Book of Hours Is a Loneliness Simulator

Book of Hours is a game about doing your job.
This is a factual statement, and one I came into the game not expecting to investigate further. It’s not a strange choice; it’s easy to think of other games about doing jobs, including Wilmot’s Warehouse, Neo Cab, and Eliza, just off the top of my head. Furthermore, it’s a game about being a librarian, one of the most romanticized jobs there is. I expected Book of Hours to be about doing your job cozily, adventurously, joyfully. Instead, I found it to be about doing your job in a much more concrete sense: with danger, routine, and the stepladder of tasks I had to do never leaving me alone. It so defied my expectations, in fact, that it left me not just with comparisons to other games that depict doing a job, but asking why work is represented the way that it is in games—and if there might be another way.
Book of Hours is a narrative crafting RPG by Weather Factory, the team who made Cultist Simulator. You play as a librarian who washed up on the shore of a 1930s British town connected to a huge castle, inside which resides a library full of occult and historical information. You use cards to perform tasks, including reading books, opening rooms in the library, and talking with people in town. This eventually forms a loop where you read books to gain skills that help you read more challenging books, and where you open rooms with townspeoples’ assistance to reveal items that help you open further rooms.
This loop is immediately compelling, but you have to push through some confusion to get into it. The skill system, which involves plugging a card into another menu, accessed via your journal, in order to unlock stat bonuses, isn’t really explained. (For the curious: you make a skill by considering a “lesson” with an element of the soul and a memory; and you get a lesson by mastering, i.e. reading, a book at a desk. This actually makes sense if you’ve spent half an hour with the game.) The menus on menus will probably feel tame to anyone who played the studio’s previous title, but it was a balancing act for the first five hours or so, until I knew what I was supposed to do.
Your biggest task by far is reading. You read books to master them, learn lessons, and thereby improve your skills, to get better at reading books. To speak about this in terms of your job, your task is to give visitors what they desire: books with certain “levels” of mystery. When you’ve uncovered enough books, you have a plethora of options to give someone. I wished there was more flexibility with this early on, but as a former bookseller it really captured the experience of someone saying, basically, “I need the one with the yellow cover.”
I spent so much time reading in the side menu that I felt like I was studying for an exam. There were times I would ignore the weather cards popping up and the people I knew could help me with tasks. I wanted to uncover new rooms solely to read more books.
In an update on the game’s steam page, co-developer Alexis Kennedy wrote “I have a thing about there always being a core understated theme that the others orbit like an invisible sun. In Book of Hours, this understated theme is loneliness.” When you enter the town at the beginning of the game, you have exactly one friend, who becomes your introduction to everyone else. Almost all your time is spent alone. And the majority of that alone time is spent reading. From the many, many item descriptions in the library, it seems as though the previous eccentric inhabitants of the library felt much the same way. But you have no way to reach them; they are your predecessors, not your friends. And for me, playing the game eventually turned me back in on myself; I read and read, only calling a friend when I needed help to access another room, burrowing deeper into the library every day.
I also wanted to know who the librarian was, who had this beautiful, idealized job and treated it like an obligation. But of course, at the end of the day, that’s what a job is.