Cookies on OyList

We use essential cookies to keep OyList working. With your permission, Google Analytics cookies help us count visits and understand which pages are useful.

How we use cookies

Share

Embed
Share this list with friends or copy the link:

Items20

1

80 Days (2014)

by game_tinkerer  • 
80 Days
Game
7.5/10on IGDB
Released
A ticket can be affordable in pounds and ruinous in days. Inkle's steampunk journey makes hotel bills, luggage space and Fogg's health part of choosing the next encounter. Trading can finance a detour, while waiting for money can wreck the schedule. The map and accounts show the immediate squeeze; the people along a route remain surprises. A fresh journey changes both the itinerary and the stories you hear.
More about 80 Days
2

Roadwarden (2022)

by game_tinkerer  • 
Roadwarden
Game
6.5/10on IGDB
Released
Spend an afternoon earning coins and that afternoon cannot also be spent investigating a rumour. Food, vitality, equipment and local trust give this wandering fantasy a persuasive working life beneath its prose. Some opportunities and relationships can be lost. Difficulty settings can remove the overall deadline if you want room to read and explore; keeping it makes the order of your promises much harder to shrug off.
More about Roadwarden
3

Citizen Sleeper (2022)

by game_tinkerer  • 
Citizen Sleeper
Game
8.1/10on IGDB
Released
Your body needs food and stabiliser, but the dice that earn money are also the dice that help people. Each cycle asks which obligation can wait, with visible clocks and action odds making the immediate gamble readable. Poor rolls can drain reserves or complicate a relationship rather than deliver a grand new scene every time. Replaying with another class or set of priorities changes which corners of the station become home.
More about Citizen Sleeper
4

Citizen Sleeper 2: Starward Vector (2025)

by game_tinkerer  • 
Citizen Sleeper 2: Starward Vector
Game
8.0/10on IGDB
Released
Contracts put the pressure of survival aboard a ship with a crew. Pushing can rescue a job while stress threatens your dice, so hiring help and accepting work become character decisions as well as calculations. Contract clocks expose much of the danger. Choose difficulty deliberately: Safe eases the survival pressure, while Dangerous includes permadeath. This is a standalone story, so the first game is useful background rather than homework.
More about Citizen Sleeper 2: Starward Vector
5

Suzerain (2020)

by game_tinkerer  • 
Suzerain
Game
8.0/10on IGDB
Released
Government budget and the president's own wealth are separate pressures in the base Sordland campaign. Funding a ministry is a political promise that may narrow what you can offer the next group, while ministers and newspapers interpret the same economy differently. The accounts are visible; many thresholds and delayed effects are not. Reforms can fail and a presidency can end badly. Replay to pursue another governing programme, rather than to find a cost-free compromise for every faction.
More about Suzerain
6

Choice of Rebels: Uprising (2017)

by game_tinkerer  • 
Choice of Rebels: Uprising
Game
8.0/10on IGDB
Released
Leading a rebellion means feeding the people who believed you. Winter food, equipment, morale and faction support can turn a stirring principle into a miserable rationing decision. The camp's accounts give you concrete pressures to argue over, although they do not forecast every political consequence. Followers can die and leadership can fail. It rewards another attempt built around a different social coalition; this is the opening instalment of a larger saga.
More about Choice of Rebels: Uprising
7

Lords of Infinity (2023)

by game_tinkerer  • 
Lords of Infinity
Game
Released
An estate has debts before it has the future you want for it. Visible funds and borrowing sit beside household obligations, military ties and the temptation to leave for capital politics. Spending for respectability may leave less room to manoeuvre elsewhere, and there is no single route that satisfies every loyalty. This is the third Infinity novel: play Sabres of Infinity and Guns of Infinity first if you want inherited relationships and financial trouble to carry their full weight.
More about Lords of Infinity
8

War for the West (2019)

by game_tinkerer  • 
War for the West
Game
7.0/10on IGDB
Released
A court petition is more interesting when the treasury behind your answer is running thin. You divide money, troops and political attention between a noble household and a realm heading towards war. Court events have a random element, so a replay changes their sequence as well as your alliances. The visible treasury helps with planning; it does not make prophecy or intrigue transparent. Bad rule can produce bad endings, rather than an endlessly repairable sandbox.
More about War for the West
9

Life of a Mercenary (2020)

by game_tinkerer  • 
Life of a Mercenary
Game
Released
Gold pays for the company, but its commander also has finite health and stamina. Contracts therefore ask whether the profitable job is one you can survive or justify. Difficulty choices and checkpoint restores soften the cost of death or losing the company, without making every setback free. The open structure supports different loyalties and hidden quests. For repeated runs, note that the web edition's free access covers one playthrough; paid access removes that replay limit.
More about Life of a Mercenary
10

Siege of Treboulain (2022)

by game_tinkerer  • 
Siege of Treboulain
Game
Released
The walls, supplies and finances of a besieged city are visible enough to make an attractive speech feel expensive. Training soldiers, funding magical defences and keeping merchants or citizens on side compete for attention. It suits someone who wants their ruler's personality to emerge from preparation. A failed defence or fatal confrontation can end that reign, so another run is a different defence plan rather than a guaranteed tour of every branch.
More about Siege of Treboulain
11

