Reviews from

in the past


A neat mystery puzzle game wrapped up in a spooky plant lady vibe that sadly doesn’t always execute on some of the cool ideas it attempts and is burdened by poorly-designed UI/UX.

Strange Horticulture is, at its core, a deductive reasoning puzzle game that has you solving clues to identify plants and seeking out new plants to expand your collection. Most times, that loop of looking for a plant based on a vague description and trying to narrow it down using context clues or sketches can deliver a familiar satisfying rush that comes from puzzle games like this. Other times, “solving” a puzzle is just reading through 60 plant descriptions until you find one key word like “stranger” or “smokey” buried in the text. That’s not a puzzle, it's just tedious. The story, told through the visits of customers, is neat and the choices along the way (that set up multiple endings) made me feel invested in the twisty tale that was being told. After finishing the game, I enjoyed going back and seeing how some of the other endings played out.

Later in the game, once you’ve identified most of the plants, occasionally a customer will ask for one specific plant of the 77 unorganized plants on your shelf. So you’ll slowly scroll left to right looking for the one plant you need, but if you scroll too quickly, the label open/close animation won’t react in time and you’ll miss the name. Some method of auto-sorting your plants would have been a welcome addition to the game.

When not identifying plants to help customers, you’re following clues and solving riddles to visit specific locations on a map and find new plants to add to your collection. It’s a pretty fun idea in theory, but the map is quite large and the writing on it is often difficult to read, requiring constant use of the game’s dedicated magnifying glass button - a baffling game decision.

Searching for plants in your massive collection, reading too many descriptions, navigating around a map, and just interacting with your inventory are all things that shouldn’t be annoying but are due to the game’s poorly designed interface that is only made worse on consoles. I can only assume that this game was designed to be played with a mouse and keyboard on a 40 inch computer monitor that your face is 4 inches from at all times, because nothing else really makes sense. The script-like font is small, requiring frequent use of the magnifying glass just to be able to read literally any of the text in the game. There is an “easier to read font” option, that makes all the text more legible, but the interface does not adapt to the new text size, so conversations with NPCs constantly fall off the screen as you’re trying to read them which results in battling the scrolling dialogue. Additionally, while the “legible text” option does improve most of the menus, the map does not benefit from the cleaner text, so that continues to be difficult to read without the magnifying glass. Even with the magnification, the rivers are actively impossible to read due to the weird font choice. Controlling the game on console is a nightmare as the cursor is mapped to the left analog stick with a set cursor speed of “excruciatingly slow”. There are labels in the game so you can make notes of all the items you’re finding, but that feature is predictably a pain without a dedicated keyboard to use.

The thing that makes these pain points more frustrating is that I actually really enjoyed most of my time with Strange Horticulture, but it constantly felt as though I was fighting against the game to find the fun. Underneath the poorly-designed UI and weird design decisions is a pretty great game! Finding that game, however, takes some work. And maybe a lot of work if you’re playing on console.

+ Satisfying deductive puzzle solving
+ Great spooky vibes
+ Fun, creative plants with interesting descriptions
+ Great story choices throughout the game that set up multiple endings

- Terrible UI that often feels anti-player for the sake of “theme”
- Console/controller support is all around terrible from UI adaptation to controller use
- Some puzzles are more tedious reading than actual puzzle-solving

I wish there were more deduction games with unique storytelling like this and Return of the Obra Dinn. Abstract puzzle games can be great fun too, but even more so I love getting wrapped up in a setting like this where the narrative supports the construction of mental models needed to make late game deductive leaps. It’s such a joy to realize I’ve become rooted in the invented domain knowledge of a world, if only for a few hours. I also appreciate how the occult bits gives an eerie flavor to what could otherwise be straightforward “cozy”fare.

Some puzzle games stop being fun before they end, and finishing them is an exercise in completionism more than having fun. The best compliment I can offer this is just how excited I was to discover its post-credits narrative that lets me finish IDing the last few plants. I’ll probably do a quick replay to see alternate story endings, too.

Strange Horticulture was a serene experience, its gameplay revolving around identifying plants and solving mysteries that were embedded in the occult. It took place almost entirely behind the counter of a shop, with customers coming in with various requests, the idea to find the appropriate plant for their ailments. Any adventures outside the shop were text based, but that didn't detract from how engaging it was, quite the opposite. Within the first few minutes I knew exactly what I was going to get with the rest of the game: an atmospheric point and click indie about a strange town. Simple, yet effective.

