Whitestone
Note: A controller is highly recommended to play this game.
Welcome aboard the ‘Sunchaser’ at the dawn of the 20th century with Jack and crew!
Backed by his good friend, Jack lands his first major career move as an apprentice in the Archaeology department aboard the colossal airship. On its capstone voyage to the Arctic, it’s smooth sailing until Jack’s quarters are broken into and his friend goes missing.
A madness spread across the ship. The crew looks at Jack with paranoia, and Jack looks back with the same. Unsure who to trust, Jack is forced to fight nightmares both mental and physical as he becomes the prime suspect for a terrible deed, eventually discovering the truth with the assistance of his crewmates.
Whitestone starts as an investigation and then goes far beyond. Whitestone blends RPG, horror, action, comedy and romance. Want a happy JRPG ending? Study, help out your crewmates and see the voyage completed! Want a survival horror ending? Make the… err not so right choices.
Survival is not guaranteed, not for Jack or his friends. Your choices matter. Go to the banquet with friends? Stay in the spooky infirmary alone at night? Or do neither! Torture? Or a dinner party? Multiple routes lead to not only different endings, but different storylines, protagonists and enemies.
Inspired by titles such as Corpse Party, Higurashi: When They Cry, Dead Space, Dark Souls and the Persona franchise.
Features:
– 10+ hour story over 30 in-game days.
– 6 different routes to with different characters, combat levels and story focus.
– NewGame+ with increased difficulty while keeping your items, stats and money.
– 20 crewmates with their own side-quests.
– Dozens of weapons and elemental powers to fight foes.
– 8 combat levels with medieval fantasy, sci-fi and steampunk themes.
Steam User 22
Beautiful and intriguing... and also pretty broken.
Before anything, I recommend it if you are interested on the narrative, but not so much for the combat. If you're willing to look past jankiness, give it a try.
The best part of the game are the characters, each memorable and interesting, with their own side-stories, background and interests, really make up for everything else. The story doesn't stay behind either, it's very choice-based with very different scenarios and unexpected twists to the events, keeping you intrigued for what comes next.
The inspirations are pretty obvious, the kind of progress of limited amount of days, with each tasks advancing the day and exclusive to certain times, it's somewhat forgiving in this (giving the scope of the game) but does give you an incentive to organize your time. It's really good the way you can form relationships with everyone.
Now, the combat sections, it has the bases to be good (different weapons, spells, stats connected to the social part, etc.), the problem is how bugged the hitboxes and collisions are. The levels are long and confusing, easy to fall through the map and lose yourself. And when you don't find bugs, it's bland and too repetitive, the bosses seems interesting but the fights are not that interesting.
It's fun, at least the narrative part, the kind of game where you get more lore and explanations depending on the paths you take, and the NG+ adds a bit of variety, pretty sad the problems that spoil the experience.
Esp: Bello e intrigante... y también bastante roto.
Antes que nada, lo recomiendo si te interesa la narrativa, pero no tanto por el combate. Si estás dispuesto a mirar más allá de los bugs, dale una oportunidad.
Lo mejor del juego son los personajes, cada uno memorable e interesante, con sus propias historias secundarias, trasfondos e intereses, compensan totalmente todo lo demás. La historia tampoco se queda atrás, se basa en las elecciones, con escenarios muy diferentes y giros inesperados en los eventos, que te mantienen intrigado por lo que vendrá después.
Las inspiraciones son bastante obvias, el tipo de progreso de cantidad limitada de días, con cada tarea avanzando el día y exclusivos para ciertos momentos, te da algo de margen con esto (dado el tamaño del juego) pero te da un incentivo para organizar tu tiempo. Es muy buena la forma en que puedes relacionarte con todos.
Ahora, las secciones de combate, tiene las bases para ser bueno (diferentes armas, hechizos, stats conectados a la parte social, etc.), el problema es lo bugueadas que están las hitboxes y colisiones. Los niveles son largos y confusos, es fácil caerse por el mapa y perderse. Y cuando no encuentras bugs, es aburrido y demasiado repetitivo, los jefes parecen interesantes pero los combates no lo son tanto.
Es divertido, al menos la parte narrativa, el tipo de juego donde obtienes más lore y explicaciones dependiendo de las rutas que tomes, y el NG+ añade un poco de variedad, pero bastante tristes los problemas que entorpecen la experiencia.
Steam User 0
Whitestone is an ambitious indie role-playing experience that blends investigation, psychological horror, social simulation, and branching narrative design into a single, unusual package. Developed and published by Hailstorm Games, the game distinguishes itself not through mechanical polish or genre convention, but through scope and narrative intent. It aims to deliver a long-form, choice-driven story where relationships, mental state, and player decisions meaningfully shape both moment-to-moment interactions and long-term outcomes.
