Compare BOOK OF HOURS prices across 50+ stores and find the best deal. Developed by Weather Factory. Published by Weather Factory. Released on 8/17/2023. Available on PC, Mac, Linux. Genres: Indie, RPG, Simulation.

A combat-free occult library sim that demands patience, a notepad, and genuine curiosity - newcomers who push through the brutal opening will find one of the most atmospheric strategy-adjacent games in years.

My first hour in BOOK OF HOURS was spent staring at a foggy beach, holding a waterlogged journal, and slowly realising the game had zero intention of explaining itself. No tutorial pop-ups, no objective markers, no hand-holding. Just cards, ticking clocks, and the distant silhouette of Hush House. For a strategy player conditioned to tooltips and tech trees, that opening is a genuine test of will - and I want to be honest with you about that before anything else. Once you clear that beach and settle into the rhythm, the mechanical picture sharpens considerably. Everything in the game runs through a card-and-clock system: you slot cards representing Memories, Skills, Soul Aspects, and Sundries into action spaces, then let a timer resolve the outcome. Reading a grimoire, hiring a local assistant, studying a forbidden language, crafting occult items in unlocked workrooms - all of it follows the same core loop. The four card categories interact in ways that take real time to internalise, and the game's day-night cycle acts as a soft pacing mechanism rather than a punishing timer. There is no traditional fail state tied to poor decisions; mistakes cost resources and time, not a game-over screen. For systems thinkers, that low-stakes friction is the sweet spot: you can experiment freely, trace cause and effect, and gradually build a mental model of how the Tree of Wisdoms skill progression feeds back into what rooms you can unlock and what books you can actually read. The Hush House itself is the real design achievement. Unlocking each new room opens new action spaces, new crafting options, and new ways to combine your growing deck of cards. Seasonal changes shift the visual palette and affect certain card types. Visitors arrive with their own needs, lending small narrative incidents to an otherwise solitary experience - though the community has noted that the visitor mechanic can feel mechanically thin, often reducing to a single interaction before they leave. The mid-game card sprawl is a legitimate usability complaint: tracking where you placed a specific skill card across a vast scrollable map becomes genuinely tedious, and veterans of tighter resource-management games will feel the friction. Keep a physical notepad. Seriously. The developers themselves flagged note-taking as near-essential, and experienced players echo that advice loudly. For the audience asking whether this is beginner-accessible: conditionally, yes. BOOK OF HOURS is deliberately gentler than its predecessor Cultist Simulator - no permadeath spiral, no punishing timers on core progression. The learning curve is steep at the front and then pleasantly gradual. The art deco card aesthetic, the quietly haunting string-and-chorus soundtrack, and the density of hand-written lore text all work together to make the slow parts feel atmospheric rather than empty. If you bounced off Cultist Simulator's punishing economy, give this one a longer look. If you have never touched either game, budget a few hours of genuine exploration before forming any opinion. The Steam community sits at roughly 90% positive across over 2,600 reviews - that signal is earned, not inflated. What BOOK OF HOURS is not: a fast game, a forgiving onboarding experience, or a title that rewards impatience. What it is: one of the more genuinely original library-management, skill-crafting, occult-lore experiences on PC, built by a two-person studio with enough ambition to fill several shelves of its own imaginary collection. Diego, Scout Team

BOOK OF HOURS
IndieRPGSimulation

BOOK OF HOURS

Aug 17, 2023Weather Factory
GamerScout Says

A combat-free occult library sim that demands patience, a notepad, and genuine curiosity - newcomers who push through the brutal opening will find one of the most atmospheric strategy-adjacent games in years.

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About BOOK OF HOURS

My first hour in BOOK OF HOURS was spent staring at a foggy beach, holding a waterlogged journal, and slowly realising the game had zero intention of explaining itself. No tutorial pop-ups, no objective markers, no hand-holding. Just cards, ticking clocks, and the distant silhouette of Hush House. For a strategy player conditioned to tooltips and tech trees, that opening is a genuine test of will - and I want to be honest with you about that before anything else. Once you clear that beach and settle into the rhythm, the mechanical picture sharpens considerably. Everything in the game runs through a card-and-clock system: you slot cards representing Memories, Skills, Soul Aspects, and Sundries into action spaces, then let a timer resolve the outcome. Reading a grimoire, hiring a local assistant, studying a forbidden language, crafting occult items in unlocked workrooms - all of it follows the same core loop. The four card categories interact in ways that take real time to internalise, and the game's day-night cycle acts as a soft pacing mechanism rather than a punishing timer. There is no traditional fail state tied to poor decisions; mistakes cost resources and time, not a game-over screen. For systems thinkers, that low-stakes friction is the sweet spot: you can experiment freely, trace cause and effect, and gradually build a mental model of how the Tree of Wisdoms skill progression feeds back into what rooms you can unlock and what books you can actually read. The Hush House itself is the real design achievement. Unlocking each new room opens new action spaces, new crafting options, and new ways to combine your growing deck of cards. Seasonal changes shift the visual palette and affect certain card types. Visitors arrive with their own needs, lending small narrative incidents to an otherwise solitary experience - though the community has noted that the visitor mechanic can feel mechanically thin, often reducing to a single interaction before they leave. The mid-game card sprawl is a legitimate usability complaint: tracking where you placed a specific skill card across a vast scrollable map becomes genuinely tedious, and veterans of tighter resource-management games will feel the friction. Keep a physical notepad. Seriously. The developers themselves flagged note-taking as near-essential, and experienced players echo that advice loudly. For the audience asking whether this is beginner-accessible: conditionally, yes. BOOK OF HOURS is deliberately gentler than its predecessor Cultist Simulator - no permadeath spiral, no punishing timers on core progression. The learning curve is steep at the front and then pleasantly gradual. The art deco card aesthetic, the quietly haunting string-and-chorus soundtrack, and the density of hand-written lore text all work together to make the slow parts feel atmospheric rather than empty. If you bounced off Cultist Simulator's punishing economy, give this one a longer look. If you have never touched either game, budget a few hours of genuine exploration before forming any opinion. The Steam community sits at roughly 90% positive across over 2,600 reviews - that signal is earned, not inflated. What BOOK OF HOURS is not: a fast game, a forgiving onboarding experience, or a title that rewards impatience. What it is: one of the more genuinely original library-management, skill-crafting, occult-lore experiences on PC, built by a two-person studio with enough ambition to fill several shelves of its own imaginary collection. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Card-Based CraftingNo CombatOccult LoreDay-Night CycleSkill TreeNote-Taking RequiredAtmosphericCombat-Free RPG

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 21 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 10 or later, 64-bit
Memory
2 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
4GB VRAM, 1600x1024 minimum resolution; integrated graphics cards will only work if post-2012
Processor
2GHz or better
Sound Card
DirectX 11 compatible

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Game Info

Developer
Weather Factory
Publisher
Weather Factory
Release Date
Aug 17, 2023

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BOOK OF HOURS is available on PC, Mac, Linux.

When was BOOK OF HOURS released?

BOOK OF HOURS was released on 17 August 2023.

Who developed BOOK OF HOURS?

BOOK OF HOURS was developed by Weather Factory.