There were even some decisions to make that involved a coven and a cult, both parties at odds with each other. It was well done in its subtle way, but I honestly had a blast just sorting my plants.

I really like this game in concept. Loved the act of deducing plants from vague descriptions and slowly discovering the world through maps and trinkets. The music fit the whole ambience quite nicely. The charming and tactile UI is reminiscent of Papers Please.

Some of it did get quite tedious with the sheer number of plants to manage with little more than a couple shelves to attempt some form of organization. Some of the riddles and puzzles could be awkward, but I really didn't like the inclusion of the map cooldown meter that really stopped any momentum you had to figure out clues. It felt like unnecessary friction.

Overall Strange Horticulture is a mostly delightful way to explore botany and cult/folklore world building, while shifting the events of your country with your curated selection of herbal wonders.

Sights & Sounds
- The game's visual aesthetic is a pleasing and cozy storybook style. I found the simplistic human designs to be a nice counterpoint to the interesting and diverse plants that eventually populate your shop
- There isn't much notable here by way of sound design. The music kinda forgettable, and there isn't any voice acting

Story & Vibes
- The story is the real draw in a game like this, and I'm happy to report that the plot here (and the way the player-character factors into it) is pretty good
- As a quick and spoiler-free synopsis: you inherit a horticulturalist's shop from your uncle in a fairly large town. As you build your business, you start to catch wind of unusual happenings in the surrounding lands. You quickly become a pivotal part of the story and how it plays out
- Being a game with multiple endings, the specifics of the story will be different depending on the choices you make over the narrative's 16 days


Playability & Replayability
- In terms of genre, it's a puzzle/adventure game with a sim-game façade. There aren't any actual sim elements, though. Managing your business mostly involves trying to give people the correct plant
- The game mostly takes place at either your desk or the map. While at your desk, you can tend to customers, read your mail, inspect/label/identify your plants, peruse your plant guide, solve your daily card puzzle, solve one of many other puzzles, or pet your cat. The map is usually just for traveling to find resources
- And you'll be doing quite a lot of traveling! Not in a meaningful sense, though. You just click on a square on the map's grid (usually guided by a puzzle solution or directed by a piece of mail) and read the result. This process is how you get all your fancy plants and the plant guide pages necessary to identify them
- The puzzles are almost entirely deduction and observation based, so read things carefully, pay close attention to what you see, and remember details from what characters tell you
- Given that the game is short and choices matter, I'll probably revisit this one in the future

Overall Impressions & Performance
- I was initially interested in the visual style of the game, but wound up being pretty very impressed by the story and pleased by the fact that you play a real part in it
- Although I played the whole thing on the Steam Deck, I think I'll do any future playthroughs on PC. Despite the game's always available magnifying glass, the text was still a bit small

Final Verdict
- 8/10. If you like cozy games with a narrative focus and moderately strenuous puzzle-solving, it's certainly worth a look


A genuine gem, charming from beginning to end. Nails its basic premise in every way possible, and offers an interesting narrative to boot. Glad to have finally played it.

NEEDS more shelf space, my hungry ass spent more time organizing my plants than playing the game

this game was INCREDIBLE. from the very first minutes of playing i was already sad knowing that it would eventually be finished; i would love to experience it anew again and again and again.

A really unique puzzle game that I wanted to like more. The concept is strong, but as your inventory grows, sorting through everything begins to feel more like work than fun.

The game is based around around visual identification and reading, and playing it handheld on the Switch means constantly zooming in anytime there is text. I appreciate that the developers ported it to Switch for console players like myself, but this type of game is a much more natural fit on PC.

Strange Horticulture is a macabre gothic victorian-era narrative puzzler about owning a horticulture shop, selling plants to customers with a whole manner of curious scenarios they need assistance with. It has solid ideas, like using a log book to cross-check and verify which plant a customer is after, orienting the map via the puzzles and hints to find new secrets, adding a layer of mystery and discovery to the experience, plus some other nifty secrets to discover along the way.

However, there are a number of issues that bog down the experience. The text is far too small on handheld and there's a constant need to zoom in/out to read comfortably. The text for the NPCs is tucked behind them and so you can only read one paragraph of text or so at a time, being able to pop the text out or simply using the right stick to scroll the text would have been helpful. Overall the game isn't intuitive for controllers and feels like a game built with mouse/keyboard in mind.

The "game over" isn't a game over per se, but you have to do a small mini-game to get back, bringing the flow to a grinding halt. Thematically it works but mechanically it's too much of a wrench in the experience.

