>game starts in a forest next to a cabin and a safe on the ground
>explore a bit
>go into some cabin and talk to a girl
>you both love each other, but she's to be wed to a rich noble, while you are just an apprentice at a mill
>decide to perform a year walk, an old Swedish tradition, which involved walking to the church at night performing various rituals before and during the trek, in order to see the following year ahead
>you encounter creatures from Swedish mythology that test you at every turn
>the Huldra sings to guide you deeper into the forest, only to attack you for a blood sacrifice
>the waterhorse asks for you to bring him back the ghosts of drowned children, and you end up encountering the spirit of the woman who drowned them
>the night raven steals the key to the church, only to reveal that he could be far more fearsome if he felt the need
>the church grim guards the church, and when you shatter his heart, you literally see the universe
>the year ahead is of the woman proclaiming she does not love you and that you should leave her be
>you wake up in a forest, the snow is all gone and the sun is out. As you explore, you find the woman lying in front of you, blood soaking the grass
>meanwhile, one or two hundred years later, a mythology historian decides to explore a town known for year walking
>he finds an article about a man who performed a year walk and was sentenced to death after they concluded he killed the woman he loved
>he decides to go visit the mans cabin, only to find out the most recent residents left after their baby son drowned in a nearby lake
>he finds a safe and decides to take it to his hotel room to study
>soon after his employer calls him, a university, informing him that he is both being ridiculed and is wasting both their resources and their reputation on nonsense
>he wakes up one night to hear a baby screaming under the floorboards, and after tearing them off, realizing it was empty
>the phone won't stop ringing, and whenever he picks up, no one is there
>finally opens the safe
>it's empty
>realize that the safe wasn't meant for him alone
>his final journal entries describe him preparing for a year walk, which includes isolation and depriving oneself of warmth and nourishment
>the man in the past manages to open the safe
>it contains three items
>a newspaper clipping describing a man in court for killing a woman he loved, mumbling in court and his lawyer not even being able to form a defense for insanity
>a letter from a man claiming to be from the future, saying that 'you know what you must do'
>the last item is an intricate knife