Can I Upload the Consuming Shadow Gameplay
"Try not to get mad and shoot yourself. This is important."
— Official Webpage
The Consuming Shadow is a Lovecraftian Roguelike past Ben "Yahtzee" Croshaw, inspired by Eternal Darkness, FTL: Faster Than Light, and the board game Arkham Horror. The game was released in July 2015, and is currently available through Yahtzee's website or the Apprehensive Store and Steam.
A shadow is trying to enter our world. One of the Ancients. Its presence is felt all over the land as its looming shade slowly twists, perverts, and poisons the minds of men, and turns the towns it touches into festering breeding grounds for its horrifying minions. It will arrive in three days at Stonehenge where the barrier between the worlds is at its weakest. The good news is that the correct ritual will banish information technology and put a finish to its invasion endeavour, the bad news is that you are not sure which of the Ancients is the force behind it all, and performing the wrong ritual volition undoubtedly make the already bleak situation much, much worse.
You know what you lot must practise: explore places touched by the Ancients, fight their minions, and gather enough clues to piece together both the banishment ritual and the identity of the invading god, all while trying to keep your own rapidly deteriorating grasp on reality from slipping besides far in the process. But yous are non sure how you know all of this. For some reason you can't shake the awareness of deja vu, equally if you have washed all of this before, over and over and over again...
Tropes:
- Absent-minded-Minded Professor: The Wizard is described as being "blighted past chronic forgetfulness", although it could be supernatural in origin. In gameplay, this translates to each spell rune "degrading" as information technology gets used, thus they must be refreshed by examining the runes constitute in the dungeons in club to be used once again.
- Advancing Dominate of Doom:
- In some dungeons, after completing the objective, a dominate is spawned and the objective becomes "Go OUT" or something along those lines. One such dominate is a gradually screen-crossing face that, if information technology catches you, volition wreck your health and sanity and dump yous somewhere random.
- The Ancient final boss' underlying "attack" pattern is to slowly pull itself towards you lot, should you allow it tether itself to the left wall with its tentacles.
- Alternating Universe: Every playthrough is implied to exist this.
- Now confirmed equally being part of Yahtzee'southward "personal canon".
- Especially noticeable when playing as the Ministry building Human. His starting flavor text implies the point of divergence was the death of the Scholar, the diary pages are implied to be written past an culling version of him, and one random text message is literally sent to him past an AU version of him (or at least someone/something claiming to be such). They say they are dead, and happy with that fact. Lost sanity. Another possible text message for the Ministry Man, comes from the supposedly dead Scholar, who informs him that he is aware of the existence of alternative dimensions from his dreams, and he fears that the Ministry Homo but aren't destined to win in this detail universe.
- The Warrior's difference betoken is as well the Scholar's death, which leads him to start following the Scholar'south notes.
- All There in the Manual:
- The diary pages, when put together, explain how T concluded up dragged into the events of the game, and why he has just a solar day to fix things.
- In that location are also files describing all the monsters, slowly revealed as the player encounters them.
- Ambiguous Disorder: The Wizard trading bill of fare describes her every bit having "a balmy example of something on the autism spectrum".
- And the Adventure Continues: The Golden Catastrophe for all characters:
- The Scholar gets a text-message from "T", telling him that he has a picayune job for him.
- The Warrior gets a similar bulletin, also stating that his boss was Expressionless All Forth.
- The Wizard loses her magic powers, and gets a text from "T" telling her to drib in at the Ministry offer to restore them.
- The Ministry building Man ends with a less happy version of this: he gets a text message from one of his contacts from the Ministry building, informing him that he needs to run because "they know what [he] did to C" and are looking for him.
- Anonymous Benefactor: Y'all sometimes receive random donations, oft from untraceable numbers, and the Warrior'southward Boss is dead, but sometimes sends him money. Some of the clues also come in the form of bearding notes from someone who tells you that he knows you're reading his notation. There's some implication that the enemy of the invader is behind the latter, and possibly the former.
- Anthropomorphic Personification: The Ancients tin stand for 1 of these rather terrible aspects. In the terminal battle with the Ancient, their aspects determines what enemy will exist summoned and what their large eyes volition do:
- Pain
- Madness
- Lust
- Illness
- Fear
- Badass Bookworm:
- The Scholar is quite the master of kicking eldritch donkey.
- The Wizard too, who can boot plenty of ass with her meticulously researched spells.
- Banishing Ritual: The main plot of the game is to perform the Ritual of Adjournment on the correct Ancient that is invading the globe.
