Strange Antiquities is finally released in the world. To celebrate its official Steam launch I have an interview with the developer Bad Viking.
There is beauty in simplicity. Many people like games that are very big and full of hard challenges. I also like those games. But sometimes I just want to relax. I like to sit quietly. I like to drink something warm. At this time of year I often choose a hot chocolate. I like pumpkin spice when the air feels cold. On such days I do not need a huge action game. I do not need fast battles or loud music. I only want a quiet and simple experience. A good visual novel can give me that feeling. It is like reading a book but it is also like playing a game. It lets me enjoy a story without pressure. It lets me take my time. It feels safe and calm. That is the beauty of simplicity.
Recently I went back into the World of Darkness. That is a dark setting full of vampires and secrets. I played Vampire The Masquerade Reckoning of New York. It was a return to a world I already loved. After that I played Coffee Talk. In Coffee Talk you brew warm drinks. You listen to people. You watch their stories unfold. These games are slow. They are peaceful. They let your mind breathe. I played these games as a way to prepare myself. I wanted to get ready for another game. That game is called Strange Antiquities. Strange Antiquities is a follow up to a game named Strange Horticulture. Strange Horticulture was a puzzle game. It became a detective story. It was made by Bad Viking. Strange Antiquities is one of the most anticipated games. Many people were waiting for it.
It has been three years since we last played Strange Horticulture. In that game we could pet a cat named Jupiter. We could also work with strange plants. Some of those plants could be dangerous. I sometimes wondered how the new game would be different. I was a little worried. I did not want the new game to have too many features. I did not want it to become bloated. I hoped it would still feel simple and special.
Strange Antiquities is not just more Strange Horticulture. It is not only a copy. The new game is about artifacts instead of plants. But that is not the only difference. The whole game feels more complete. It feels like the first game but grown up. There is an index full of scientific words. There are special books you can read. There are new ways to touch and study objects. You can even feel the aura of an item. If an item gives you a chill then it might be bad. This small detail makes the world feel alive.
The map system has grown bigger. You can now explore more places around Undermere. Undermere is the town where the story takes place. There are hidden corners. There are small shops. There are cellars and caves. You can collect new artifacts if you are clever. You have to follow the clues. You have to use your mind. When you discover something new you feel happy. Sometimes you find a hidden drawer in your desk. Sometimes you go down into a cellar and find a rare object. The game gives you many small rewards. Even though the game feels simple it keeps you going. It keeps your curiosity alive.
I asked John and Rob Donkin why they made a sequel. John and Rob are the two people who make up Bad Viking. They made the first game. The first game felt complete. It felt like a whole story. So why make another game. Rob said that people wanted more of it. Strange Horticulture was short. It was the right length. People reached the end. They loved it. They asked for more. At first the team thought they would close the book on the plant story. They thought they would move on. But they decided to do something new. They chose to keep the world and style. They chose to open a new chapter. They wanted to do something a little different but still familiar.
John said they wanted to expand the Strange universe. Antiquities felt like a natural next step. They also knew that making a brand new idea is very hard. Making a new IP and having it become successful is difficult. Strange Horticulture was already successful. It made sense to build on that success. They could add more depth. They could improve what people already loved. They could add more detective work. People loved exploring the map. So they added more maps. They wanted to go a little bigger but still keep the heart of the game.
Detective work is more important in Strange Antiquities. There is a big index. There are special books called tomes. You must flip through them. You must use them to identify artifacts. Your visitors may not know the real names of the objects. They might use casual words. They might be confused. You must look through your books to figure out what they want. You must study the items. You must observe details. This makes the game deeper. It makes you feel like a true detective. It adds layers to the game.
Rob said the system is more intentional. You need to search for the answer. The game does not give it to you. John agreed. He said the index amplifies the detective work. In Strange Horticulture you often got the plant name. Then you just looked it up. Now you do not get the name. You only get the story or the conversation. You must piece it together. This creates a new challenge. It feels more rewarding. It feels more alive.