The story places players in the role of Jack, an archaeology apprentice who boards the massive airship Sunchaser for what should be a prestigious research voyage. What begins as an academic opportunity quickly spirals into something far darker when a close friend vanishes, personal belongings are tampered with, and unsettling events ripple through the crew. The ship itself becomes a central character, acting as a closed environment where paranoia, fear, and secrets fester. As the journey continues, the narrative steadily shifts from mystery and investigation into surreal horror, blurring the line between external threats and Jack’s deteriorating psychological state.
Narrative structure is the game’s strongest pillar. Whitestone unfolds over dozens of in-game days, with time management, dialogue choices, and social interactions shaping how the story progresses. Players can choose how to spend each day, deciding which crew members to interact with, which areas to explore, and which mysteries to pursue. These decisions influence character relationships, unlock personal storylines, and determine which narrative routes become available later. The writing leans heavily into ambiguity, often withholding clear answers and allowing player interpretation to fill in gaps, which reinforces the game’s themes of uncertainty and mistrust.
Character interaction plays a major role in defining the experience. The ship is populated by a large and varied cast, each with their own personalities, fears, and secrets. Conversations are frequent and often lengthy, offering branching responses that can strengthen bonds, create tension, or push characters away entirely. Some relationships can evolve into close alliances or romances, while others deteriorate into hostility or tragic outcomes. These social dynamics are not cosmetic; they influence story events, endings, and even which characters survive or disappear as the plot darkens.
Gameplay systems outside of dialogue are intentionally uneven but conceptually interesting. Exploration involves moving through the ship’s many decks, cabins, and restricted areas, uncovering clues and triggering story events. There are also real-time combat encounters against distorted enemies during certain story arcs, though these sections feel secondary to the narrative focus. Combat is functional but rough, lacking the depth or responsiveness of dedicated action RPGs. Rather than being a core attraction, these sequences serve more as narrative punctuation, reinforcing danger and loss of control rather than offering mechanical mastery.
Visually, Whitestone adopts a stylized, cel-shaded presentation that helps unify its shifting tones. Everyday ship life is rendered with clean lines and muted colors, while horror sequences introduce harsher lighting, surreal distortions, and unsettling imagery. This contrast effectively mirrors the narrative’s descent from normalcy into nightmare. While animations and environmental detail can feel stiff at times, the art direction succeeds in supporting atmosphere and emotional beats rather than striving for technical spectacle.
Sound design further reinforces immersion. Music shifts subtly depending on narrative context, ranging from calm ambient tracks during social moments to oppressive, distorted soundscapes during horror segments. Voice acting is limited, but sound effects and environmental audio play a strong role in building tension, particularly during exploration-heavy or psychologically charged scenes. Silence is also used deliberately, allowing unease to linger during key moments.
One of the game’s defining features is its sheer number of possible outcomes. Multiple endings, alternate story routes, and radically different tonal conclusions await depending on player choices. Some paths emphasize cooperation, emotional healing, and mystery resolution, while others spiral into despair, isolation, and cosmic horror. This replayability is central to the game’s design, encouraging players to revisit the story with different priorities and relationship strategies to uncover content that may be completely inaccessible in a single playthrough.
That ambition does come with drawbacks. Technical roughness, uneven pacing, and underdeveloped combat can disrupt immersion, especially for players expecting a more traditionally polished RPG experience. The game also demands patience, as long stretches of dialogue and exploration may not appeal to those seeking constant action. However, these issues are often overshadowed by the game’s willingness to take risks and commit fully to its narrative vision.
Ultimately, Whitestone is a bold, imperfect, and deeply narrative-driven indie RPG that prioritizes story, character relationships, and player agency above all else. It is best suited for players who value complex writing, moral ambiguity, and branching outcomes over refined mechanics or fast-paced gameplay. For those willing to engage with its slow burn and embrace its rough edges, Whitestone offers a memorable and unusually personal journey into paranoia, connection, and the consequences of choice.
Rating: 6/10
Steam User 0
Yes, with some heavy IFs
If you like jank
If you like persona inspired games
If you like rpg/dating system
If you like mystery and dungeons
If you like multiple routes and choices matter
If you like a time management system
If you said yes to all that, maybe you like this game. This game has its own charm but also not free from jank. The enemies will float between platforms. Killing most enemies aren't worth it unless you like farming weapons. Save rooms are like Soul games so enemies do respond. Dungeons are tied to a story progression. The aim mechanic and controls are a little complicated. Also to get out of the save menu, try to have Jack walk away from the door and open up you character menu that show the inventory and stats.
I like it for what it was not for what it tried to be. It was fun even if was frustrating to do some of the dungeons. Plus, level up your weapons, it will make the dungeons a cake walk. Also, you can absolutely farm money at the risk of ignoring several missions and character development. I am not sure if there is a default person get close with, but I think it is the nurse girl you get close with by default.
Play it for yourself, if it does pique your interest.
Steam User 0
yes