- Barefisted Monk: The Warrior, who relies solely on his mighty boot for gainsay.
- Big Damn Heroes: On occasion, the player will become to be this, for the few people you manage to free from existence kidnapped while they are live and untainted past the shadow.
- Bittersweet Ending: It's a horror game, information technology'due south to be expected.
- The two Scholar endings where you cast the Ritual of Adjournment successfully and either flub the Concluding Dominate or win with very low sanity.
- If y'all seal the correct Aboriginal Ane while insane and win the dominate fight, your character becomes an institutionalized paranoid schizophrenic, but in the real earth the shadow is gone.
- If y'all seal the correct Ancient One and lose, your grapheme is either eaten or permanently trapped in the Ancient'southward earth, simply it'due south even so lost the war — the seal holds.
- The Warrior and Wizard's Catastrophe Bs are variants on the Scholar's own; Both are in an insane aviary due to losing their minds sealing the Aboriginal, with the Sorcerer's obsessive-coercion growing worse and the Warrior lost in a Lotus-Eater Auto where he thinks the doctors are angels, so at to the lowest degree he'southward happy.
- The ending in which The Ministry building Man manages to banish the Ancient and exit alive and sane. He's still wanted for the murder of 1 of his (partially turned) colleagues he committed when trying to get out of the Ministry.
- The two Scholar endings where you cast the Ritual of Adjournment successfully and either flub the Concluding Dominate or win with very low sanity.
- Blackness Magic: Magic in this world draws upon the Ancients, and while you need information technology, it's not something that homo minds take any business messing with. Only the Wizard can use spells without losing sanity — and her mind is already a flake cracked.
- Body Horror: This happened to many of the victims, and at least a few of the monsters. For example, bursting boils in the back of the pharynx.
- Bonus Dominate: An interesting example in which it's technically the final boss. You lot've already won if you're fighting the Ancient directly; it's only trying to kill yous out of spite. Since it's been massively weakened, though, you can make it seriously regret trying.
- Broke Your Arm Punching Out Cthulhu: Given the genre, it's more surprising that you can avoid this. Ii endings still qualify, where yous blackball the Shadow, but are eaten by or trapped with information technology, or else beat it dorsum only go insane in the procedure.
- Brutal Honesty: Tin be employed by the protagonists, to varying results.
- But Grand Must!: Usually, the game gives you the selection to read or ignore text messages. Even so, if you accomplish Ending A, you will receive 1 final message and, should you click "ignore", the game will simply offering you the aforementioned choice once more and over again until yous choose "read".
- Call a Hitting Bespeak a "Smeerp": "Birth stars" are basically skills points that provide various permanent bonus (more health, more sanity, faster car, etc.) at character cosmos. They're granted at the end of the game from experience gained during the previous playthrough.
- Challenge Run: The Insanity Edition includes 12 Challenge modes that affect your gameplay run. Many of them accept to be unlocked using a Birth star and/or getting to a certain level in "The Descent":
- Daily Challenge
- Four Character specific challenges
- Exam of Wisdom (Scholar)
- Exam of Cunning (Ministry Man)
- Test of Skill (Warrior)
- Test of Magic (Wizard)
- Biological Clock
- Amnesiac
- Caution Advised
- Pistol Whipper
- No-I Left Behind
- China Store
- Scourge of the Ancients
- Seperate from the Challenges is "The Descent" manner, where your goal challenge is to gothrou equally many levels as possible Nigh notably, the dungeon is Stonehenge, thus this mode can merely unlocked past chirapsia Ending A.
- Chekhov'southward Gun: A literal one. The Warrior really does have a gun, but this is just hinted by his inventory, which shows he has half-dozen bullets. The gun itself is is never mentioned unless he runs out of time, when he will use it to commit suicide.
- Colour-Coded Characters: Each playable character is associated with a colour: ruddy for the Scholar, blue for the Ministry building Man, orange for the Warrior, and dark-green for the Magician. In addition, each Ancient has an associated color, generated randomly at the start of each game.
- Catholic Horror Story: A typical Eldritch Abomination invasion scenario. Y'all must assemble the rune to seal away the god that is currently invading Earth; the problem is at that place are iii gods. There is i who is helping the invading god, and the other one is working against the god and potentially your ally. If you seal away the wrong god, well...
- Damsel in Distress: The Wizard character, who starts out as a victim kidnapped past a cult and must be rescued to be unlocked as a playable graphic symbol. Once unlocked, she becomes an Action Girl.
