

The Hunter's Journals - Pale Harbour
Grindwheel Games · June 24, 2019 · Adventure, Gore, Violent, Text-Based, Lovecraftian
Buy The Hunter's Journals - Pale Harbour from Steam at $5.99 — the cheapest of 1 store we compare.
Where to buy The Hunter's Journals - Pale Harbour — official stores
The Hunter's Journals - Pale Harbour price by region
The Hunter's Journals - Pale Harbour costs $3.99 in Georgia (USD), £4.79 in the United Kingdom, €4.99 in Europe (EUR), $5.99 in the United States, CA$6.69 in Canada, NZ$7.59 in New Zealand, A$8.50 in Australia, R$12.39 in Brazil and zł21.99 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| $3.99 | $3.99 | — | 1 | |
| £4.79 | £4.79 | — | 1 | |
| €4.99 | €4.99 | — | 1 | |
| $5.99 | $5.99 | — | 1 | |
| CA$6.69 | CA$6.69 | — | 1 | |
| NZ$7.59 | NZ$7.59 | — | 1 | |
| A$8.50 | A$8.50 | — | 1 | |
| R$12.39 | R$12.39 | — | 1 | |
| zł21.99 | zł21.99 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
About The Hunter's Journals - Pale Harbour
The Hunter's Journals - Pale Harbour is a choose-your-own-adventure novel where you play as a monster hunter investigating a coastal town terrorized by eldritch horrors emerging from the sea. Your decisions shape the story across multiple playthroughs with branching outcomes, unlockable lore, professional narration, and atmospheric artwork—all free of ads and microtransactions.
A coastal town is overrun by horrors, and only YOU can save it!
The Hunter's Journals - Pale Harbour — game info
- Platforms
- Windows
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
The Hunter's Journals - Pale Harbour is a well-written text-based adventure with excellent narration and atmospheric storytelling that appeals to fans of classic choose-your-own-adventure gamebooks. Players consistently praise the engaging narrative, character development, and high replay value across multiple difficulty settings, though opinions split on the game's design philosophy: some enjoy the challenging "one true path" structure with frequent instadeaths reminiscent of Fighting Fantasy books, while others find this approach frustrating and feel it wastes player time rather than
Senscape recommends this Visual novel. + Story + Characters + Graphics + Game length, many hours of replay value + It is a smart game, requires a mature vocabulary. “You are a hunter of beasts and monsters”. So begins our next quest in the “Hunter’s Journals” series. This time we are going to “Pale Harbour”. Pale Harbour has been overrun by sea monsters and you must save the townsfolk. It is all about choice; you determine your own fate. My fate was to die pretty quickly because I launched right into expert mode 😉. It sounded easy enough. Right? Wrong. This is a maze through a cornfield, you need to be strategic and think about your options. Luckily it was an easy reload and selection of a new story arc. I opted to die many times just to see how it would play out. Like its predecessor “The Hunter's Journals - Pale Harbour” is another rich absorbing story. You have a new basket of skillsets and weapons at your disposal. You will see no violence, blood or gore; combat is done by throwing the dice. This is a game you can take a break from and come back knowing where you are and what you need to do if you can’t play for a few days. The game mechanics and the world you enter …9 found this helpful
So, you really don't need to get too deep into Pale Harbour to run into this issue. Writing-wise, it's fine. It's decently evocative. You have a good sense of the setting and your stakes, and your character has some personality to the way they move and interact with the world. But let's talk about infesting your gamebook with instadeaths. This used to be a style, with some books going all in on having one golden route and a TON of random gameovers hidden behind, like, drinking the wrong flavor of wine. This style hung around for a little bit, but progressively fell out of favor. And designers were correct to ditch instadeaths in gamebooks, because it isn't interesting. The consequence for "go into the field" -> "you die" is that the book has wasted your time. If you took damage or lost skill or lost money or lost medical supplies or got walled out of a later event or *something* with lasting impact, you would feel it for more than a moment. But if it's just a random insta that you had to read the developer's mind to predict---and especially in an *investigative game* where you're supposed to investigate stuff---it makes the book obnoxious to read through. Go into the field. Ins…2 found this helpful
Excellently written and narrated text based adventure. It's fairly difficult, so expect to die a lot. It's a very niche genre, text based choose your own adventure games, but as far as quality goes this one is at the top. The art is quality, and the voicing of the narrator is excellent.2 found this helpful
Disclaimer: This is not a technical critique. I'm a streamer and I will review based on whether I enjoyed games and how well my community responded to them. I hope there's value in that to some. This game isn't going to blow you away visually if you're used to 'flashy' games with 'action'. However, as someone who very much enjoyed the 'Choose Your Own Adventures' books in my youth, it was easy for me to see beyond the not-full screen. It's a book and as such would have looked odd if it filled the screen. It was easy to pick up what to do, and there were different difficulty levels to choose from. As someone who enjoys the 'journey' and to experience the stories rather than stress too much about having enough health to last the game, I elected for the easiest setting. In the old 'Choose Your Own Adventure' books, you could turn down the corners of critical pages and return to them if you made a bad choice - this game has a single bookmark - it adds an extra layer of thought - you need to decide where to place it - a wrongly located save could commit you to a 'death loop' (which happened to me). Something that I can't let go unremarked, is the art in this game. It is gorgeous. Th…1 found this helpful
A fun interactive story, similar to a D&D campaign, too simple combat mechanics as you have just about no options in battles but the game is more focused on the story choices, tread carefully! :) If you'd like to see what we're playing next with regular updates, or request to review a game, feel free to follow us at: https://store.steampowered.com/curator/35688508-Ember-Works-Reviews/1 found this helpful
Great gamebook for anyone who loved Fighting Fantasy as a kid! Encounters make a lot of sense and play to the idea of fighting with wit, as much as your character's skill stat. Might be a bit linear for some people, as the book leans more into the "one true path" style similar to Ian Livingstone's works. If you like the puzzle aspect of his gamebooks, you'll enjoy this. The game's world is also fairly fresh to what we're familiar with in Fighting Fantasy, adopting a vibe closer to Victorian steampunk and the Lovecraft mythos, that sits well with the game's style of storytelling and encounter design.
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