
Game intel
Strange Antiquities
Become the custodian of a store dealing in occult antiquities. Explore the quaint and gloomy town of Undermere, where strange goings-on and dark mysteries abou…
Strange Horticulture hooked me because it made note-taking cool again. Cross-referencing tomes, squinting at plant sketches, and deciding whether to help that shady customer felt tactile and personal. Strange Antiquities, a standalone sequel from Bad Viking and Iceberg Interactive, shifts the action from plants to occult artifacts-and that’s exactly why I’m paying attention. The new “closer inspect” system promises more hands-on deduction, and the moral choices look a touch nastier. If you’ve been craving cozy horror with teeth, this looks like the good stuff.
Strange Antiquities puts you behind the counter of an occult antiques shop as an apprentice thaumaturge. The daily rhythm returns: customers roll in with unnerving requests, you sift through illustrated tomes, and make choices that ripple through Undermere. The hook is the closer inspect system—descriptions tease noticing textures, a chill emanating from an artifact, or a creeping sense of dread. That’s an elegant escalation from plant sniffing and leaf shapes. It suggests puzzles that hinge on not just what an item is, but what it does to you and your space.
Expect more reference hunting: new volumes like the Guide to Occult Objects, Hermetic Symbology, and Gemstones and their thaumic properties are name-dropped. If Strange Horticulture had you triangulating map coordinates and matching leaf veins, Antiquities sounds closer to a tabletop detective session—read a sigil, cross-check gem lore, then decide whether the talisman cures nightmares or amplifies them. Also returning: Undermere’s exploration layer, now expanded with catacombs. If the maps stay as tactile as before, this could scratch that “I love my notebook” itch even harder.

The big shift is from taxonomy to sensation and symbolism. Plants were a puzzle of observation; artifacts add intention. An example scenario I can already see: a villager brings in a locket etched with a serpentine mark. The Hermetic Symbology tome suggests “warding venom,” the gemstone set in the locket resonates cold, and your inspect prompt hints at dread. Do you cleanse it, sell it as-is, or twist it into a curse for someone else? The press notes make it clear: your choices matter in a small town that remembers. That implies reputation, consequences, maybe even different endings.
On the practical side, the Switch version drops day-and-date. That’s great for handheld sleuthing, but UI density is a real concern in text-heavy games. I’m hoping for adjustable fonts and clean controller navigation, because Antiquities looks even more reading-forward than Horticulture. For PC, the $17.99 price point feels right for a focused mystery box; a 10% launch discount makes it an easy autumn pickup if the demo clicks for you.
Cozy detective games had a moment with titles like Strange Horticulture, The Case of the Golden Idol, and the broader “tactile puzzle box” wave popularized by The Room. What separates the Strange series is tone: it’s not jump-scare horror, it’s the slow hum of dread seeping into everyday routines. Antiquities leans into that with the catacombs and moral tools. Done right, that could deepen the role-play: not just “solve the puzzle,” but “what kind of occult shopkeeper are you?” That layer matters. It turns cozy into compelling rather than comfort food on autopilot.

From the outside, this reads like a smart sequel. Keep the vibe—cat purrs, candlelight, gentle whispers—then layer in sharper detective work and consequential choices. Bad Viking (the Donkin brothers) earned trust with Strange Horticulture’s clean puzzle design. If Antiquities keeps that clarity while letting us poke and prod haunted heirlooms, September 17 could be a cozy-horror highlight. There’s a free demo if you want to test the waters now; I’d recommend it to anyone who loved taking notes last time.
Strange Antiquities launches Sept 17 on PC and Switch at $17.99, with launch discounts. It doubles down on tactile investigation—closer inspections, deeper tomes, and moral choices that should actually matter. If you liked Strange Horticulture’s careful deductive loop, this looks like a darker, denser evolution.
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