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(+2)

I really appreciate how the game feels very modular. The combination of locations and the secrets with the objectives offers a lot of flexibility and replay value which can be a weakness in the Havoc Engine. In particular, the ability to return to a location with a new objective

I also like how all the elements interact. The use of cash to gain resources and negate conditions while boosting heat is really well thought out and feels "right" in terms of a game with a modern setting.

There are some great elements thematically. As I mentioned, cash specifically feels immersive for a modern setting, as do the notorious and heat tracks. I like how grounded it is in the historical setting and cultural context, noting the factions at play and the various shadowy players in the secrets component.

That said, the combination of rules starts to feel very busy at some point. There are a lot of elements to keep track of, and although there's good ludo-narrative consonance for them, I worry about mental load to play or run. The cards and trackers may help mitigate that, and overall, it may be intuitive enough to keep the issue in check. That said, it's a relevant concern and I can't say how much of an issue it is until I've had a real playthrough.