- Dead Creature Alarm: The Wizard can get the bulletin "Your true cat is dead", with the implication that cultists are responsible. It causes a sanity loss.
- Degraded Boss: The Birther, a homo who'southward been colonized past spiders, is a weak boss monster early on (though he'south really weaker than virtually mook monsters). After in the game, he can be establish in ordinary rooms equally a regular mook, equally the threat level of the Shadow increases.
- In the Insanity Edition's "The Descent" mode, even the stronger dominate-type monsters, such equally the Big Birther and Dangler, volition eventually begin spawning as regular mooks.
- Demon Slaying: Yous will notice youself doing this, slaying the enemy monsters. You can be called a "demon hunter" in the Results summary if you visited and completed several dungeons. At that place is even an achivement chosen Demon Hunter for slaying 1000 enemy minions.
- Developers' Foresight:
- If y'all have no more ammo left, the suicide attempt minigame to not shoot yourself will neglect for the gun-wielding characters, simply that doesn't bear upon the Warrior (who kills himself with a knife).
- Several of the achievements are earned for doing things that would rarely come naturally to the average player:
- "Why The Hell Did I Bring This" is rewarded for bringing the automobile muffler to Stonehenge, where information technology is of no utilise to the player and takes up equipment infinite that could exist used for another, much more useful detail. Its icon even shows the Scholar staring at the muffler in bemusement.
- Randomly casting magic is a bad idea in this game, as a failed spell will cause damage to your grapheme's already express and delicate sanity... except if you manage to discover a spell this style past blind luck, whereupon you get an achievement, "The Scientific Method."
- If you lot spend a nascency star point by allocating information technology in an area of the sky which doesn't give any bonus, you lot get the achievement "Astrology? Pah!".
- Does Not Similar Guns: Fifty-fifty when facing horrific monstrosities, The Warrior will almost never use a gun, instead relying on kicks for gainsay and a pocketknife for the Press X to Not Dice sequences. The simply fourth dimension he uses one is if fourth dimension runs out and the shadow is upon him, in which example he will apply information technology on himself.
- Downer Ending: Any ending where you fail, essentially.
- Driven to Suicide:
- The protagonist volition attempt to shoot himself if his sanity is besides low, simply the player can prevent him from doing so. Information technology gets harder the lower his sanity is, and almost incommunicable if it is peculiarly depression.
- Yous can also shoot yourself at the main menu, earlier fifty-fifty playing the game!
- If the thespian fails to go to Stonehenge earlier the timer expires, the protagonist shoots himself to avoid getting absorbed by the darkness.
- And if yous banish the wrong god, the invading one leaves you lot alone, peradventure seeing you lot equally an ally. Your character considers living through the apocalypse... but decides not to.
- Drugs Are Practiced: They fill up sanity, although they wearable off over time.
- Dungeon Town: Corrupted towns are total of monsters to battle, and nigh job offers involve fighting in otherwise-safe towns.
- 11th-Hour Superpower: During the terminal boss battle, the Wizard gains unlimited use of her runes, which, previously, had to be constantly renewed. This essentially turns the commonly challenging final boss into a cakewalk, as you are complimentary to spam healing and damage spells with no adverse consequences.
- Embodiment of Virtue: The Steam achivements, and the Character-specific challenges, seem to bespeak to iv positive aspects of the characters:
- The Scholar: Wisdom
- The Ministry Human: Cunning
- The Warrior: Skill
- The Sorcerer: Magic
- Endless Game: "The Descent" claiming, which can only be unlocked by getting Ending A. Which is justified as Stonehenge opening up again, leading to the thespian's curiosity as to what down at that place.
- The Stop of the World as We Know It: The Shadow volition engulf the world if you don't manage to stop the god that is invading.
- Enemy Mine: Of the 3 Ancient ones, the one that is neither the invader or the cohort is their enemy. It's fighting against the invader for its ain reasons, and possibly giving the histrion some limited assistance here and there. This doesn't hateful that he'll tell his monsters to cease eating yous, though.
- Extremely Brusque Timespan: Y'all have 60 hours (24 every bit the Ministry Man) to cease a god from invading the globe.
- Fictional Zodiac: The birth stars chosen at character'south cosmos are selected amid a semi-randomized star map. Gameplay-wise, each nascence star provide a permanent bonus.
- Fate Worse than Decease: If yous successfully banish the Ancient, but "dice" in the ensuing confrontation, the post-game wrap-upward will note that your character "disappeared into the Ancient's realm" and is at present "hopefully deceased", the implication being that s/he may in fact nevertheless be alive and undergoing some unimaginable torture.
