Book of Hours Review
Book of Hours
Developer and Publisher: Weather Factory
Platform: PC
Release Date: August 17, 2023
MSRP: 24.99
There’s mindbending games, and then there’s Weather Factory. The small indie studio headed by surrealists Lottie Bevans and Alexis Kennedy have put out a variety of games, everything from a bizarre digital card game about losing your mind while forming a cult (Cultist Simulator) to immersive experiences, to their own tabletop game (The Lady Afterwards). Building on their previous work, they’ve unleashed another unusual but nonetheless engrossing offering, Book of Hours. It’s a strange mix of virtual furniture rearranging, gameplay based around gaining forbidden knowledge and hidden skills, and navigating your visitors and neighbors as you explore a massive house and attempt to craft a great work. It’s also vast, deep, and the kind of game you can lose weeks to. All in all, it’s an exciting new entry into their canon, and a worthy successor to their first sleeper hit.
Because of an unspecified incident, you are appointed the Librarian of Hush House, a sprawling Gothic library on the cliffs of Brancrug Isle. After a storm washes you up on the beach, you get yourself acquainted with Brancrug and your new environs, restoring the rooms of Hush House with the assistance of the locals and cataloguing any books you find. You have bigger ambitions for the forbidden knowledge hidden in these halls, however, and it will take all the skills and unusual gifts you gain from your books to achieve the transcendence you secretly seek.
Credit: The Gamer’s Lounge/Screenshot
Book of Hours is played out on a huge and expansive map of Brancrug and Hush House. Using a variety of skills, powers, items, and other help represented by cards, you perform various actions across the map— unlocking new rooms of the house that might do different things with your abilities, cataloguing (and studying) the vast library of randomly-generated books, dealing with visitors and locals alike, and upgrading your skills to further access forbidden knowledge on the “Tree of Knowledge” map. More skills and more abilities allow you access to a larger range of powers and knowledge, propelling you further up the tree and gaining more stats. The game works on a day-night cycle, where everything refreshes (and all temporary cards vanish) at daytime, and different actions are available at morning, and evening.
Credit: The Gamer’s Lounge/Screenshot
It sounds vast and complex, and it sort of is, but the presentation helps keep it simple. The game begins with your arrival on the beach with only a waterlogged journal and a memory of the storm, and teaches you the concepts of the game from there, with your first challenge being to choose your stats and then get off the beach. From there, you move into the town, and then set about opening up the town and the labyrinthine environs of Hush House itself. New mechanics have a barrier of entry (move to the next area, learn the right skill, generate enough resources) to get over, but once you get over that barrier, you find yourself integrating what you learned into the next set of mechanics. It’s vast and complex, but it’s understandable in a very specific way.
Credit: The Gamer’s Lounge/Screenshot
It also expands into a dizzying amount of depth. Apart from unlocking the rooms of Hush House, you can craft occult items, pump the townspeople for any recent omens they saw, enlist the help of townsfolk and visitors, and use the rooms for a variety of savory (and unsavory) purposes. Each new room you unlock comes with its own new set of abilities, uses and decorations. There are secrets (what do those busts on the grand staircase mean), a ton of flavor text and narration to get into, and a number of ways to craft. You can even start exploring the Moors, the Beach, and the Tree, the last of which is a map that, in classic Weather Factory fashion, exposes itself beneath the main game screen as a bizarre network of lines and pathways all leading to…something. The further you go down the rabbit hole, the more you understand, and the further you can get, leading to a sense of accomplishment as you learn the game’s ins and outs. Book of Hours makes you work hard for its secrets, but it does want you to find them, and you don’t usually find yourself waiting for the next thing to do.
That said, the game moves at its own pace, and it’s a slow and relaxing one. While there are clocks to keep track of, they’re long enough that you can figure things out slowly, and the day-night cycle lets the player know you’re going at your own pace, as long as you keep that pace slow. It’s a game about figuring things out and getting to know your area— there’s no obvious lose condition, Book of Hours is generous on time, and while the requirements for some tasks and progress seem daunting, you have more than enough time to work things out. After all, a library is a place for quiet, methodical contemplation and research, not a desperate race against the clock.
Helping all of this, the map and the corresponding Tree are gorgeous. Building on the stained glass/art deco style of Cultist Simulator and Lady Afterwards, Book of Hours features a lavish but abstract view of Brancrug Isle, Cucurbit Bridge, and the all-important Hush House. The rooms are also excessively detailed, with a variety of different furniture and components you can move around to your heart’s content, all of which also have properties you can further use in your work. As you get into the interlocking systems, half the fun is seeing what card will come up next, or what new room will open up, or what new item you can place in the library. Everything also changes with the seasons and weather, shifting to snow-covered skeletal trees and hilltops for Winter, autumn leaves, or…well, that would be a spoiler. It’s just another way the game integrates the environment as part of what it does.
Credit: Weather Factory
While the game is an absolute delight for the senses and mind, it does have a few caveats here and there. You have to constantly zoom in and out around the map, as it’s huge and you’re quickly able to lose track of what you’re doing. There’s also not really a way to keep track of all the processes you initiate, so occasionally something will go off, sending you scrolling back and forth around the map to find the exact point. Sometimes you’ll even misclick on the background or something else, closing the window you opened and opening a different one, or bringing up another tutorial message. It’s a problem quickly solved by zooming in, but it can be exhausting to navigate, especially later in the game when you have multiple processes running.
Credit: The Gamer’s Lounge/Screenshot
The game can also be somewhat daunting in scope. Something might happen before you’re completely ready, leaving you wondering how you’re supposed to come up with 5 Forge to fix something that might be a problem down the road. Finding specific categories means sorting through a tremendous amount of clutter— and while sorting the clutter and organizing the rooms and redecorating is the point of the game to some degree, the somewhat inaccurate placement mechanics and sheer vast amount of space you can open up can be somewhat mind-boggling.
But Book of Hours is in an early state. There’s plenty of time to fix these minor bugs, and gazing into the infinite while rearranging your sprawling library is kind of the point of the game. While it might be a little sprawling, that’s very much the point, and it’s a welcome new addition to Weather Factory’s bizarre universe. If you let this game in, you will lose whole weeks to its engrossing depth and complex interactions. It’s a beautiful expanse of a game that stretches outward from the vertical slice seen during NextFest, and it demands you invite it in.
The Good:
- Beautiful artwork and top-notch integration between theme and gameplay
- Vast, sprawling game of interlocking systems to explore
- Tons of flavor and setting
- Simple but deep card-based gameplay
The Bad:
- Sprawling and vast game means scrolling across the map multiple times to find that one card you placed
- Becomes difficult to keep track of things in the mid-game with too many pieces moving around
Final Score:
It’s got its rough spots and a very specific audience, but you’ll never play another game like it.