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    Knowledge is power and time itself bends to the will of the curious in Book of Hours. You are the last Librarian, entrusted with restoring a forgotten, arcane library on a remote, windswept coast. Hush House, once a beacon of hidden wisdom for over fifteen centuries, lies in ruins. It is up to you to recover its secrets, rebuild its halls, and uncover the mysteries that have long been buried in shadow.

    Unlike traditional games, Book of Hours is a contemplative, narrative-driven crafting RPG where combat takes a backseat to discovery and intellect. Here, your challenges are subtle and internal: investigating forbidden tomes, mastering esoteric tools, and experimenting with mystical elements to reshape reality itself. Every action is an opportunity to deepen your understanding of the library, its secrets, and your own place in the world.

    As the Librarian, you will collect and study rare books, curiosities, and arcane artifacts. Craft using unique inks, instruments, and memories, blending the material and metaphysical in a way that reveals hidden truths. Along the way, guide visitors who seek your library’s wisdom, assist them in their own pursuits, and earn rewards that expand your influence and capabilities.

    Choose from nine Legacies, each shaping your identity, your skills, and your story. Learn the Nine Wisdoms and master the Elements of the Soul, unlocking new possibilities with every choice. The world of Book of Hours is rich with secret histories, mysterious deities, and untold forces waiting to be uncovered, giving you a sense of immersion and wonder that lingers long after the game is turned off.

    Book of Hours offers a deeply intellectual experience for players who enjoy world-building, narrative depth, and intricate lore.

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    FAQ - Frequently Asked Questions

    How does the 'Aspect' system truly impact the success rate of a task, beyond just having the required aspect?
    The intensity of the Aspect present in your chosen verbs and tools is a crucial factor. Higher Aspect levels provide a more significant chance of success. This adds a layer of depth to deck-building, pushing players to carefully consider the Aspect strength of cards.
    Can I permanently 'lose' a card, or are all cards recoverable in some way?
    While some cards may be temporarily 'locked' or unavailable, true permanent loss is rare. The game focuses on resource management and card cycling, often presenting challenges rather than outright eliminations, though cards can be destroyed under specific circumstances.
    How do 'memories' interact with the core gameplay loop, and are they purely narrative or do they have mechanical effects?
    Memories are integral. They can unlock new actions, provide buffs, or even reveal hidden information about the game world. They also affect the long-term character progression by contributing to their identity.
    Is there a 'meta-game' progression system outside of the core gameplay of managing cards and fulfilling actions?
    Yes, there is. The player's character can evolve, gain new skills, unlock access to other cards and regions, and permanently affect the world around them. This is largely driven by the choices made through the gameplay loop.
    How does the 'hunger' mechanic influence other gameplay elements?
    Hunger is more than just a timer. It can directly impact the success of your actions, reduce the effectiveness of certain cards, or even lead to dire consequences if neglected. Managing hunger is intertwined with the available resources and available actions.
    What is the primary method for acquiring new cards and how does it relate to the game's setting?
    New cards are primarily obtained by 'discovery' within the game's world. This means exploring locations, interacting with NPCs, and uncovering secrets. The game setting heavily influences how and where new cards are acquired.
    How does the game encourage replayability and variation in playthroughs?
    Multiple factors contribute. The presence of different characters, branching narrative choices, varying card availability, and hidden events ensure that no two playthroughs are exactly the same. The dynamic world offers a wide range of possibilities.
    Can the player truly 'lose', or is there always a path to continue in some form?
    While the game features challenging choices and potential setbacks, it doesn't always end abruptly. Players have some means to recover and adapt to their circumstances, but the long-term impact of choices is significant.
    How important is the concept of 'time' within the gameplay loop?
    Time is central. Actions consume time and time is a resource that must be managed. Certain events only occur at specific times, and some actions have time-based consequences. The passage of time is a core mechanic.
    Does the game offer any form of direct combat, or are all conflicts resolved through other mechanics?
    The game does not have direct combat in the traditional sense. Conflicts are resolved through the careful use of cards, resource management, and utilizing Aspect strengths, often focusing on storytelling.

    Patch Notes

    • 29/07/25 (d.2 'DOVE')
    • 2025.4 - 01/05/25 (2025.4.c.3)
    • 28/04/25 (2025.b.2 : LOCMODDING)
    • 2025.1 - 28/02/25 (2025.1.a.11)
    • 2024.12 - 28/11/24 (2024.12.m.3 'MORGEN')
    • 2024.10 - 03/10/24 (2024.10.j.3: 'JANUS')
    • 27/09/24 (HOUSE OF LIGHT Day 1 Update on beta branch)
    • 22/08/24 (mfw. fml. etc.)
    • 22/08/24 (A handful more loc fixes)
    • 2024.5 - 14/05/24 (Update on BETA branch: FRASER 2024.5.f.1)
    • 12/04/24 (Fix for the disappearing towels bug)
    • 2024.3 - 28/03/24 (2024.3.e.17)
    • 14/03/24 (V E G E T A B L E S)
    • 13/03/24 (Boris & Mikhail on translating BOOK OF HOURS into Russian)
    • 29/11/23 (I promise I'm not making this up)
    • 06/10/23 (BETA update: COSELEY c.7)
    • 2023.9 - 25/09/23 (2023.9.b.12)
    • 21/09/23 (publishing "BANCROFT" from beta to live)
    • 2023.9 - 13/09/23 (BETA 2023.9.a.9)
    • 2023.8 - 30/08/23 (Teeny patchlet 2023.8.g.1)
    • 2028.8 - 28/08/23 (2028.8.b.3 release to beta branch: 'BEHOLD THE BUTTON')
    • 26/08/23 (New patch on the beta branch!)
    • 2023.8 - 24/08/23 (2023.8.c.3)
    • 2023.8 - 23/08/23 (2023.8.b.9)
    • 2023.8 - 22/08/23 (2023.8.b.8)
    • 2023.8 - 19/08/23 (2023.8.b.5)
    • 18/08/23 (Teeny hotfix for shelves blocked by comfort slots)
    • 2023.8 - 18/08/23 (PATCH 2023.8.b.3)
    • 11/08/23 (Tiny Weekend Beta Patch)
    • 05/08/23 (BREAKFAST HOTFIX)
    • 29/03/23 (BETA patch b.6)

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