- Fighter, Mage, Thief: The Warrior (better melee attack and dodge, but no gun), the Wizard (no melee, only can bandage spells with no sanity loss), and the Ministry Man (no special abilities, but enough coin to buy good equipment at the start).
- Genius Bruiser: The Warrior is an ass-kick murder car, but he's also smart and educated enough to figure out and follow the Scholar's notes, despite having no real prior experience with the occult.
- Golden Catastrophe: Casting the right Ritual of Banishment and killing the Aboriginal One while relatively sane returns your character whole to Globe, and he or she makes a full recovery from the ordeal. Expert piece of work, gnaw.
- Become Mad from the Revelation: The revelation of basically everything relating to the shadows will decrease sanity. Magic burns even more.
- The Greatest Story Never Told: The good ending: The protagonist has managed to seal away the invading god, and didn't go insane from his experiences, merely no one other than him and the Ministry building of Occult Affairs will always understand the strange events that plagued the state or know that he saved the world from utter oblivion.
- Guys Boom, Girls Shoot: The Warrior is unable to employ a gun and the Magician can't attack in melee. Averted with the Scholar and the Ministry Man.
- Heroic Cede: One of the endings, if you dice while fighting the Ancient subsequently casting the right sealing spell. Your grapheme dies (or worse), only the Shadow is still sealed.
- I Have Your Wife: "We know where your children sleep. They will be eaten first. Greased and spit roasted live as they howl for their father."
- Interface Screw: At low sanity...
- The screen periodically gets covered in a static result while an ominous sound plays, lowering your field of vision.
- The investigation options have a abiding adventure of randomly turning into a prompt for the player to kill himself.
- A visual result like to vision spots randomly occur, distracting y'all.
- The screen tin flash repeatedly as yous enter a room, obscuring your vision every bit a monster approaches.
- At that place's a gamble you'll be shown as having no ammo and won't be able to fire, though the upshot leaves and you lot go your ammo back when you leave the room.
- When you enter a dungeon, the objective that commonly scrolls across the screen can randomly switch to messages similar "imsorryimsorryimsorry," "helpmehelpmehelpme," or "information technology hurts it hurts information technology hurts."
- A monster might approach, and so disappear the moment you assail, possibly wasting a bullet.
- You lot may no longer to exist able to meet your character, interfering with planning melee attacks.
- The controls may opposite.
- While driving, random faces or hands, in complete white, volition show up in front end of the windscreen out of nowhere, then disappear immediately afterward.
- Doorways might move effectually if you try to enter them.
- Your hands may begin to shake, making aiming your gun difficult.
- Information technology's All My Fault: The Ministry Man, in some bad endings, explicitly blames himself for not acting before. Given that the diary states he needed to fight his way out of the Ministry, outnumbered and without weapons, information technology's prophylactic to say it wasn't all his error.
- Jack-of-All-Stats: The Scholar, the default character, is relatively well-rounded when compared to the other PCs.
- Laughing Mad: What the Ministry Man becomes in his version of Ending B, convinced that he failed in his mission and that the medical staff around him are minions of the shadow.
Every day they strap me downwards and attempt to convince me that the shadow is gone, that they are man. [...] Information technology's funny to me. It'due south so funny I tin't cease laughing.
- Leaning on the Fourth Wall: Scholar's narration at the showtime of the game tin can end up as this:
For some reason, I can't shake the sensation of deja vu. I have memories of assembling a ritual, fleeing through darkened hallways, and firing a gun at something unimaginable. I feel similar some afar part of me may have died this fashion. Hundreds of times. Perchance thousands.
- Lovecraft Low-cal: The enemy is an incomprehensible being from outside the universe, who is slowly corrupting all of Britain (and the earth, in one case the stars come right). But he can exist browbeaten and forced back with magic and bullets, and it tin even exist washed without destroying your heed in the process.
- Fabricated of Iron: Your characters can take a massive amount of harm and still keep on going. Even being shot by a bearded cultist in the rescue missions will only take effectually 6 hit points (you normally first with 50). Averted entirely in the Red china Shop and Scourge of the Ancients challenge modes, where your character becomes a One-Hit-Point Wonder.
- The Masquerade: Some scenes have the protagonist reinforce this, eastward.g. telling a man that the monsters who attacked him were actually youths in halloween costumes.
- Minimalism: Every graphic symbol and monster are rendered as silhouettes. This rather helps to requite the monsters an air of mystery, as you get a general idea of how they look, but at aforementioned time you don't know exactly how they look.
