Compara los precios de Yog-Sothoth’s Yard en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Bone Nail. Publicado por Bone Nail. Lanzado el 19/10/2023. Disponible en PC. Géneros: Indie, RPG, Simulation.

Lovecraftian hotel management wrapped in a dating sim shell, with more interlocking resource loops than it has any right to hide behind anime art.

My instinct when something pitches itself as a hotel management sim is to look for the systems underneath - the production chains, the resource levers, the decision points that actually matter. What I found in Yog-Sothoth's Yard surprised me, partly because it buries a genuinely clever loop structure under about an hour of slow visual-novel prologue, and partly because once that prologue ends, the game reveals it has more moving parts than the store page lets on. The core rhythm is time management by day and night cycles, grouped into weeks and months. Each month ends with a hotel star-rating inspection that checks things like cleanliness thresholds (the game tracks a clean meter you have to push above 600 before the monthly audit) and total guest throughput. Between those audits, you are juggling four distinct income streams: restaurant revenue driven by ingredients you forage in your cat form during nightly exploration runs, alchemy production tied to your relationship standing with Yevna the Red Dragon, mining output, and the steady flow of room payments from enigmatic supernatural guests. The Oracle system layers on top of all of this: Oracle buffs are essentially permanent build choices that compound across the run, and picking the right combination - guest-capacity multipliers stacked against restaurant conversion rates - is where the actual strategic depth sits. Veteran players in community discussions note that prioritising the guest-cap Oracle combined with restaurant-to-guest conversion is the dominant line, though the game does not explain this clearly up front. The honesty check: the management complexity plateaus. Community feedback is consistent that past the midpoint, the mechanical challenge softens considerably and the game leans hard into its visual-novel and dating-sim identity. There are four romanceable staff members - the bioroid maid Little Leaf, death-in-training Tlipoca, alchemist Yevna, and chef Haa Lou Ling - and your Affinity score with each one gates different story scenes and, ultimately, different endings. The game advertises over 20 distinct endings, and reaching them requires active dialogue choices and scheduled date actions from the Affinity menu, not just passive resource play. If you come in expecting a deep management sandbox that stays challenging at hour 80, you will feel the gears go soft. If you accept it as a hybrid where the management front-loads the stakes and the story delivers the payoff, the formula holds together. For newcomers to the genre, the structure is more approachable than it looks. Tasks are explicit, the AP (action point) economy is transparent, and there is a fast-forward option for the text-heavy early chapters. The translation from Chinese is functional with rough edges in places, but the tone - dry Lovecraftian absurdism wrapped in cozy character writing - comes through well enough that most players report caring about the staff roster by the end. The Lovecraftian aesthetic is committed and specific, not cosmetic: sanity management is a real mechanic tied to Oracle consultations, and the lore running underneath the hotel-management surface has genuine texture. Steam user sentiment sits firmly in the Very Positive range with a high approval rate across a substantial number of reviews, which for an indie from a small Chinese developer is meaningful signal. This one is squarely for players who want their resource loops to come with actual characters attached, can tolerate a slow ignition period, and are not allergic to anime presentation. Pure sim players who want the difficulty to scale into the late game should look elsewhere. Everyone else will likely find the 50-to-150-hour range goes faster than expected. Diego, Scout Team

Yog-Sothoth’s Yard

Yog-Sothoth’s Yard

19 oct 2023Bone Nail
GamerScout opina

Lovecraftian hotel management wrapped in a dating sim shell, with more interlocking resource loops than it has any right to hide behind anime art.

PC
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €4.07

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My instinct when something pitches itself as a hotel management sim is to look for the systems underneath - the production chains, the resource levers, the decision points that actually matter. What I found in Yog-Sothoth's Yard surprised me, partly because it buries a genuinely clever loop structure under about an hour of slow visual-novel prologue, and partly because once that prologue ends, the game reveals it has more moving parts than the store page lets on. The core rhythm is time management by day and night cycles, grouped into weeks and months. Each month ends with a hotel star-rating inspection that checks things like cleanliness thresholds (the game tracks a clean meter you have to push above 600 before the monthly audit) and total guest throughput. Between those audits, you are juggling four distinct income streams: restaurant revenue driven by ingredients you forage in your cat form during nightly exploration runs, alchemy production tied to your relationship standing with Yevna the Red Dragon, mining output, and the steady flow of room payments from enigmatic supernatural guests. The Oracle system layers on top of all of this: Oracle buffs are essentially permanent build choices that compound across the run, and picking the right combination - guest-capacity multipliers stacked against restaurant conversion rates - is where the actual strategic depth sits. Veteran players in community discussions note that prioritising the guest-cap Oracle combined with restaurant-to-guest conversion is the dominant line, though the game does not explain this clearly up front. The honesty check: the management complexity plateaus. Community feedback is consistent that past the midpoint, the mechanical challenge softens considerably and the game leans hard into its visual-novel and dating-sim identity. There are four romanceable staff members - the bioroid maid Little Leaf, death-in-training Tlipoca, alchemist Yevna, and chef Haa Lou Ling - and your Affinity score with each one gates different story scenes and, ultimately, different endings. The game advertises over 20 distinct endings, and reaching them requires active dialogue choices and scheduled date actions from the Affinity menu, not just passive resource play. If you come in expecting a deep management sandbox that stays challenging at hour 80, you will feel the gears go soft. If you accept it as a hybrid where the management front-loads the stakes and the story delivers the payoff, the formula holds together. For newcomers to the genre, the structure is more approachable than it looks. Tasks are explicit, the AP (action point) economy is transparent, and there is a fast-forward option for the text-heavy early chapters. The translation from Chinese is functional with rough edges in places, but the tone - dry Lovecraftian absurdism wrapped in cozy character writing - comes through well enough that most players report caring about the staff roster by the end. The Lovecraftian aesthetic is committed and specific, not cosmetic: sanity management is a real mechanic tied to Oracle consultations, and the lore running underneath the hotel-management surface has genuine texture. Steam user sentiment sits firmly in the Very Positive range with a high approval rate across a substantial number of reviews, which for an indie from a small Chinese developer is meaningful signal. This one is squarely for players who want their resource loops to come with actual characters attached, can tolerate a slow ignition period, and are not allergic to anime presentation. Pure sim players who want the difficulty to scale into the late game should look elsewhere. Everyone else will likely find the 50-to-150-hour range goes faster than expected.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Dating SimVisual Novel HybridOracle Build SystemResource ChainsLovecraftianSanity MechanicMultiple EndingsCozy ManagementAnime Art Style

Requisitos del sistema

Mínimos

OS
Windows 7
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
NVIDIA GeForce GTX 750 Ti
Processor
Intel i5 Quad-Core

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Información del juego

Desarrolladora
Bone Nail
Distribuidora
Bone Nail
Fecha de lanzamiento
19 oct 2023

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Yog-Sothoth’s Yard está disponible en PC.

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Yog-Sothoth’s Yard se lanzó el 19 de octubre de 2023.

¿Quién desarrolló Yog-Sothoth’s Yard?

Yog-Sothoth’s Yard fue desarrollado por Bone Nail.