Very clever, interlocking, time and money management mechanics. A good system for generating slightly incongruous towns with regular and haunted locations (a small farming village with an abandoned apartment block? sure, why not?). The case investigation and research are quite varied, and difficult. I like, but I need to put more effort into the story.

Investigation balances time and money - you need to find out what happened and what you need to summon the spirit by doing online research, talking to NPCs and probing locations. This takes time, represented by discarding from your action deck for each action. The actions also require checks, using cards from the action deck. Run out the deck and you need to rest. Either sleep in a doorway and get the tired condition or pay for a hotel (money and an action card) and recover some willpower.

Once you've purchased the summoning item, you can research a location. Research balances willpower with gathering evidence of paranormal activity. You need to gather enough evidence for a publicity project in order to gain enough money to continue your investigative work. If you run out of money and willpower, the game is over and presumably you're now the crazy, mumbling guy, sleeping on a park bench.

It's not a journaling game. It's mechanically robust, but not like a BlackOath solo game, where you get an emergent story. This is pretty much a chill roll n' write solitaire game with some window dressing you can chose to hang a plot on - similar to 2D6 Dungeon in feel. Take the sentence or two from each roll result and expand on it, journaling-lite, and you have could have an intense spirit-hunting experience. Don't and you're playing solitaire with cards and dice.