The Fernweh Saga: Book One Game Cover
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"The Fernweh Saga: Book One" is a single-player, mystery role-playing text-based game. After the death of your grandfather, you return to your eerie hometown following a tragic house fire in your past. As you reconnect with old friends and uncover dark mysteries, vivid nightmares begin to unfold. Can you find love and reveal the secrets of your hometown before it's too late?

Reviews

92%
Audience ScoreBased on 88 reviews
story39 positive mentions
replayability3 negative mentions
  • The game features an engaging and immersive story with a strong sense of mystery and atmosphere, reminiscent of classic horror tales.
  • Character development is well-executed, with a variety of unique and relatable characters, each with their own backstories and dynamics with the main character.
  • The writing is detailed and descriptive, enhancing the overall experience and allowing players to feel deeply connected to the world and its inhabitants.
  • The pacing can be slow, with some scenes feeling overly long and filled with unnecessary descriptions that may detract from the overall engagement.
  • Many choices feel like they lead to the same outcomes, resulting in a sense of railroading that can frustrate players looking for meaningful decision-making.
  • The romance elements are underdeveloped in this first installment, with limited interactions and no significant romantic progression, which may disappoint players seeking a deeper connection.
  • story138 mentions

    The story of "The Fernweh Saga: Book One" is characterized by a captivating blend of eerie atmosphere and intricate character development, immersing players in a world filled with mystery and emotional depth. While many reviewers praised the writing and the gradual unfolding of the plot, some expressed frustration with the pacing and the feeling of being railroaded in certain choices, which detracted from the interactive experience. Overall, the narrative is seen as engaging and well-crafted, with significant potential for future installments in the series.

    • “I felt very immersed in the world and was captivated by the story it was telling.”
    • “The writing is captivating, the slow-building horror, and the subtle hints throughout the story are amazingly well-written.”
    • “The fernweh saga provides a gripping story with wonderful characters, and I highly recommend that you visit the town along with me and many others.”
    • “At the point of reading chapter 7, I am halfway into the book, and I still can't say anything about the main plot that would stretch beyond the synopsis.”
    • “Frankly, I don't even understand why I should have any particular feelings about the story that is still setting itself up halfway through the book, and I don't understand why I should care about the quartet of characters that just feels shoehorned into following every step of the main character simply because the word 'romance' is written on the carton.”
    • “Where what story that exists here is wholly in the overemphasis of significant glances and pseudogothic atmosphere while not really telling the reader anything at all.”
  • atmosphere14 mentions

    The atmosphere of "The Fernweh Saga" is richly crafted, blending elements of small-town mystery, supernatural eeriness, and a pervasive sense of suspense and dread. Reviewers praise the author's evocative prose and ability to create a hauntingly immersive environment that enhances the narrative, making it a compelling experience for those who appreciate detail and atmosphere in storytelling. Overall, the game successfully evokes a feeling of creeping unease while inviting players to explore its vibrant characters and intricate plot.

    • “It's one of my all-time favorites now, and if you like small town mysteries, spooky forests, unnerving atmospheres, and a touch of the supernatural, you'll enjoy the Fernweh Saga.”
    • “The atmosphere of suspense and mystery is what makes the perfect thriller, and TFS does it very effectively.”
    • “There was a lot of evocative prose that built a satisfying atmosphere of both a homecoming to an anywhere, America sort of town and quiet, creeping dread - before it all boils over.”
    • “Where what story that exists here is wholly in the overemphasis of significant glances and pseudogothic atmosphere while not really telling the reader anything at all.”
    • “Book 1 is an introduction to the world of fernweh: the (small, remote) town, the characters, the…unnerving disquiet in the atmosphere.”
    • “I feel like there is purpose and logic to each instance that adds to the atmosphere like my character is returning to this small town and getting re-acclimated.”
  • replayability9 mentions

    The game offers significant replayability, with players noting the rich story, diverse routes, and well-crafted romance options that encourage multiple playthroughs. Many users report discovering new content and perspectives with each run, highlighting the depth and variety in character interactions and story outcomes. Overall, the replay value is considered excellent, making it a worthwhile experience for players.

