Strange Antiquities
game
•Updated Oct 2026SteamIndie Games

Strange Antiquities

byBad Viking

Bad Viking's occult shopkeeping sequel turns the act of looking closely into the entire game, and it is richer and more demanding than Strange Horticulture. It is also extremely familiar, and its most obscure clues will send you to the hint button more often than a great puzzle game should.

Where it ranks in Adventure

Scores 8.4 against a category average of 8.5 — below the Adventure average, ranking 327 of 580 Adventure games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
9/10
Innovation
7/10
Value
8.5/10
Utility
8/10

Our strongest category here is Design (9.0/10); the weakest is Innovation (7.0/10).

Price
$17.99
one-time or subscription
Released
Sep 17, 2025
Platforms
Steam · Nintendo Switch
Developer
Bad Viking
Publisher
Iceberg Interactive
Metacritic
81 / 100

More Steam / PC app reviewsMore Indie Games ranked by score

Quick summary

Strange Antiquities (Steam) — scored 8.4: Bad Viking's occult shopkeeping sequel turns the act of looking closely into the entire game, and it is richer and more demanding than Strange Horticu...

Pros

  • Layered, multi-source deduction that goes deeper than Strange Horticulture
  • Superb gloomy-cozy atmosphere and distinctive hand-drawn artefacts
  • Choices over which item to hand over feed a branching story with multiple endings

Cons

  • Some clues are obscure enough to force a trip to the hint system
  • Structure stays very close to its predecessor
  • Heavy page-flipping between reference books late in the game

Verdict

Is Strange Antiquities worth it?

Strange Antiquities is a sequel made by people who understood exactly what worked the first time and chose not to change it. That choice is both the game's strength and its limit. The identification puzzles are richer, the reference library is a pleasure to learn, and the moment you write a correct label on a once-mysterious object remains one of the best small rewards in puzzle design. Undermere is still a wonderful place to spend a dozen rainy evenings.

It does not surprise, though. The structure is inherited almost wholesale, and a handful of clues move from cryptic to opaque and rely on the hint system to cover for them. Those faults keep it out of the genre's very top tier.

They do not keep it from being an easy recommendation. Strange Antiquities is the better of Bad Viking's two games and one of the most satisfying deduction games available on PC or Switch. Buy it on PC if you can.

Pros

  • Layered, multi-source deduction that goes deeper than Strange Horticulture
  • Superb gloomy-cozy atmosphere and distinctive hand-drawn artefacts
  • Choices over which item to hand over feed a branching story with multiple endings
  • Built-in hints and free-form shelf labelling respect the player's time

Cons

  • Some clues are obscure enough to force a trip to the hint system
  • Structure stays very close to its predecessor
  • Heavy page-flipping between reference books late in the game
  • Cursor-driven design and small text are less comfortable on Switch than on PC

Pricing: $17.99

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What stands out

Key features

  1. Multi-Sensory Artefact Identification: Every object is inspected for materials, markings and other sensory details, then matched against reference books. The clues are spread across several sources, so each identification takes real cross-referencing.
  2. A Working Reference Library: Separate volumes on gemstones, symbols and folklore are the core of the game. You have to learn how to read them, and that skill is what the game teaches.
  3. Map-Based Clue Hunting: Letters and riddles point to locations across Undermere and beyond, yielding new artefacts and breaking up the counter work.
  4. Branching Story, Multiple Endings: The item you choose to hand a customer has consequences, and the town's mystery bends around those decisions.
  5. Built-In Hint System: Tougher puzzles can be eased without leaving the game for a walkthrough.
  6. Free-Form Shelf Management: Arrange and label your stock however your brain demands. The cat is always available for petting.

Full review

Strange Antiquities in depth

Bottom Line: Bad Viking's occult shopkeeping sequel turns the act of looking closely into the entire game, and it is richer and more demanding than Strange Horticulture. It is also extremely familiar, and its most obscure clues will send you to the hint button more often than a great puzzle game should.

The Gameplay Loop

The loop is one of the most satisfying in the genre, and it works because each step produces a physical result. A customer describes a problem. You consult the books to work out which named artefact addresses it. Then you find that artefact among dozens of unlabelled objects, checking each one against the entry's description. When you are right, you write a label, and one more item on the shelf is known. Your reward is a shop that slowly becomes legible. There is no experience bar here. By the late game, the shelves are a visible record of everything you have worked out.

