Just when I thought managing a graveyard, church, morgue, farm, dungeon, and undead workforce was enough... Stranger Sins kicked down the door and said,
"What if you ran a bar, too?"
Now you’re not just the local grave digger and part-time resurrection specialist — you’re also the proud owner of a medieval gastropub. And somehow, this is your most ethically sound business venture to date.
The DLC introduces tavern management, which sounds relaxing until you realize it’s just another beautifully complex time sink in disguise. You’ll brew beer, place furniture, and try to ignore the fact that your staff includes people you've almost definitely buried at some point.
But here’s the real twist: Stranger Sins actually gives you story. Real lore. You unlock memories from major NPCs, uncover a secret history, and realize your sleepy town is basically a cultic fever dream wrapped in a conspiracy wrapped in a pie crust. It’s dark, funny, and finally gives some of the side characters emotional depth beyond “asks for wine every week.”
Yes, the pacing can be slow. Flashbacks are unlocked one by one with real-time waiting, and you’ll often find yourself asking, “Did I come here to run a tavern or unravel metaphysical horror?” The answer, of course, is both.
Final take:
Stranger Sins is like a medieval renovation show meets occult therapy session. It adds narrative weight, new mechanics, and a chance to profit from alcohol instead of body parts — for once.
8.5/10 – Would pour drinks and uncover forbidden memories again.