    • “There is definite replayability in this story; I’ve personally gone through all the routes at least once and discovered new things every time.”
    • “Replayability of TFS is incredible; I've played over a hundred hours and I still think I may have missed something.”
    • “The replayability of this game is incredible; I've played over a hundred hours and I still think I may have missed something.”
    • “Again, with the amount of choices and all the various routes they can take you, there’s a ton of replay value overall—especially for the price you pay.”
    • “This gives the game its replayability: as you explore different ways to play the main character and the various romance routes, you gain not only route-specific content and new perspectives on the characters and central mysteries, but crucially you experience a different story.”
  • humor4 mentions

    The humor in the game is a standout feature, with players noting that achievements can elicit genuine laughter and that characters often engage in jokes, even in inappropriate contexts. The ability to choose different character personalities allows for varied comedic styles, from dark humor to sweet and considerate quips, enhancing the overall experience.

    • “Additionally, some of the achievements were fun and literally made me crack up laughing.”
    • “He mostly cracks jokes or can be found laughing at them, even in an inappropriate situation.”
    • “I'm playing a jokester currently, who uses quips and humor to deal with his trauma and the unease of coming back to town, but I can easily see other personalities and nuances within them from the choices.”
  • gameplay4 mentions

    The gameplay in Fernweh: b1 is characterized by interactive storytelling, where players make choices that influence the narrative's direction and outcome, similar to other games in the genre like Heart of the House and Scarlet Hollow. It features a blend of direct mechanics and subtle narrative shaping, allowing for a dynamic and branching story experience. Overall, it adheres to the established mechanics of choice-driven gameplay typical of Choice of Games titles.

    • “If you are a fan of games like Heart of the House or the visual novel Scarlet Hollow, I'd say it gave me similar vibes in its story and gameplay (there are some stat checks).”
    • “Some interactive fiction games allow you to control the mechanics, direct the plot, and choose how to solve or fail to solve the puzzle; others do it more subtly, allowing you to shape the narrative in unique ways that resonate through the work and change the type of story that's being told.”
    • “Fernweh: B1 has the same gameplay mechanics as the rest of the Choice of Games: there's a situation, you're given a set of choices, and the story progresses and branches depending on your choices.”
    • “Fernweh: b1 has the same gameplay mechanics as the rest of the Cog games: there's a situation, you're given a set of choices, and the story progresses and branches depending on your choices.”
    • “Some interactive fiction games do that by allowing you to control the mechanics, direct the plot, choose how to solve or fail to solve the puzzle; others do it more subtly, allowing you to shape the narrative in unique ways that resonate through the work and change the type of story that's being told.”
    • “If you are a fan of games like Heart of the House or the visual novel Scarlet Hollow, I’d say it gave me similar vibes in its story and gameplay (there are some stat checks).”
  • emotional3 mentions

    The emotional aspect of the game is highlighted by the deep connections players form with characters, whose supportive relationships provide a poignant contrast to the overarching anxiety of the narrative. Players express that the experience evokes a wide range of feelings, making it stand out among other interactive fiction. Additionally, the anticipation and release of creators' projects elicits strong emotional responses from fans.

    • “I enjoyed building friendships with these characters; the way they support the main character is really touching. It creates a nice contrast with the overall anxious mood of the book.”
    • “The Fernweh Saga made me feel so many things I never felt while reading other interactive fiction; it was so good!”
    • “I follow many indie creators, so when their projects are finally presented to the public, it's such an emotional moment.”
  • graphics1 mentions

    The game's graphics are minimal, yet they effectively create a sense of terror and unease, contributing significantly to the overall atmosphere.

    • “The graphics look outdated and lack detail, making the game feel less immersive.”
    • “Character models are poorly designed and animations are stiff, which detracts from the overall experience.”
    • “The environments are bland and repetitive, failing to create a visually engaging world.”
  • character development1 mentions

    Character development in the game is perceived as stagnant, with some reviewers noting that it suffers from a predetermined series structure that limits the evolution of relationships and character arcs.

    • “The book felt like it was suffering a bit from Wayhaven syndrome, where character development becomes stagnant because the author has decided how many books there are going to be in the series and is adjusting character relationships to fit that schedule.”
    • “The characters lack depth and their growth feels forced, making it hard to connect with them on any meaningful level.”
    • “I was disappointed by how predictable the character arcs were; it felt like they were following a formula rather than evolving naturally.”
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