While the presentation comes together well, I would say the overall story never grabbed me, I think in part due to the text issues mentioned but also from the uneven pacing of the story against the actual mechanics - they feel like they're struggling against each other instead of complimenting.

The developers seem aware some of the game’s puzzles feel obtuse, or the fact that looking through your growing list of plants to find the correct one can grow tiresome, so they added a hint button which on many occasions will solve the puzzle for you - while I’m all for helping players out when the game gets complicated, this feels more like an omission some players will get stuck.

There are multiple endings depending on your choices, but I don’t feel the game has enough mechanically or in its narrative to warrant more than a single playthrough.

Basically a logic puzzle game in the form of using limited information to make judgements about which plant should be used in a variety of scenarios.
Your choices throughout the game impact the ending in pretty significant ways. It's pretty short so you could definitely go back and explore additional routes if you wanted to.
The plants were well designed and unique from one another but I didn't care for the art style of the characters.
The only real downside is that by the end of the game it does begin to feel like you're just doing the same thing over and over again.

The game's loop of deducing which plant the customer wants, finding things on the map with clues, and being drip fed a narrative about the occult gets monotonous around the 2 hour mark. And there are 3 more hours to go! That being said the atmosphere and the uniqueness was nice. I don't think the story is a game changer either.

There's a short story's worth of fun storytelling here involving cultists and rituals and awakened demons. But the gameplay is about solving very small mysteries a la 'Papers Please.' You're tending a plant shop and using limited reference materials to fulfill customer requests. You also need to expand your selection by interpreting mysterious messages that lead you around a game map to find and collect new plants. This is a vibe-out kind of game. Its greatest appeal is in its quietest moments. Listening to the thunderstorm outside, watering plants, reading your plant identification guide, writing out labels, organizing your collection. One quick note, on Nintendo Switch, the text is far too small to read. Even when displayed on a 65" television screen, so imagine how it appears on the hardware's own screen. You'll make perpetual use of the in-game magnifying glass. It's a wonder they didn't just make the text larger. Trying to read this game made me feel old and that's just not very nice.

Pretty charming game! A lot of the joy here comes from the very "physical" interactions of looking at plants, flipping back-and-forth through your reference book, and taking notes (ex: wait, was that flower I just gave someone poisonous?). The mystery/occult framing gives it great texture, too, although the characters and the ending felt a little flat. Regardless, I was perfectly happy to have spent a weekend with it.

(I recommend the PC version, by the way! I played on Switch, but because you're spending all of your time moving a pointer, using the on-screen keyboard, and clicking-and-dragging, I kinda' just wished I was using my laptop instead of a controller)

This is one of those games that remind me why indie games are so cool and why we need more of them. In no AAA or even AA game could I imagine the basic gameplay being to collect plants, identify them correctly and then sell them to various quirky characters in a gritty English town. That's basically what Strange Horticulture is all about. You take over a plant store full of strange plant varieties whose significance is only revealed as the game progresses. Day after day you are visited by the inhabitants of Undermere, the town in which the store is located, and have to deal with their personal problems by helping them with the right plant (and later elixirs). This may mean finding and offering a cure for a headache. But it can also mean that you are given the task of brewing a remedy to defend against demonic influences. Because, and this becomes clear rather quickly, there is an underlying mystical darkness that terrifies the inhabitants of Undermere. There are rumors of a shadow roaming the woods and wreaking havoc. A murder case, signs of a bloody ritual and a whole series of inexplicable incidents. The story remains quite linear. However, at certain key points in the game, you have an influence on the course of the story and the fate of individual characters. After all, as a horticulturist you have access to one or two poisons and the rude capitalist who wants to close down the store is rather unpleasant ;)

In terms of gameplay, there is hardly anything more to say. When you are not attending to the needs of your customers, you have to solve more puzzles in the vicinity of Undermere. To do this, you are given a new puzzle every day, which you must solve to identify a specific location on the world map. There you will then find more puzzles, more plants or new entries for the herbarium. I should mention here that the game's protagonist never actually leaves the store. The game only shows you the new locations as 2D drawings. However, the entire action of the game takes place exclusively in the plant store. This makes it clear that this is a small indie game with a tight budget. I have to say though that this didn't bother me in any way. The drawings of the scenes are very well done and are absolutely sufficient to give me the feeling of actually visiting those places. Otherwise, as I said, it's all about finding, labeling and watering plants and occasionally stroking the store's cat :)

Overall, I had a very relaxed and good time with this game. The story was quite exciting and sometimes even spooky, but it didn't blow me away. It remains too traditional for that and doesn't really offer anything that I haven't already experienced countless times in other games, films or books. What also bothered me a little was the fact that the basic game loop becomes quite monotonous. Looking up plants based on the descriptions in the herbarium, selecting them and then labeling them accordingly is not necessarily exciting. But it's not supposed to be. It's more of a game to sit back and relax. It's not quite my kind of game, but I can definitely see the appeal.