When they made Strange Horticulture they did not even know they were making a detective game. Rob saw an advertisement for a horticulture company. That inspired the idea. He told John. They decided to make the game. They used parts from old projects. They took a map from a board game prototype. They took a setting from a point and click adventure. They combined them. That became Undermere. They made the game. Later someone said it was one of the best detective games. Only then did they realize they had made a detective game.
I like detective games. Right now I feel like I am in a detective phase. I want games that make me think. Strange Antiquities gives me that. It gives me puzzles. It gives me mystery. It forces me to make choices. Some choices might be wrong. Some choices might feel strange. But that is part of the fun. When I identify an object correctly I feel a rush of joy. I feel proud. The game gives you that reward again and again.
The season is changing. The nights are getting colder. It is the perfect time for a game like Strange Antiquities. I cannot recommend it enough. It is perfect for a quiet night. Light a candle. Hold a warm drink. Play the game. Pet the cat named Jupiter. Explore Undermere. Avoid the crows. There are many crows in town now. That is part of the charm.
Strange Antiquities is on Steam. You can go there and get it. You can book your ticket to Undermere. You can spend your time in that world. You can enjoy the slow pace. You can enjoy the beauty of simplicity.
Sometimes we think games must always grow bigger. We think they must always add new systems. But sometimes the best games are the ones that know what they are. Strange Antiquities knows what it is. It is simple but deep. It is small but rich. It does not try to be everything. It only tries to be itself. That is why it works so well. It shows that beauty can be found in small things. It shows that even a simple game can hold your heart.
The world outside can be loud. It can be busy. Games like this are a break. They are a safe space. They remind us to slow down. They remind us to look closely. They remind us to listen. They remind us that stories matter. They remind us that a little mystery can be wonderful.
Undermere feels alive even though it is just a small town in a game. The streets feel wet with rain. The wind feels cold. The old buildings creak. The lamps flicker. You can imagine the smell of old paper in your shop. You can imagine the weight of an artifact in your hand. You can hear the soft purr of Jupiter the cat. You can feel the thrill when you open a hidden drawer. You can taste the warm drink as you play. All these simple details make the game special.
The index and the books are not just tools. They are part of the world. Turning a page feels like an adventure. Finding the right line of text feels like a victory. Every object has a story. Every clue has a meaning. Every choice feels like it matters. The game rewards patience. It rewards curiosity. It rewards careful thought. It rewards observation. It rewards kindness too. The patrons who visit your shop are not just puzzle pieces. They are people with lives. They have fears and hopes. Listening to them makes the world feel real.
The puzzles are not about speed. They are about understanding. They are about paying attention. They are about using your mind. They are about noticing small details. Sometimes you will fail. But failing is part of learning. You will try again. You will notice something new. You will grow. This slow process is part of why the game feels good. It is not stressful. It is thoughtful. It is calm.
Many games chase action. Many games chase spectacle. Strange Antiquities does not. It chases feeling. It chases atmosphere. It chases quiet wonder. It shows that a game can be powerful without explosions. It shows that a game can be deep without being complex. It shows that a game can be big in heart even if it is small in size.
As you play you may start to notice the world differently. You may notice small clues in your own life. You may notice the way light falls on a table. You may notice the sound of rain. You may notice the shape of a leaf. This is what good games do. They change the way you see things. They make the ordinary feel special. Strange Antiquities does this well.
In the end Strange Antiquities is more than a sequel. It is a gentle reminder. It reminds us that stories matter. It reminds us that curiosity is a gift. It reminds us that even in a busy world there is space for quiet joy. It reminds us that sometimes the smallest adventures can stay in our hearts the longest.
If you want a game for a cold evening choose this one. If you want a game that will not rush you choose this one. If you want a game that lets you think and feel choose this one. If you want to return to Undermere choose this one. If you want to pet Jupiter again choose this one. If you want to believe in the magic of small things choose this one.
This is why I love games. This is why I love simplicity. This is why I love the Strange universe. It is not loud. It is not huge. It is not trying to be everything. It is just right. It is beautiful. It is simple. It is enough. And sometimes enough is perfect.
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