Compare The Novelist prices across trusted key stores and find the best deal. Developed by Orthogonal Games. Published by Orthogonal Games. Released on 12/10/2013. Available on PC, Mac, Linux. Genres: Adventure, Casual, Indie. Metacritic score: 66/100.

Haunting a struggling writer's vacation home sounds like dark fantasy. What The Novelist actually delivers is something quieter and harder: the guilt of choosing who you disappoint.

My instinct with games built around a single family in a single house is to worry they'll run out of ideas before they run out of rooms. The Novelist almost proves that worry right, and yet it still managed to leave a mark. You play as a spectral presence sharing a coastal summer rental with the Kaplan family: Dan, a novelist paralyzed by writer's block; Linda, his wife trying to carve out space for her own painting career; and Tommy, their quietly lonely son who expresses everything through crayon drawings. Your job, across nine chapters, is to drift through the house, read their letters and diaries, slip into their memories, and then whisper a choice in Dan's ear each night. One person gets what they need. The others carry the cost. The writing is where Kent Hudson earned every bit of the DICE nomination for Outstanding Achievement in Story. The scenario is deliberately ordinary, and that ordinariness is the weapon. Tommy's crayon drawings of a father who was never around hit differently than any cutscene monster ever could. Linda's quiet resentment, surfacing through a letter left half-finished on the kitchen table, feels observed rather than invented. The game runs two modes: Stealth, where the Kaplans can spot you and lose trust in your influence if they do so more than twice per chapter, and Story mode, where you roam invisibly with no detection penalty. The stealth layer adds a thin layer of tension through light-fixture hopping and flickering lamps to redirect family members, but several critics and many players found it more obstacle than atmosphere. Story mode is the honest recommendation for anyone who came here for the writing. The mechanics are the honest problem. Across all nine chapters you do the same things in the same handful of rooms: find the notes, access the memories, reach the nightly decision. The house never grows. No new spaces open. The loop, which could have been meditative, tips into repetitive around chapter five, and the game's roughly two-to-four hour runtime means you feel that repetition before the ending lands. Some reviewers also noted that the consequences for prioritizing Dan's writing over his family are occasionally overwrought, nudging toward emotional manipulation where the writing had previously trusted you to feel things on your own. The limited number of distinct endings drew criticism too, particularly given how much nuance the moment-to-moment choices carry. Where The Novelist genuinely earns its keep is in the specific texture of its impossible choices. Book signing or Tommy's science fair. Staying late at the typewriter or sitting with Linda through something she can't articulate. The game never lets you win cleanly. Every chapter closes with someone's hope quietly set aside, and the cumulative weight of those small disappointments is what the whole thing is actually about. For players who want to escape real life, this is the wrong address entirely. For players who find meaning in games that mirror the compromises of adult existence, something here will stick. Kai, Scout Team

The Novelist

The Novelist

Dec 10, 2013Orthogonal Games
GamerScout Says

Haunting a struggling writer's vacation home sounds like dark fantasy. What The Novelist actually delivers is something quieter and harder: the guilt of choosing who you disappoint.

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GamerScout Verdict

Worth one quiet evening for players who like their fiction to sting; expect repetition, not spectacle.

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About The Novelist

My instinct with games built around a single family in a single house is to worry they'll run out of ideas before they run out of rooms. The Novelist almost proves that worry right, and yet it still managed to leave a mark. You play as a spectral presence sharing a coastal summer rental with the Kaplan family: Dan, a novelist paralyzed by writer's block; Linda, his wife trying to carve out space for her own painting career; and Tommy, their quietly lonely son who expresses everything through crayon drawings. Your job, across nine chapters, is to drift through the house, read their letters and diaries, slip into their memories, and then whisper a choice in Dan's ear each night. One person gets what they need. The others carry the cost. The writing is where Kent Hudson earned every bit of the DICE nomination for Outstanding Achievement in Story. The scenario is deliberately ordinary, and that ordinariness is the weapon. Tommy's crayon drawings of a father who was never around hit differently than any cutscene monster ever could. Linda's quiet resentment, surfacing through a letter left half-finished on the kitchen table, feels observed rather than invented. The game runs two modes: Stealth, where the Kaplans can spot you and lose trust in your influence if they do so more than twice per chapter, and Story mode, where you roam invisibly with no detection penalty. The stealth layer adds a thin layer of tension through light-fixture hopping and flickering lamps to redirect family members, but several critics and many players found it more obstacle than atmosphere. Story mode is the honest recommendation for anyone who came here for the writing. The mechanics are the honest problem. Across all nine chapters you do the same things in the same handful of rooms: find the notes, access the memories, reach the nightly decision. The house never grows. No new spaces open. The loop, which could have been meditative, tips into repetitive around chapter five, and the game's roughly two-to-four hour runtime means you feel that repetition before the ending lands. Some reviewers also noted that the consequences for prioritizing Dan's writing over his family are occasionally overwrought, nudging toward emotional manipulation where the writing had previously trusted you to feel things on your own. The limited number of distinct endings drew criticism too, particularly given how much nuance the moment-to-moment choices carry. Where The Novelist genuinely earns its keep is in the specific texture of its impossible choices. Book signing or Tommy's science fair. Staying late at the typewriter or sitting with Linda through something she can't articulate. The game never lets you win cleanly. Every chapter closes with someone's hope quietly set aside, and the cumulative weight of those small disappointments is what the whole thing is actually about. For players who want to escape real life, this is the wrong address entirely. For players who find meaning in games that mirror the compromises of adult existence, something here will stick.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayertrading-cardscloud-savestier:sub-5Choices MatterGhost PerspectiveDomestic DramaMultiple EndingsStealth OptionalShort PlaythroughReplayable NarrativeMemory Exploration

System Requirements

Minimum

OS
Windows XP SP2 or higher
Memory
2 GB RAM
Storage
800 MB available space
Graphics
256 MB VRAM video card
Processor
1.8 GHz

Recommended

OS
Windows 7
Memory
4 GB RAM
Graphics
512 MB VRAM video card
Processor
2 GHz

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Reviews & Ratings

Metacritic
66

Game Info

Developer
Orthogonal Games
Publisher
Orthogonal Games
Release Date
Dec 10, 2013

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Frequently asked questions about The Novelist

How much does The Novelist cost?

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What platforms is The Novelist available on?

The Novelist is available on PC, Mac, Linux.

When was The Novelist released?

The Novelist was released on 10 December 2013.

Who developed The Novelist?

The Novelist was developed by Orthogonal Games.

Is The Novelist worth buying?

The Novelist holds a Metacritic score of 66/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.