11.2 hours played
Written 10 days ago
The Horror at Highrook is an interesting combination of board game mechanics with the possibilities offered by video games. It tells a neat, if not exactly groundbreaking, cosmic horror story using resource management gameplay. While it's a bit of a mess in places, The Horror At Highrook is worth a try if you appreciate mythos stories and are willing to put up with quite a lot of repetition.
The gameplay of The Horror at Highrook works like this. You have four people, each with skills in certain areas, who have needs that must be balanced like sleep, hunger, etc. Each room is then associated with one of those skills: the laboratory for using chemicals, the kitchen for cooking, etc. Thirdly, the game will give you tasks which require time and a certain amount of a specific skill in order to complete. Finally, there are support cards which give a bonus to a skill and can be used to help complete harder tasks. So to complete the game, pick a person, pick a task, put them in the correct room, watch progress bar complete.
If this sounds boring, then this likely isn't the game for you. Watching the tasks complete and picking up new tasks and lore can be very satisfying at first. Even as someone who enjoys this kind of thing though, I couldn't help but feel that The Horror at Highrook could have been a couple of hours shorter since the progress bars were feeling pretty repetitive at that point. Still, finding new items and tasks always had a charm to it.
The biggest issue with the gameplay is that there is basically no depth to it beyond what I've already described. If you have a new task, complete it. There's never any thought to the game beyond this and nearly no decisions to make. The game tracks your number of days but I'm not sure if that matters for anything. Perhaps there is an overall time limit but it never came up in my playthrough and I completed all side quests and even spent the whole first day not realizing the game was a real-time with pause situation.
I couldn't help but feel like the gameplay would have felt better with a shorter runtime and more replayability. Choices to make or puzzles to figure out that could have offered more depth and direct player interaction. Allowing characters to interact more would have also benefited the game quite a bit. The overall story was solid but the character writing was extremely flat, likely since the only way to expand on the characters was to do their side quests and read their notes. I'm imagining instead a system where the choice of character to task matters beyond just the simple act of being able to complete it. Perhaps there are permanent effects added or removed from characters who use certain artifacts. Also, if tasks could be cooperatively completed by multiple people, this could allow for interaction between the characters and may be able to support a relationship system between the characters that impacts their dialogues with each other.
It seems like some of these interactions were intended, as one character does come with a semi-permanent status effect and certain combat tasks suggest that multiple skills could be used to complete them, despite them being stuck in one room and thus, are only usable with one skill. Perhaps these systems had to be stripped down to make a release date? Regardless, as it stands, the only puzzle really is to determine how to get the proper support items to allow you to complete higher level tasks and none of your choices seem to make any meaningful difference.
The Horror at Highrook may not have reached its full potential but it certainly does have that potential to be something great down the line. If that is something that interests you, I recommend trying the game out and enjoy the pretty cool mythos story along the way. I personally would wishlist a sequel immediately and I hope the devs can come up with some cool ways to really flesh out this gameplay style.