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    The Stone of Madness is a real-time tactical stealth game set within a haunting 18th-century Spanish monastery in the Pyrenees that also serves as a madhouse. Players control five unique prisoners—Agnes, Leonora, Eduardo, Amelia, and Alfredo—each equipped with distinct skills and grappled by their own traumas and phobias.

    As they work together to navigate this oppressive environment, players can cast spells, assassinate targets, and explore hard-to-reach areas while managing the characters' mental health. Actions have consequences, and players must adapt their strategy based on the time of day; daytime offers opportunities for stealth while nighttime unveils paranormal threats.

    With visually stunning, hand-painted graphics inspired by Francisco De Goya, The Stone of Madness immerses players in an enchanting yet eerie world, rich with mystery and tension as they strive to uncover the monastery's secrets and orchestrate their escape.

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    FAQ - Frequently Asked Questions

    How does the 'Sanity' mechanic directly impact the perception of the game world and the protagonist's interactions with it?
    As Sanity deteriorates, visual and auditory hallucinations become more frequent, altering the environment's appearance and the sounds heard. Interactions with NPCs and objects may yield different, often unsettling, results based on the current Sanity level.
    Can the 'Stone of Madness' be used multiple times, or is its use a single, irreversible event?
    The Stone can be used multiple times, but each use introduces further changes to the protagonist's mental state, the game world, and the narrative. The cumulative effects of its use define the available pathways.
    What are the primary ways the protagonist can recover Sanity, and how effective are these methods in the long term?
    Sanity can be restored through specific items, completing certain objectives, or making particular choices. However, these methods offer diminishing returns, and some actions may provide only temporary relief or worsen the situation over time.
    How does the game differentiate between environmental clues that are 'real' versus those that are products of the protagonist's deteriorating Sanity?
    The game uses a combination of visual cues (like shimmering or distorted visuals), audio cues (whispers or distorted sounds), and changes in object behavior. The player must learn to discern which clues are reliable and which are illusions by observing the patterns.
    Does the protagonist's choice of 'Skills' at the beginning of the game affect their vulnerability to 'Madness', or influence how they experience the world's alterations?
    Yes, different Skills can alter the speed at which Sanity degrades and the types of hallucinations and challenges encountered. The selection has a significant impact on how the player navigates the game's unique mechanics.
    How do 'Memories' play into the core gameplay loop, and what's the consequence of failing to piece them together?
    Memories are fragments that reveal the protagonist's past and influence their present Sanity. Failure to gather and understand these memories can lead to a deeper descent into madness, blocking progress and revealing only distorted visions.
    Are there multiple endings determined by the player's management of Sanity and interaction with the 'Stone', and if so, how varied are these outcomes?
    Yes, there are multiple endings, based on the player's choices and the final Sanity level. The outcomes range from complete mental breakdown and the inability to distinguish reality to a fractured understanding of events with partial sanity recovery.
    Does the gameplay encourage players to repeatedly replay the game to experiment with the Stone of Madness and their Sanity to discover all the possible interactions?
    Absolutely. The game's design encourages multiple playthroughs. Each playthrough will provide a different experience as a result of varying Sanity levels and the Stone’s effects, rewarding experimentation.
    Can the player permanently alter the game world through the manipulation of their own sanity and, if so, how does that affect subsequent playthroughs?
    Yes, changes in Sanity influence the world in subtle, and sometimes drastic, ways. These modifications persist across playthroughs, offering fresh discoveries each time.
    How does the game dynamically adjust the difficulty, and is it tied to the player's success in managing their Sanity?
    The difficulty is intertwined with the protagonist's Sanity. As Sanity deteriorates, the game world becomes more hostile, puzzles become more complex or distorted, and enemies become more formidable.

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    • Technical information

    • Official website
    • Categories : Adventure, Role-Playing, Strategy, Puzzle
    • Editor : tripwire interactive
    • Developer : The Game Kitchen
    • Mode(s) : Solo
    • Release date : 28 January 2025
    • System Requirements
      • Minimum
      • OS: Windows 10 (64 bit)
      • CPU : Core i3-9100F / Ryzen 3 2300X
      • RAM : 8 GB
      • GPU : GTX 1650 / Radeon RX 580
      • Storage : 14 GB
      • Recommended
      • OS: Windows 10/11 (64 bit)
      • CPU : Core i5-10400F / Ryzen 5 3600
      • RAM : 16 GB
      • GPU : GTX 1650 Super / Radeon RX 5500 XT
      • Storage : 14 GB
    • Age Rating
    • PEGI 18 ESRB M CERO D ACB MA15 USK 18
    • Steam Deck: Verified
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