- Mental Time Travel: It'south unsaid your graphic symbol is doing this each time you restart, serving as the explanation for why you retain your levels.
- Mythology Gag: References to Chzo Mythos are scattered all over the place.
- Chzo is one of the possible Ancients, with his servant, The Tall Man, equally an end-of-dungeon pursuer. Although, he is not necessarily the god of pain in this game, nor is the Tall Man necessarily his minion.
- You lot work for the Ministry building of Occultism, aforementioned as Trilby had been recruited to.
- Some messages are sent by "T", who may well be Trilby. He's unlocked as a playable grapheme after beating the game for the showtime time, and the silhouette definitely looks the part. One of the random text messages he can get references the events of the serial.
- The Ministry building Man's challenge, Test of Cunning, gives you the item Locksmith'southward Kit and x lockpicks, but no keys in the dungeons. This seems to reference Trilby'south background as a Phantom Thief and his astonishing lockpicking skills.
- "Objective: pain pain pain hurting pain hurting pain" (a reference to "it hurts", which is another possible "objective").
- The Needs of the Many: Sometimes deliberately letting a town fall to the Shadow can be to the player's reward - the town volition become a dungeon, potentially containing a crucial clue - and, later all, sacrificing a town's population is a bottom evil compared to having the Shadow consume the whole world. "T" will even point this out in one of his messages.
- Never My Fault: The Warrior and Wizard in ending D, where y'all banish the wrong god. The Warrior states that the Scholar'south notes that he followed must have been wrong, while the Wizard blames the universe itself for altering its rules in such a way that forced her to fail.
- New Game+: XP is earned at the cease of a game, after y'all've either stopped the Ancient or failed to. It'southward carried over to your adjacent game, allowing you to purchase perks like wellness, sanity, ammo capacity, and auto speed.
- Nintendo Hard: A given; it'due south a roguelike, subsequently all.
- No Name Given: According to Word of God, the characters accept no names (besides generic titles) for immersion purposes. And in one instance, to avert a Continuity Lockout.
- Obstructive Bureaucrat: Unsaid to be the reason The Ministry Man is given only 24 hours to stop the shadow, rather than the other characters' usual sixty. The diary reveals information technology wasn't the case — the shadow took over the Ministry building, and he barely managed to escape.
- Occult Detective: The Ministry Man actually works for the British "Ministry of Occultism", making him one who is officially employed by the authorities. The Scholar and the Magician are specialists in occult investigation, just they don't directly work for the government. And the Warrior is more of an ordinary criminal who Jumped at the Call and is following the Scholar'southward notes.
- Ane-Hit-Indicate Wonder: When playing the China Shop or Scourge of the Ancients challenges, your grapheme dies in one hit.
- Out with a Bang: Victims of a animalism god are sometimes described as having died from "exhaustion". All damage to the body coming post-mortem.
- Papa Wolf: 1 of these tin can be encountered on the road, and may direct this towards yous if you employ Brutal Honesty on his daughter.
- Paranormal Investigation: A cosmic horror variant. You play as an occult investigator who has a limited amount of fourth dimension to accurately place who is the invading god, how to banish it, then perform the ritual.
- Plot-Triggering Expiry: The Scholar's decease inspires the Warrior or the Ministry building Man to continue his mission.
- Police Are Useless: Some of them accept been replaced past minions of the Enemy. Even for the legit ones, though, yous're still a guy with a handgun (in the Uk, with its strict anti-gun laws), and you're probably certifiably insane, with a syringe total of illegal drugs in your motorcar. You're lucky if yous tin bluff your way past them, let alone get any help. The Warrior in particular has difficulty with them due to his criminal past.
- Press Start to Game Over: You can commit suicide at the "get-go game" screen.
- Printing X to Not Die: Rapidly click the mouse to pull your gun away from your caput!
- Previous Player-Character Cameo: It'due south all but outright said that "T" from the Ministry building of Occult Affairs is Trilby, some time afterwards five Days a Stranger/Trilby's Notes. The Consuming Shadow fanmade wiki actually refers to him every bit that.
- Puppeteer Parasite: The birther is a guy colonized by the small, Spider-like enemies who crawls slowly towards you. Kill the host and a horde of them jumps off his corpse.
- Red and Black and Evil All Over: The game, existence a game with a catholic horror theme, has its logo and menus designed around this color scheme to heighten the sense of fright.
