Lovecraft's Untold Stories Key
Five investigators, one ticking sanity bar, and procedurally generated Mythos rooms: scrappy, atmospheric, and uneven in all the ways a passion project tends to be.
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I'll be honest with you: I went in expecting a shallow licensed skin slapped onto a budget roguelite, and I came out with genuine respect for what Blini Games pulled off on what is clearly not a AAA budget. Lovecraft's Untold Stories is a top-down twin-stick roguelite RPG where atmosphere and lore density do far more heavy lifting than the combat ever will, and that trade-off lands better than you might expect. The structure is this: you pick one of five investigators, each carrying their own storyline, and push through procedurally generated rooms drawn from Lovecraft's actual fiction. The Detective opens with a shotgun and a dodge roll, which makes him the most immediately comfortable pick. The Professor fires slower but hits harder and can project a shield, though his homing attack has an infuriating habit of chewing through furniture instead of cultists. Each character has distinct upgrade paths and their own narrative thread, and the lore you collect across runs is not window dressing. The knowledge-gated boss system is where the game earns its Mythos credentials: showing up underprepared to face Cthulhu, Nyarlathotep, or Dagon does not end in a skill-check death, it ends in a sanity death, which feels appropriately cosmic and horrifying. The sanity mechanic itself is a slow, creeping pressure rather than a meter you casually ignore. Choose-your-path events scattered through rooms force you to weigh bad options against worse ones, and the wrong call bleeds your mind faster than any cultist bullet will. Where the game stumbles is combat. It is functional, occasionally satisfying, and consistently unspectacular. Rooms lock behind you until everything dies, fights swing wildly between trivially easy and frustrating depending on item RNG, and the twin-stick feel lacks the crispness you find in dedicated shooters. One reviewer noted that the combat falls apart a bit precisely when it is most needed, and that tracks with my experience. The inventory juggling around bandages and health packs adds a layer of tension that partially compensates, but there is a ceiling to how engaging the shooting itself gets. If you come here for tight action gameplay, the game will disappoint you within two hours. What saves it, and what makes the Mixed Steam rating feel slightly harsh, is the writing and worldbuilding. The lore fragments genuinely capture the tone of the source material, with locations like the Victorian mansion, the abandoned hospital, and the jungle settlements each carrying their own unsettling texture. The hub progression system lets you stash items across characters and replay completed chapters, which adds real replayability without demanding a full restart every time a run collapses. The pixel art is dense with shadow and suggestion in a way that flatters the subject matter far more than a higher-fidelity approach would. It is, in the words of the sequel's reviewers looking back, the predecessor that had "sheer depth and obvious passion" the follow-up squandered. Buy this if you are the kind of player who reads every item description, hunts lore fragments, and can forgive unpolished combat when the atmosphere is doing its job. If you need your roguelite action to feel mechanically tight, look elsewhere. For everyone who ever lost sleep over At the Mountains of Madness or wanted to see what the Mi-Go actually do when cornered, this is worth the nights.

RPGs
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Requisitos del sistema
Mínimos
- Processor
- Dual Core CPU 2ghz or better
- Memory
- 2 GB RAM
- Graphics
- Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
- DirectX
- Version 9.0c
- Storage
- 400 MB available space
- Sound Card
- Di…
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Información del juego
- Desarrolladora
- LLC Blini Games
- Distribuidora
- LLC Blini Games
- Fecha de lanzamiento
- 31 ene 2019

