The Black Death
Quiet, short, and willing to make you feel terrible about a single decision - this is plague-era interactive fiction that earns its darkness.
Veredicto de GamerScout
Best for interactive fiction readers who want a short, authored experience that treats the Black Death as a moral problem, not a backdrop.
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I have a soft spot for the kind of game that fits in an afternoon and leaves a bruise that lasts a week. This is one of those. Set against the slow horror of medieval Europe during the Black Death, it is a text-based interactive story built almost entirely around a single recurring tension: what are you prepared to do to survive one more day, and what does that cost you? The answer is never comfortable, and the game is clearly fine with that. The structure is tight in the way that only intentional design can produce. You are not managing a sprawling world or levelling a skill tree. You are reading, choosing, and living inside the consequences. The morality system does not announce itself with points or meters - it operates more like a slow accumulation of guilt. Choices that seem pragmatic in the moment have a habit of returning in later scenes, reframed in worse light. The historical setting works because the game respects it. There is no anachronistic comfort here. The plague is not background wallpaper; it is the mechanism that makes every decision feel precarious. Where the game earns particular respect is in its pacing restraint. Interactive fiction lives or dies on how well it distributes its weight across a short runtime, and this one understands that silence and brevity carry more dread than extended exposition. The atmospheric writing is lean without being cold. The prose does not perform misery - it simply places you in it and waits. For players who want spectacle, combat systems, or a reason to replay five times for all endings, this will feel thin. The single-playthrough design is a deliberate choice, not a limitation, but it does mean the experience asks you to commit to it as a piece of authored fiction rather than a toybox. The lack of community review data makes it harder to gauge how the game has landed broadly, and that absence is a genuine signal worth noting. This is a title that will find exactly the right audience and be completely invisible to everyone else. If you have ever finished 80 Days or A Dark Room and immediately wanted something with more moral weight and less mechanical comfort, this sits in that company. It is small. It knows what it is. It ends when it should.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- 2 GHz Dual-Core 64-bit CPU
- Memory
- 4 GB RAM
- Graphics
- DirectX11 Compatible GPU with 1 GB Video RAM
- DirectX
- Version 11
- Storage
- 20 GB available space
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Información del juego
- Desarrolladora
- Unknown
- Distribuidora
- Green Man Gaming Publishing
- Fecha de lanzamiento
- 19 abr 2016