Compare 1931: Scheherazade at the Library of Pergamum prices across 50+ stores and find the best deal. Developed by Black Chicken Studios, inc.. Published by Black Chicken Studios, inc.. Released on 3/26/2015. Available on PC. Genres: Casual, Indie, RPG, Simulation.

A pulp-era stat-raiser with 50+ story arcs, 11 endings, and a skill system that will punish your first playthrough and pull you straight into a second.

My spreadsheet instincts kicked in about twenty minutes into this one, and that is either a warning or a sales pitch depending on who you are. Scheherazade sits at a peculiar crossroads: it is a visual novel wrapped around a time-management sim wrapped around a stat-raising RPG, all set in a 1930s pulp-adventure world that owes a clear debt to Indiana Jones and old serialised fiction. You play as Sadie Keating, a sharp young archaeology student navigating the year after high school graduation, globe-trotting from Manhattan to Egypt to India while chasing down the mystery of her missing parents and, optionally, a romantic subplot or five. The mechanical spine is a calendar-and-skill loop that will feel immediately familiar to anyone who has touched Academagia or Princess Maker. Each week, you allocate Sadie's time across a couple of dozen skills, things like Wits, Knowledge, Moxie, Hope, and Perception, either through direct training tasks or by stacking Inspiration cards that provide temporary boosts. Then you take on "capers," which are essentially gated story missions with obstacle checks that demand a minimum skill threshold to pass. The design here is genuinely interesting on paper: Inspirations give you a way to spike a stat for a single high-stakes moment without grinding for weeks, which is a smarter solution than raw number-inflation. The problem is that the game barely explains any of this. The tutorial passes by once and does not stick around. Players going in blind will hit a city map, have no clear signal about what to do next, and stall out completely. This is the game's sharpest flaw, and it is a consistent complaint across years of community feedback. Power through that friction, though, and the content depth is hard to argue with. Over 50 story arcs, 11 major endings with variations, and a cast of hundreds means repeat playthroughs are structurally different rather than just cosmetically so. The writing is the game's strongest asset: breezy, sharp, genuinely funny in places, and tonally consistent with the era it is chasing. The romance routes vary considerably in difficulty, with community consensus flagging at least one prospect as a serious challenge for a first-time run. The art and music are serviceable but unspectacular. Character sprites are limited, backgrounds barely change between locations, and the soundtrack loops fast enough to notice. None of that kills the experience, but it is a gap between the ambition of the writing and the resources available to support it visually. From a pure decision-quality standpoint, this is thinner than it looks. The obstacle checks are mostly binary pass-or-fail rather than tiered outcomes, so the real strategy is in choosing which arcs to prioritise before the in-game year runs out, not in how you engage with individual encounters. There is a meaningful time-scarcity problem: commit to too many plot threads and you will finish none of them, which forces genuine prioritisation and gives multiple runs real replay purpose. That said, there is no mod ecosystem to speak of, the AI is absent in any meaningful sense (this is purely single-player narrative), and achievement hunters should know that long-standing bugs block some of the rarer unlocks with no official fix on record. This is a niche game that respects its niche, but asks quite a lot of patience from anyone not already fluent in stat-sim conventions. Diego, Scout Team

1931: Scheherazade at the Library of Pergamum
CasualIndieRPGSimulation

1931: Scheherazade at the Library of Pergamum

Mar 26, 2015Black Chicken Studios, inc.
GamerScout Says

A pulp-era stat-raiser with 50+ story arcs, 11 endings, and a skill system that will punish your first playthrough and pull you straight into a second.

