An earlier work from the author of The Red Pearls of Borneo. Visually and mechanically, it feels like a prototype: lacking any of the beautiful UI elements of the later game, or any graphics or sound at all (it's pure command-line, just like Type Help). Initial impressions make it easy to dismiss as a serviceable rip-off ("it's Type Help in Space!") with a very formulaic sci-fi horror story, but the point you reach the natural conclusion turns out to be barely the half-way mark! Suddenly, the story shifts up a gear, and everything gets much more interesting as it gets re-contextualised with new information. Like Blue Prince, the first half of the game turns out to be the tutorial for the second as the deductions get much trickier and the player begins to be tested in all-new ways.
In the constellation of database/ research/ Obradinnlike games, this falls somewhere between Type Help's compelling gameplay (reveal a non-linear story by deducing/ guessing/ bruteforcing four-character filenames) and Her Story's multimedia excellence (audio clips and text rather than video). The files you reveal are also accompanied by comments from the archivists which adds a neat layer of extra personality to the proceedings, reminiscent of Analogue: A Hate Story.
Despite ostensibly being about a piece of 1940 analog tech, the story hits the 2026 zeitgeist, with subtle analogies to LLMs, fake/manipulated news, christofascism, and even women's autonomy (see also the current hit horror film Obsession). The writing is often deliberately obtuse, filled with weird esoterica and philosophy that will likely reward theory-crafting to fill in the many gaps.
This might be the perfect introduction to the genre for anyone who finds typical Obradinnlikes too daunting. For genre aficionados it's more of a quick snack. The Archives of Trevosa represents the minimal form of the Obradinnlike. The family tree you are filling has only two elements per node: the given name and the "title" (the trait they are identified with) and there is no need to look at pictures to deduce things (unlike The Roottrees Are Dead), there are no graphics beyond the family tree itself, there are no secondary gameplay elements (unlike Intelligence), the language translation aspect is limited to just nouns scattered among the English sentences (unlike Heaven's Vault and Chants of Senaar) and the overall difficulty is dialled down in favour of a more casual, accessible experience. Even the story is pared down and straightforward (unlike Her Story or Type Help) - which could be a positive for many players.
A huge, puzzle-filled adventure through multiple domains of the "deep web" - a metaphysical aquatic/internet/innerspace ocean, as you try to recover your memories and piece together your identity, while looking for a way home. This is a stand-alone game set in the same world as Open Sorcery, but no knowledge of previous games is required.
This time you play an actual "open sorcerer" rather than an elemental spirit, so as well as the traditional "matter/motive" element-based puzzles there are spell-casting and inventory puzzles, word-search puzzles, rearranging blocks of text into the right order, changing descriptions to make them consistent with each other, navigating complex dialogue trees, card games, alchemical crafting, and so much more, with almost every puzzle having multiple possible solutions.
A basic completion run takes over 15 hours, and that's without trying to get the numerous achievements, and skipping a ton of optional content. This is combined with a great story and great writing, veering between very funny, thrilling, and deeply sad with aplomb. It also looks and sounds great, with music, sound effects, occasional graphics, and beautiful typography throughout. A commercial game well worth the money, though if you just want to try it out, A Murder in Fairyland is a small-ish chunk from the middle of the game released for free.