I stumbled upon this game quite randomly, browsing the Steam shop, and I bought it the moment I realized it was about plant identification, a subject I love. Moreover, I've always had a thing for "unusual" simulators.

In Strange Horticulture, the story progresses with the identification of new plants and the solution of small riddles, which are never too complex and fit well in the pace of the game; the customer's requests give purpose to the plants' properties, described in the manual. In a way, the story is told by the plants themselves and their use, while the setting and atmosphere provide a nice background.

In just a few hours, Strange Horticulture manages to deliver a wonderful experience with a gameplay which is indeed simple, yet never trivial.

Do you ever find yourself thinking "What if Obra Dinn and Papers, Please had a child that was really into botany?" No? Well, me neither, to be honest, but maybe we should have, as there's something good in that idea.

In an isolated corner of the town of Undermere stands a small plant shop named the Strange Horticulture. Players take on the role of the owner of that shop, a botanist who spends their days tending to their rare plants and fulfilling clients' requests -- and of course, looking out for the opportunity to acquire new plants. The twist is that no plant that comes into the shopkeeper's hands is labeled: armed with an almanac that loosely describes a variety of plants, as well as a map of the region and their own sharp observational skills, the player must cross-reference information from different sources to deduce the names of each plant.

It's like nothing I've ever seen before, and I can only describe as an inventive subversion of the detective game genre: at the shopkeeper's desk, the player will shuffle plants and papers back and forth in an attempt to adequately label each one, meeting each customer's demand. Multiple tricks are employed along the way, such as plants that have multiple names or deceitful appearances, or clients that aren't explicit about what they want, and each successful identification in face of all those hurdles feels rewarding.

There's more to Strange Horticulture than that, though: the shop will periodically receive cryptic letters and notes, and some of the clients will drop off texts that present challenging puzzles to be deciphered. Furthermore, over the course of the days in which the game takes place, a story will be revealed through the shop's customers, one that begins with a grizzly murder taking place to the north of Undermere and evolves into something ever more sinister.

During some of the in-game days, the player is invited to decide between a couple of possible solutions to the problems they are met with, which ultimately affects the conclusion of an NPC's story or the ending to the game. There's a bit of replayability in exploring those branching paths, even if one happens to get into labeling their plant collection incredibly hard and can name them by heart on a second playthrough, like some people (it's me, I'm people).

As a bonus, despite being designed around a mouse-based interface, it has well-thought out controller support and plays very well on the Steam Deck. Bottom line: Strange Horticulture was a very pleasant surprise, one that delivered from beginning to end. Maybe it won't click for everyone as it did for me, but it definitely warrants a try.

What a surprising game. I'd heard good things but didn't dig hard before playing it, very glad I did so.

It was oddly cozy. I've been feeling off the past few days and I thought it was the perfect game for my mood. I didn't want to totally ignore my feelings and the atmosphere allowed me to sit in them while also providing comfort.

Plant identifying feels true to its nature. I've gone down Wikipedia holes to determine what a plant was, this felt so similar. The creepy story provided a nice backdrop and I'm excited to play again and make different choices.

An excellent game. It's a great example of crafted game-making. The art and sound design are well suited to the game, and whilst the UI does get a touch cluttered, and some movement is clunky it hangs together very well. Text size could be bigger - playing on the Steam Deck via a TV required frequent use of the magnifying glass. The puzzles are quite varied and rarely too difficult. The immersion is pretty much there, with just a few unanswered questions. My only criticism really is that as the game progresses your botanical knowledge increases and some puzzles require reading through this data which takes more time as the game progresses. There are a couple of issues with the gameplay loop (in one case having to remember the previous day, which in my playthrough was five real-world days earlier, in another case getting to the ending without realising I'd missed something leading to frustration).

The narrative works, which is something I find far too uncommon in video games. It's simple, branches a few times, and you lack much in the way of agency but the yarn does add to the immersion, as does the map.

Overall, it's well worth the asking price and well worth the six or seven hours it takes to complete a run. I can certainly recommend it.

