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(+3)

I'm not quite sure where to put this so I'd rather leave it on the open. I’ve really been enjoying OBSCURA, the atmosphere, art, music, and the whole illicit underground bazaar vibe are absolutely stunning and the love interests feel distinct and compelling. As someone playing as a female MC, though, I wanted to share some constructive thoughts that might help polish what’s already a strong experience.

First, the pronoun and mask options are a cool touch for customization, but I found myself wishing they had more mechanical or narrative weight. Since everyone’s masked for anonymity, the gender choice ends up feeling mostly cosmetic, other characters don’t seem to perceive or react  differently, and there’s no real gameplay or dialogue ripple from it. In a dangerous marketplace like this (especially one that feels historically flavored from what i perceive), I’d love to see more immersion around objectification, heightened risks, or even subtle social dynamics for female PCs, rather than having the MC default to the same tiring banter regardless. A few reactive lines or environmental cues based on pronouns could go a long way without overhauling the story.

On the MC: the personality is solid and the inner monologue is often sharp, but the dialogue sometimes pulls me out of the tense, cunning atmosphere. The quippy, very modern/informal tone Whedonesque humor feels at odds with the dire, shadowy setting where you’d expect someone in Vesper’s position to be more reserved, vague, or strategically calculating. It makes then feel like a fully established character rather than a blank-slate protagonist you can project onto, which is fine if that’s the intent, but it also limits self-insertion for players who want variety. I’ve seen a couple other comments note that the MC can feel a bit restricting in places. Adding at least 2–3 alternate personality sliders or dialogue variant would give players real agency without straying from the core vibe. Right now it’s hard to play any other role when the lines keep defaulting to casual sass.

Overall, the game has such a strong, coherent dark-fantasy tone in the art and world-building, but a handful of character introductions and exchanges stray into lighter, jokey territory that undercuts the dynamic build-up like a sore thumb. Since Rotten Raccoons is a team, it feels very doable to tweak a few dialogue branches or add optional personality packs in future updates, plenty of smaller creators manage that level of polish, and it would make the experience even more replayable and respectful of the setting you’ve built so beautifully.