Strange Antiquities Review: Cozy Shopkeeping Meets Occult Mysteries
Strange Antiquities is the latest release from developer Bad Viking and publisher Iceberg Interactive, following on from the cult success of Strange Horticulture. The game takes players to a gloomy Edwardian town where they temporarily assume the role of a shopkeeper tasked with identifying and selling occult artifacts. It offers a combination of cozy shop simulation and detective puzzle-solving, wrapped in an atmosphere that is both unsettling and charming.
In his review for PC Gamer, Christopher Livingston described Strange Antiquities as a “cozy puzzle adventure about identifying occult artifacts,” noting its ability to capture the same peculiar tone as its predecessor while slightly falling short of the novelty that Strange Horticulture introduced. His evaluation highlights that while not entirely original, Strange Antiquities remains satisfying for players who enjoy piecing together clues and uncovering layered mysteries.
At its core, the game is about sitting behind a wooden desk in a shop filled with strange objects, many of which defy logic and common sense. The artifacts range from bottles holding glowing strands of hair to grotesque wooden figurines and pendants that seem to track the player’s every move. Identifying these items requires careful observation and a willingness to experiment. Players use different senses—sight, sound, smell, touch, and even “inner perception”—to gather details about each object before turning to various reference books for answers. The system is designed to be meticulous, rewarding curiosity and persistence over hasty guesses.

The gameplay loop quickly reveals its detective qualities. Customers arrive daily with requests that can only be resolved through occult solutions. One visitor might seek protection against nightmares, while another needs improved hearing, and yet another hopes to prevent a thief from stealing jewelry. These requests turn what could have been a routine shopkeeping simulation into a sequence of small detective cases. By analyzing artifacts, consulting guidebooks on symbolism and gemstones, and interpreting cryptic clues, players attempt to match the right item to each problem. Success not only satisfies the customer but also adds the identified item to the player’s catalog, giving a tangible sense of progress.
Much like Strange Horticulture, Strange Antiquities balances its puzzle-solving with a growing narrative about the world outside the shop. Townsfolk bring unsettling reports—people falling into trances, eyes turning inky black, and a sense of dread spreading across the community. This external tension gives weight to the otherwise quiet act of shopkeeping. By the end of the game, choices made in identifying and distributing artifacts can influence the outcome, leading to multiple endings that reflect either hopeful or grim resolutions.

The shop itself is as much a puzzle as the artifacts it houses. Players gradually uncover its hidden mechanics, such as a desk crank that reveals a mysterious socket or a device capable of detecting energy signatures from items. Symbols and runes scattered around the environment suggest secrets waiting to be unlocked. This gradual unfolding of the shop’s potential keeps exploration engaging, rewarding players who pay close attention to small details.
In addition to the daily flow of customer interactions, the game includes expeditions. Using maps acquired through mail, dreams, or discoveries, players can select locations to visit. These excursions yield narrative fragments and additional artifacts, adding variety to the experience. Locations include not only the familiar town of Undermere but also a castle and a crypt, which extend the scope of exploration beyond the shop counter. The inclusion of excursions prevents the gameplay from becoming too static and maintains a sense of scale despite the intimate setting.

While the puzzle design remains consistent and well-balanced, Strange Antiquities introduces a refined hint system for players who find themselves stuck. This system offers subtle nudges without compromising the satisfaction of solving mysteries independently. However, the game discourages brute-forcing solutions. Too many incorrect guesses trigger a penalty, forcing players to play a dice game before continuing. This mechanic underlines the importance of thoughtful deduction rather than trial and error.
Despite its strengths, Strange Antiquities does not fully escape comparison to Strange Horticulture. Livingston observed that it feels “a bit too similar to feel fresh,” even with its expanded set of tools, books, and environments. The overarching story about the town’s descent into occult chaos is less compelling than the narrative of its predecessor, which leaves the experience feeling more iterative than groundbreaking. That said, the game still excels in creating a balance between coziness and unease, delivering a rewarding detective-style adventure.

One of the most striking elements of Strange Antiquities is its ability to blend mundane tasks with supernatural tension. A typical day might involve something as simple as identifying a gemstone’s symbolic meaning, followed by a revelation about townsfolk succumbing to mysterious trances. This interplay between routine and dread makes the shopkeeping loop compelling. Each correctly identified artifact feels like solving a mini-mystery, and placing it on the shelf offers a sense of closure, even as the wider narrative grows darker.
The presentation reinforces this balance. The visual design captures a gloomy Edwardian aesthetic without being overly grim. Rainy days and candlelit counters establish atmosphere, while the artifacts themselves are rendered with enough detail to invite careful inspection. The audio design, particularly the subtle sounds that objects emit when examined, adds an eerie dimension to the detective work. Together, these elements make the shop feel alive in a quiet, unsettling way.

Strange Antiquities ultimately works because it lets players inhabit the role of both shopkeeper and detective. Every decision carries weight, from the choice of which sense to use when analyzing an artifact to the decision of how to respond to a customer’s unusual request. The combination of investigative gameplay, layered world-building, and branching narrative outcomes makes it a thoughtful continuation of Bad Viking’s distinctive approach to puzzle adventures.
While it may not reach the level of originality that Strange Horticulture achieved, Strange Antiquities remains an accomplished entry in the genre. It proves that the formula of cozy mystery-solving has room for refinement and expansion, even if it risks feeling familiar. For players seeking a quiet yet engaging puzzle game that encourages observation, deduction, and a touch of imagination, it delivers a satisfying experience.
Strange Antiquities may not redefine the cozy puzzle adventure, but it strengthens the identity of Bad Viking as a developer interested in merging comfort with curiosity. It offers around twelve hours of thoughtful, detail-driven gameplay, enough to immerse players in a world where even the smallest trinket can carry unsettling secrets. By the time the final choice arrives, the feeling is less about running a shop and more about piecing together the fate of a town teetering on the edge of occult disaster.
Strange Antiquities is available on Steam.
For players who appreciated the peculiar charm of Strange Horticulture, Strange Antiquities provides another opportunity to return to Undermere and lose themselves in the quiet satisfaction of identifying the unexplainable. It is both a continuation and a reminder that even in the coziest corners of gaming, mystery has its place.
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