Strange Horticulture built this structure. Strange Antiquities deepens it. Plants were identified largely by sight: leaf shape, petal colour, the odd note on scent. Artefacts are composite objects. A single piece may need its stone identified in one book, its engraving decoded in another and its history matched to a third. The chain of inference is longer, and that length is the sequel's main achievement. You are no longer comparing a picture to a picture. You are assembling a case from several partial sources.

Deduction and Its Limits

That depth has a cost, and players have named it accurately. Some clues are obscure enough to push you to the hint system. A good deduction puzzle leaves you sure the answer was in front of you all along. A weak one leaves you unsure what the question was. Strange Antiquities mostly manages the former, but a meaningful minority of its riddles, particularly the map clues, depend on a leap the text does not earn. When you finally see the answer, your reaction is "really?" instead of "of course."

The hint system softens this, and it is a sensible inclusion. Keeping players inside the game is better than sending them to a browser tab. But a hint system is a safety net and does not fix an unfair clue. A handful of puzzles here use the net as scaffolding, and a genre built entirely on player insight cannot afford much of that.

Story and Consequence

The branching narrative gives the shop work some moral weight. Customers do not always ask for what they need, and the game regularly lets you choose between what was requested and what you think is wise. Those choices accumulate into multiple endings as Undermere's mystery darkens. The system is light: closer to a visual novel's branch points than to an RPG's consequence web. Still, it does its job. It turns a transaction into a judgment, and it makes you read each customer's story properly, where a pure puzzle game would let you skim for keywords.

The Familiarity Problem

The most legitimate criticism is that the structure stays very close to its predecessor: the counter, the bell, the book, the map, the cat. Bad Viking has replaced the subject matter and thickened the puzzle logic, but the skeleton is unchanged. If Strange Horticulture's loop wore thin for you by its final act, nothing here will change your mind. If you finished it wanting more, this is that same thing, better made. I consider it a refinement, and a confident one, but it is not a reinvention, and the Innovation score reflects that.

Interface and Flow

The desk is the interface, and that is the right call. Books open, objects sit under your gaze, labels get written, and the map unfolds across the counter. This is skeuomorphism used for a purpose: the clutter of a real desk is part of the puzzle, and managing it is part of the play. The freedom to arrange and label shelves is the best quality-of-life feature in the game. Organised players will build a taxonomy, chaotic players will pay for it later, and both are playing as intended.

The friction comes from volume. As the collection and the library grow, so does the page-flipping. Late-game identifications can involve a lot of shuffling between books to confirm a detail you half remember. This friction is intrinsic to the design and I would not call it a flaw, but impatient players should know it is there.

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Top in Adventure

How Strange Antiquities ranks among our 580 published Adventure reviews.

RankNameOur scorePlatformsPrice
#1MinecraftScores 1.4 higher than Strange Antiquities · Also on Nintendo Switch9.8iOS, Android, Nintendo Switch$6.99
#2Baldur's Gate 3Scores 1.3 higher than Strange Antiquities · Also on Steam9.7Steam$59.99
#2Divinity: Original Sin 2Scores 1.3 higher than Strange Antiquities9.7iOS, Steam, Nintendo Switch$24.99
#327Strange AntiquitiesThis review8.4Steam, Nintendo Switch$17.99

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FAQ

Common questions

Is Strange Antiquities worth it?

Strange Antiquities is a sequel made by people who understood exactly what worked the first time and chose not to change it. Our experts scored Strange Antiquities 8.4 out of 10 — recommended.

Why does Strange Antiquities score 8.4 out of 10?

With a score of 8.4 out of 10, Strange Antiquities lands in our recommended band. Design is its strongest category at 9.0 out of 10. Innovation is the weakest at 7.0.

What do our experts like most about Strange Antiquities?

Layered, multi-source deduction that goes deeper than Strange Horticulture. Superb gloomy-cozy atmosphere and distinctive hand-drawn artefacts.

What do our experts say is Strange Antiquities's biggest weakness?

Some clues are obscure enough to force a trip to the hint system. Structure stays very close to its predecessor.

About this review

How we scored Strange Antiquities

Strange Antiquities was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 8.4. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Oct 1, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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