Compare Vampire: The Masquerade - Coteries of New York prices across 50+ stores and find the best deal. Developed by Draw Distance. Published by Dear Villagers. Released on 12/11/2019. Available on PC, Mac, Linux, Xbox. Genres: Indie. Metacritic score: 70/100.

A compact, moody visual novel that works surprisingly well as both a lore primer and a gothic short story, provided you can make peace with a four-to-six hour runtime and choices that feel weightier than they ultimately are.

I came to Coteries of New York already fond of the World of Darkness in its tabletop form, and what surprised me most was how faithfully Draw Distance captured the texture of a single-session chronicle without the clunky dice. This is a visual novel first and a game second, and the studio was clear-eyed about that trade-off. They stripped out leveling, weapon stats, and traditional RPG scaffolding entirely, keeping only what serves the story: clan choice, Discipline use, Hunger management, and the slow, social puzzle of building your coterie. That focus is both the game's strength and the source of most complaints about it. You start as a freshly Embraced fledgling, saved from execution by the enigmatic Sophie Langley, and given sixteen in-game nights to prove your worth to a city that does not care whether you survive. Your playable clan, chosen from Brujah (Celerity and Potence, the street-level brawler), Toreador (Celerity and Auspex, the perceptive artist), or Ventrue (Fortitude and Dominate, the composed manipulator), colours your available Disciplines and some dialogue lines, but the broad arc stays the same across all three. The real divergence lives in your coterie. Recruiting the Nosferatu private eye D'Angelo pulls you into a vampire serial-killer case; the Malkavian influencer Hope has a plan to infiltrate high society with vampire-fetish content; the Gangrel Tamika is pure feral unpredictability. Each of those sub-threads is genuinely distinct in tone, and because the game's sixteen-night timer means one run cannot close all of them, a second playthrough has real pull. The hunger mechanic threads through all of it quietly: let the Beast rise too far and your vision floods with the visual noise of frenzy, blocking off options and conversations until you feed. It is not a deep system, but it is evocative in exactly the way a mood piece needs to be. The criticism the game has earned is fair and worth naming plainly. The three clan paths converge too heavily, and the choices you agonize over rarely reshape the ending in ways you can feel. The coterie you spend hours earning barely shows up in the finale. For a game that centers relationship-building, that landing is genuinely deflating. The runtime of four to six hours is honest but compressed, and some players will finish their first run feeling like the world exhaled before it was done breathing. Draw Distance clearly knew this, and the standalone follow-up Shadows of New York addresses much of it by giving a single character a tighter, more personal story. Still, what Coteries does well, it does with real care. The static portrait art for each character is detailed and expressive, the New York locations carry a convincing nocturnal atmosphere, and the writing treats the World of Darkness lore with enough respect that veterans will feel at home and newcomers will find an accessible glossary waiting whenever an unfamiliar term surfaces. For anyone completely new to Vampire: The Masquerade, this is probably the most comfortable entry point the franchise has ever had in digital form. It does not demand you know your Camarilla from your Anarchs before you sit down. It will teach you by the end of the first night. If you love the feel of a gothic tabletop one-shot condensed into a readable evening, Coteries of New York rewards that patience. Just go in knowing what it is: a carefully crafted short story with a few meaningful forks, not a sprawling RPG with consequences that echo for hours. Pair it with the sequel when you finish. Kai, Scout Team

Vampire: The Masquerade - Coteries of New York
Indie

Vampire: The Masquerade - Coteries of New York

Dec 11, 2019Draw DistanceDear Villagers
GamerScout Says

A compact, moody visual novel that works surprisingly well as both a lore primer and a gothic short story, provided you can make peace with a four-to-six hour runtime and choices that feel weightier than they ultimately are.

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About Vampire: The Masquerade - Coteries of New York

I came to Coteries of New York already fond of the World of Darkness in its tabletop form, and what surprised me most was how faithfully Draw Distance captured the texture of a single-session chronicle without the clunky dice. This is a visual novel first and a game second, and the studio was clear-eyed about that trade-off. They stripped out leveling, weapon stats, and traditional RPG scaffolding entirely, keeping only what serves the story: clan choice, Discipline use, Hunger management, and the slow, social puzzle of building your coterie. That focus is both the game's strength and the source of most complaints about it. You start as a freshly Embraced fledgling, saved from execution by the enigmatic Sophie Langley, and given sixteen in-game nights to prove your worth to a city that does not care whether you survive. Your playable clan, chosen from Brujah (Celerity and Potence, the street-level brawler), Toreador (Celerity and Auspex, the perceptive artist), or Ventrue (Fortitude and Dominate, the composed manipulator), colours your available Disciplines and some dialogue lines, but the broad arc stays the same across all three. The real divergence lives in your coterie. Recruiting the Nosferatu private eye D'Angelo pulls you into a vampire serial-killer case; the Malkavian influencer Hope has a plan to infiltrate high society with vampire-fetish content; the Gangrel Tamika is pure feral unpredictability. Each of those sub-threads is genuinely distinct in tone, and because the game's sixteen-night timer means one run cannot close all of them, a second playthrough has real pull. The hunger mechanic threads through all of it quietly: let the Beast rise too far and your vision floods with the visual noise of frenzy, blocking off options and conversations until you feed. It is not a deep system, but it is evocative in exactly the way a mood piece needs to be. The criticism the game has earned is fair and worth naming plainly. The three clan paths converge too heavily, and the choices you agonize over rarely reshape the ending in ways you can feel. The coterie you spend hours earning barely shows up in the finale. For a game that centers relationship-building, that landing is genuinely deflating. The runtime of four to six hours is honest but compressed, and some players will finish their first run feeling like the world exhaled before it was done breathing. Draw Distance clearly knew this, and the standalone follow-up Shadows of New York addresses much of it by giving a single character a tighter, more personal story. Still, what Coteries does well, it does with real care. The static portrait art for each character is detailed and expressive, the New York locations carry a convincing nocturnal atmosphere, and the writing treats the World of Darkness lore with enough respect that veterans will feel at home and newcomers will find an accessible glossary waiting whenever an unfamiliar term surfaces. For anyone completely new to Vampire: The Masquerade, this is probably the most comfortable entry point the franchise has ever had in digital form. It does not demand you know your Camarilla from your Anarchs before you sit down. It will teach you by the end of the first night. If you love the feel of a gothic tabletop one-shot condensed into a readable evening, Coteries of New York rewards that patience. Just go in knowing what it is: a carefully crafted short story with a few meaningful forks, not a sprawling RPG with consequences that echo for hours. Pair it with the sequel when you finish. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaVisual NovelWorld of DarknessBranching NarrativeHunger MechanicClan SelectionGothic AtmosphereShort PlaythroughReplayable EndingsTabletop Adaptation

System Requirements

Minimum

OS
Windows 7 SP1
Memory
4 GB RAM
Storage
2 GB available space
Graphics
​1 GB VRAM OpenGL 2.1+
Processor
Dual Core 3 GHz

Reviews & Ratings

Metacritic
70

Game Info

Developer
Draw Distance
Publisher
Dear Villagers
Release Date
Dec 11, 2019

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