- Redemption Quest: The unlockable character "The Warrior" takes upward the quest to fight the shadow to absolve for his life of offense.
- Resources Management Gameplay: You have only and then much time, money, health, and sanity. The trade-offs go important; for example, to go coin, you either find it in a dungeon or become it from a job, both of which take up time and risk harm to health and sanity. Similarly, filling your medical kit costs money, and you also accept the tough pick of using precious bullets to stop minions or going into hand-to-hand with them and risking your health. And spells price sanity to use... but they can also save your hide, or exist "I win" buttons under the right circumstances.
- Sanity Meter: Sanity is mostly easy to lose and hard to recover. The only thing that permanently restores it is a small number of random events or i of the more than helpful runes you may notice inscribed on walls.
- Sanity Slippage:
- The protagonist is already doubting from the beginning if everything he experiences is truly real. It just gets worse from there.
- Too happens to "T" from the Ministry.
"Been rolling my cyanide pill around my oral cavity all morning, wondering if I should bite it. Tastes similar one of those chewable vitamins. -T"
- Sequence Breaking: The Ministry Man'southward specific quirks include already knowing the banishment incantation and only having 24 hours to complete the game, only lacking the identity of the invading god. A possible way of winning the game is to head direct to Stonehenge: since the terminal dungeon is long and contains lots of clues, its content alone may be enough to identify the correct god (that'll require a bit of luck, though).
- Shout-Out:
- Many of the equippable items reference other Survival Horror games, such as the flashlight (Silent Loma 2) and gun stock (Resident Evil).
- The "YOU DIED" text is like to the equivalent text in Dark Souls.
- The cougher and puker enemies are slightly similar to the lying figure enemies from Silent Colina 2; the cougher in detail as well has a like method of attack (sprays acrid mist).
- The Tall Man's description alludes to the Slender Man mythos, and, of grade, Chzo Mythos.
- I of the text letters calls the Ministry building Human "pawn of prophecy". This may be a reference to The Belgariad.
- Sliding Scale of Video Game World Size and Scale: "Visit parts of map" variant. You speed across the British Isles by car, from town to town, fighting monsters, finding clues and buying drugs to keep up your Sanity Meter. Actual interactive gameplay is limited to realistic-scaled Dungeons, which are buildings or parks taken over by minions of the diverse Eldritch Abomination in activity. Betwixt each town and dungeon, you become a first-person view of your Role player Grapheme driving their car along a highway.
- The Smurfette Principle: 3 male thespian characters (The Scholar, The Ministry Man, The Warrior) and a single female person one (The Wizard).
- Spell Book: Hither information technology is where all spells discovered are recorded in. The Sorcerer already has a completed list of spells.
- Squishy Wizard:
- Appropriately plenty, The Wizard. She gives upward her ability to melee attack in commutation for not losing sanity when casting spells (though she still needs to check the runes to keep them in her memory).
- Cultist enemies are the Wizard's Evil Counterpart; they're surrounded past a shield that lasts until y'all counter a spell of theirs, at which point they fall apart later a single hit.
- Take Upward My Sword: The Warrior's mission begins when he finds the dead Scholar'due south notes.
- Take Your Time: Averted. Time runs even as yous consummate sidequests and master objectives. And it is quite possible for you to run out out of fourth dimension in the Very Definitely Terminal Dungeon.
- Timed Mission:
- The whole game is ane. You have 60 hours (24 if you play every bit the Ministry Man) to stop the invading god. There's a timer when the player characters travels on the UK's map, a existent-fourth dimension ane when you explore a dungeon, and some events (looking for a merchant in town, random events when travelling) consumes time equally well.
- At that place also are timed missions inside the chief game. The Ministry building occasionally sends texts request you lot to go to a specific place before a timer expire, typically to deliver information to someone or assistance the locals to defend against the Shadow. Failing to accomplish the identify in time results in the town existence corrupted (technically, information technology turns it into a dungeon instead of a safe expanse with a merchant and a hospital).
- Who You Gonna Call?: The author of the diary is from a team of iii of the best paranormal investigators from the Ministry of Occultism. Later on one of the team gets possessed by the Shadow and kills the other one, the author notices that they themselves are, or for the nearly part were, the ones people are supposed to call in such a situation equally the earth is facing right now, and he is none too happy with realizing that his survival means information technology all falls on him alone now.
- You lot Have No Hazard to Survive: Some text messages from unknown numbers volition plow out to be cultists threatening to kill you or your family unit members in some cruel way.
Source: https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/TheConsumingShadow
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