PC
Best Price Available
0.00
at N/A
Historical low: $0.9

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About 1931: Scheherazade at the Library of Pergamum

My spreadsheet instincts kicked in about twenty minutes into this one, and that is either a warning or a sales pitch depending on who you are. Scheherazade sits at a peculiar crossroads: it is a visual novel wrapped around a time-management sim wrapped around a stat-raising RPG, all set in a 1930s pulp-adventure world that owes a clear debt to Indiana Jones and old serialised fiction. You play as Sadie Keating, a sharp young archaeology student navigating the year after high school graduation, globe-trotting from Manhattan to Egypt to India while chasing down the mystery of her missing parents and, optionally, a romantic subplot or five. The mechanical spine is a calendar-and-skill loop that will feel immediately familiar to anyone who has touched Academagia or Princess Maker. Each week, you allocate Sadie's time across a couple of dozen skills, things like Wits, Knowledge, Moxie, Hope, and Perception, either through direct training tasks or by stacking Inspiration cards that provide temporary boosts. Then you take on "capers," which are essentially gated story missions with obstacle checks that demand a minimum skill threshold to pass. The design here is genuinely interesting on paper: Inspirations give you a way to spike a stat for a single high-stakes moment without grinding for weeks, which is a smarter solution than raw number-inflation. The problem is that the game barely explains any of this. The tutorial passes by once and does not stick around. Players going in blind will hit a city map, have no clear signal about what to do next, and stall out completely. This is the game's sharpest flaw, and it is a consistent complaint across years of community feedback. Power through that friction, though, and the content depth is hard to argue with. Over 50 story arcs, 11 major endings with variations, and a cast of hundreds means repeat playthroughs are structurally different rather than just cosmetically so. The writing is the game's strongest asset: breezy, sharp, genuinely funny in places, and tonally consistent with the era it is chasing. The romance routes vary considerably in difficulty, with community consensus flagging at least one prospect as a serious challenge for a first-time run. The art and music are serviceable but unspectacular. Character sprites are limited, backgrounds barely change between locations, and the soundtrack loops fast enough to notice. None of that kills the experience, but it is a gap between the ambition of the writing and the resources available to support it visually. From a pure decision-quality standpoint, this is thinner than it looks. The obstacle checks are mostly binary pass-or-fail rather than tiered outcomes, so the real strategy is in choosing which arcs to prioritise before the in-game year runs out, not in how you engage with individual encounters. There is a meaningful time-scarcity problem: commit to too many plot threads and you will finish none of them, which forces genuine prioritisation and gives multiple runs real replay purpose. That said, there is no mod ecosystem to speak of, the AI is absent in any meaningful sense (this is purely single-player narrative), and achievement hunters should know that long-standing bugs block some of the rarer unlocks with no official fix on record. This is a niche game that respects its niche, but asks quite a lot of patience from anyone not already fluent in stat-sim conventions. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Stat-RaiserTime ManagementOtome-AdjacentBranching EndingsCalendar SimPulp AdventureInspiration CardsSkill CheckCaper System

System Requirements

Minimum

OS
8 / 7
Memory
2 GB RAM
Storage
500 MB available space
Processor
1 GHz
Additional Notes
Best on Resolutions higher than 800x600

Recommended

Processor
2 GHz

Community Discussion

Be the first to comment on 1931: Scheherazade at the Library of Pergamum.

Reviews & Ratings

No ratings available

Game Info

Developer
Black Chicken Studios, inc.
Publisher
Black Chicken Studios, inc.
Release Date
Mar 26, 2015

Price Alert

Get notified when the price drops below your target!

Create Alert

Price History

2026-06-100.90(lowest)
2026-06-090.90(lowest)

Buy smarter: helpful guides

Looking for more? See games like 1931: Scheherazade at the Library of Pergamum

Frequently asked questions about 1931: Scheherazade at the Library of Pergamum

How much does 1931: Scheherazade at the Library of Pergamum cost?

1931: Scheherazade at the Library of Pergamum pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock key and store offers across 50+ verified shops, so you always see the current lowest price before you buy.

Where can I buy 1931: Scheherazade at the Library of Pergamum cheapest?

Compare 1931: Scheherazade at the Library of Pergamum prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is 1931: Scheherazade at the Library of Pergamum available on?

1931: Scheherazade at the Library of Pergamum is available on PC.

When was 1931: Scheherazade at the Library of Pergamum released?

1931: Scheherazade at the Library of Pergamum was released on 26 March 2015.

Who developed 1931: Scheherazade at the Library of Pergamum?

1931: Scheherazade at the Library of Pergamum was developed by Black Chicken Studios, inc..