and it belongs near the top of that shelf. It is a solo developer's serious work that deserves the attention it quietly earned. Take notes as you play. You will want them.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5Folk HorrorComplicity MechanicsOld Scots DialogueStop-Motion CutscenesTorture MinigameMulti-Playthrough NarrativeNote-Taking InvestigationHistorical Horror

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
8 GB RAM
Storage
600 MB available space
Graphics
GeForce GTX 1050 / Radeon RX 560
Processor
Intel Core i5-8400 / Ryzen 3 3200G

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Información del juego

Desarrolladora
Katanalevy
Distribuidora
Oro Interactive
Fecha de lanzamiento
1 oct 2024

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¿En qué plataformas está disponible Daemonologie?

Daemonologie está disponible en PC.

¿Cuándo se lanzó Daemonologie?

Daemonologie se lanzó el 1 de octubre de 2024.

¿Quién desarrolló Daemonologie?

Daemonologie fue desarrollado por Katanalevy y publicado por Oro Interactive.