When an emissary from Orlandes City suddenly goes missing, things go from worse to bad, and fast. The natives were already restless prior to this disturbing event, whispers in the shadows spinning tales of tremors and civil unrest. But now… now there’s genuine trouble brewing in the coastal town of Casporur. Evil trouble. Bad trouble, foreshadowing the return of Asuria!
Dice – and heads – will roll before this mysterious tale is over, and it might be yours, if poor choices are made. And I’m not just referring to those that take you from one page to the next either. No, in this gamebook, however you decide to build your character will define your odds, for better or worse. Focus on strength over persuasion, and you’ll have a hard time talking your way out of a hard spot, forcing a resort to brute strength instead. So choose carefully between Persuasion, Strength, Throwing and Deduction, for even the best of dice rolls can only do so much without proper stats. Remember, the fate of Casporur – possibly the entire world – rests on your shoulders. No pressure.
Now, on the technical side of things, this twelth Gamebook Adventures title is similar to other Tin Man Games creations, in that it comes with automated inventory management, dice rolls, a bookmarking system, three difficulty levels, a slew of achievements, and of course, collectible art. Oh and not just that either: Asuria Awakens, being part of the Gamebook Adventures series as it were, is… wait for it… not a case of print-turned-digital. As such, credit where credit’s due, Stuart Lloyd wrote the story, while Tony Hough provided illustrations. Groovy. Very groovy.