
★★★★☆4.5
Description
The flickering gaslight barely illuminates your grimy hands as you fumble with the lockpicks. Rain lashes against the stained-glass window of Madame Evangeline's Parlour of Peculiarities, a relentless rhythm mirroring the frantic beat of your heart. Inside, nestled amongst taxidermied hummingbirds, antique clockwork automatons, and jars containing suspiciously viscous liquids, lies the Orb of Azathoth. They say it whispers forgotten knowledge, knowledge that could unravel the very fabric of reality.
You, however, are after the less existential reward: the hefty sum Lord Harrington promised for its… retrieval.
The cobblestone streets of New Birmingham are treacherous enough in the daylight, teeming with shadowy figures and desperate souls. But tonight, something is different. The air hums with an unnatural energy. You saw a beggar gibbering about "eyes in the shadows" just moments ago, and even hardened constables seem unusually jumpy, their hands twitching towards the gas-powered revolvers at their hips.
This isn't just another heist.
You've been hired by competing factions: the aforementioned Lord Harrington, a man steeped in occult secrets; the enigmatic Professor Armitage, obsessed with preserving the sanity of the masses; and a shadowy collective known only as "The Obsidian Hand," who seem to believe the Orb should remain undisturbed, locked away from prying eyes.
Each faction has provided you with clues, tools, and, more importantly, leverage against the others. But be warned: alliances shift like the swirling mists that cling to the canals, and trust is a luxury you can ill afford.
Your success, and perhaps the very survival of New Birmingham, hinges on your choices. Will you prioritize profit, knowledge, or the fragile peace of a city teetering on the brink of madness? The ticking of a nearby grandfather clock echoes in the oppressive silence.
The game is about to begin. Choose wisely. The fate of New Birmingham, and perhaps your sanity, depends on it. Good luck. You'll need it.
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