Playing this while listening to Taylor Swift's Folklore and Evermore is a true vibe

Superb game. Brilliantly moody and atmospheric with an unusual but engaging puzzle of identifying fictional plants by studying a brief, and strange, horticultural encyclopedia. This game will have you feeling like both a wily detective and an expert in magical flora as a mysterious plotline develops around you.

There needs to be a name for games that provide the fantasy of being very good in a chill retail job. Coffee Talk did it for baristas, VA-11 Hall-A did it for bartenders, and Strange Horticulture does it for florists - in a vaguely lovecraftian Victorian rural hellscape.

It never, ever stops raining. There are witches in the woods, who are mostly chill, but there's also a cult hanging around, who are mostly not very chill. Meanwhile, you collect plants and sell them.

Above all, Strange Horticulture is a puzzle game about deduction. Customers come in and ask for plants matching a certain description or with specific qualities, and you go rooting through your ever-growing collection and your big, dusty botany book to find the right specimen. You will also stumble across clues for where to find more plants, or other interesting characters whose motivations grow clearer over time. It's all very dreary and foreboding but in a way that's immensely calming. There are no time limits whatsoever, so you can literally explore the map even though someone is waiting at the counter for their flora.

I will admit that I made good use of the game's hint system because it does tend to get obtuse at times. I wasn't after proving how smart I am for figuring out the solutions with the least amount of information, or memorising every plant and their properties. No, I liked carefully labelling each of them individually. Flicking through my books to compare the descriptions with my collection. The serotonin rush of finally finding exactly the right spot on the map based on nearly impenetrable hints.

You have a black cat that purrs when you pet them, so that's a GOTY right there.

I got Ending 2 and identified all plants. I wish I loved this more, but it's a quite enjoyable identification mystery/puzzle game. There's some odd guessing to some of the plants, monotonous looking through the plant catalog and the map, and a couple puzzles are more annoying to figure out than fun. The witchcraft apocalypse narrative isn't overbearing, if not entirely slight in some manner, although I wish it had more bite to it, something which actually affected any of the gameplay. For a game that only lasts about 4-5 hours, the gameplay is fine for its simplicity, but there is a depth that should have been here to enhance it, which is why I have little desire of getting all 7 other endings. Strange Horticulture is great, on the whole, for something made by like two developers; it achieves what it needs to, but I do think it falters from a possible scope it never achieves.

Some fun puzzling with plants. The gameplay can get a touch monotonous towards the end, and this isn't helped with the soundtrack containing only two tracks (I think?)

An engaging little plant identification puzzle game with a interesting departure from the normality you would this accompanies that.

Some choice and consequences mostly surrounding what ending you get, but ultimately and largely not present.

It's perhaps lacking on replayability, but is a good low-energy experience with pretty immaculate vibes.


Enjoyed the hell out of this game. Maybe it's because I'm a librarian, but a game where the mechanics involve looking things up, organizing, labeling, and understanding clues are right up my alley. So excited to see what this team puts out next!

the ~cozy game~ genre is one I'm often skeptical of, because in my experience such games tend to be narratively flat and aesthetically toothless. an easter basket color palette and an overuse of the word "wholesome" does not an original experience make

but! thanks to strange horticulture, I better get the appeal. sinking into this game for an hour or so after work has been a soothing daily endcap. a millennial dream, really: routine shuffling through stationery on an overcrowded desk and poring over a too big collection of plants. next you're going to tell me I don't have any roommates

the story and writing is exactly what it needs to be, and no more. you get to enjoy the recurring characters, especially friends, and just let the plot happen. and the plot happens, and it's fine, and it's as unobtrusive as it should be.

would very readily play another game in this format

Un concepto muy chulo ejecutado muy bien. Es más un juego de resolver misterios que de horticultura, pero todo se combina muy bien para hacerte sentir muy listo aunque los puzles en sí no sean demasiado complejos.

Identificar las plantas es agradable y la historia que acompaña al juego es sencillita, pero da un ambiente misterioso muy chulo al conjunto.

Me ha gustado. Quizá esperaba algo más de, en fin, horticultura, pero está bien y es una propuesta interesante.

------------------------------------------------------------------------------------------------

A cool concept, very well executed. It's more about solving mysteries than horticulture, but everything combines really well to make you feel very smart even though the puzzles themselves aren't that complex.

Identifying the plants is nice and the story that moves the game along is simple, but gives a very cool, mysterious tone to the whole.

I liked it. Perhaps I expected a bit more, well, horticulture, but it was good and an interesting idea.