Stronghold: A Hero's Fate (2018)

by game_tinkerer  • 
Stronghold: A Hero's Fate
Game
5.0/10on IGDB
Released
Building materials and livestock make settling a town feel like a promise with a bill attached. Trade, defences and spiritual resources support different kinds of security as the story follows the community over decades. The town's visible measures help you judge what you have built, while people and crises remain less predictable. Choose it for the slow accumulation of civic character, with replays testing a different balance of prosperity, protection and allegiance.
More about Stronghold: A Hero's Fate
12

Vampire: The Masquerade - Night Road (2020)

by game_tinkerer  • 
Vampire: The Masquerade - Night Road
Game
Released
A vampire courier's useful powers have a feeding cost. Hunger, Willpower and money are visible, but keeping all three comfortable can pull a job in different directions. Storyteller mode identifies relevant attributes without revealing every equipment or Hunger modifier, which is a useful limit to know before treating it as a complete forecast. Violent mistakes can be terminal. Different clans and patrons support meaningfully different approaches without requiring the optional DLC.
More about Vampire: The Masquerade - Night Road
13

King of Dragon Pass (1999)

by game_tinkerer  • 
King of Dragon Pass
Game
8.0/10on IGDB
Released
Cattle are savings, food and part of a sacred obligation, which makes a generous answer at the clan moot unusually loaded. You can inspect the clan's resources and ask advisers for help, but their personalities and your imperfect grasp of tradition complicate any calculation. Raids, failed rituals and poor management can damage or destroy the clan. This illustrated management-and-story hybrid is for players willing to learn a culture across several attempts.
More about King of Dragon Pass
14

Six Ages: Ride like the Wind (2018)

by game_tinkerer  • 
Six Ages: Ride like the Wind
Game
8.0/10on IGDB
Released
Food security gives this clan saga its practical spine: a splendid ritual is little comfort if the harvest fails. Herds, goods, seasonal actions and magic compete beneath hundreds of illustrated decisions. Advisers help interpret the Riders' customs, but neither a full storehouse nor the right-sounding answer guarantees success. Setbacks can be absorbed; starvation and a collapsing community cannot always be. New clans and different religious priorities make replaying more than checking another dialogue branch.
More about Six Ages: Ride like the Wind
15

Six Ages 2: Lights Going Out (2023)

by game_tinkerer  • 
Six Ages 2: Lights Going Out
Game
Released
Here the community is trying to survive a world coming apart, so spending cattle or goods on divine help has a particularly sharp cost. Trade, sacrifice and relationships with neighbouring clans feed a long story whose consequences can take years to surface. Resources are inspectable; the gods' intentions are another matter. Expect serious losses and the possibility of clan failure. It stands alone, though the first Six Ages gives the threatened traditions extra context.
More about Six Ages 2: Lights Going Out
16

Sorcery! (2013)

by game_tinkerer  • 
Sorcery!
Game
6.7/10on IGDB
Released
Stamina is both your ability to survive and a price for spellcasting, so a clever magical solution can make the next danger worse. Gold, food and unusual possessions also change what the first leg of this gamebook journey allows. Rewind lets you revisit decisions after a disastrous experiment. Start here for a relatively compact test of resource-led fantasy; this is the first of four parts, bundled with Part 2 in the PC release.
More about Sorcery!
17

The Life and Suffering of Sir Brante (2021)

by game_tinkerer  • 
The Life and Suffering of Sir Brante
Game
8.0/10on IGDB
Released
Willpower makes defiance a resource you can run out of. Your upbringing and later career expose visible statistics, but deciding when to spend your resolve can still close off a future you wanted. Consequence visibility can be adjusted if you prefer more help planning. Death has limited reprieves and can ultimately end the story. The markedly different life paths justify another run, particularly if the first Brante became the person his circumstances could afford.
More about The Life and Suffering of Sir Brante
18

Sunless Sea (2015)

by game_tinkerer  • 
Sunless Sea
Game
7.6/10on IGDB
Released
A hold full of profitable cargo leaves less space for the fuel and supplies needed to reach the next story. Terror adds another reason to turn back from a tempting port. These accounts give the Gothic fiction a material cost, but this is also a real-time sailing and combat game. Unforgiving mode makes a captain's death permanent; Merciful allows manual saving and reloading. Different ambitions and discoveries give the next voyage a purpose beyond repeating a trade route.
More about Sunless Sea
19

Sunless Skies: Sovereign Edition (2021)

by game_tinkerer  • 
Sunless Skies: Sovereign Edition
Game
Released
A star-faring locomotive must carry the fuel and supplies that let its captain pursue another extraordinary story. Port intrigues and crew ambitions compete with the need to get home alive, with real-time travel and combat between reading. Legacy mode carries a dead captain's story into a successor; Merciful offers a return to the last autosave instead. The Sovereign Edition suits wider expeditions and contrasting ambitions, with your route budget deciding which curiosities you can afford.
More about Sunless Skies: Sovereign Edition
20

Signs of the Sojourner (2020)

by game_tinkerer  • 
Signs of the Sojourner
Game
Released
Your small conversation deck is a limited capacity to understand people. Taking on new ways of speaking can make unfamiliar towns easier to navigate while leaving you less compatible with old friends; long journeys add obstructive Fatigue cards. You can see the symbols you are trying to match, but cannot guarantee a helpful draw. A failed exchange can close a lead while the journey continues. Other routes and relationships give a replay a different social shape.
More about Signs of the Sojourner

Comments