
Every character remembers, watches, tests, and may deceive you like a living person. They have emotions, voices, expressions, and buried secrets. Break them with words or evidence — or realize too late that you were only a pawn in their game. A detective game built around truly lifelike NPCs.
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About

“When you gaze into the truth, the truth gazes back.”
This is an immersive mystery deduction game powered at its core by AI large language models.
You play as Sherlock Holmes, entering the Victorian town of Dartmoor in the 19th century. There, you will match wits with dozens of AI-driven characters and uncover the truth behind curses, lies, and murder.
There are no fixed dialogue choices. There is no single standard answer.
You can freely talk to every character: chat, interrogate, test, deceive, comfort, threaten, bribe, praise, or even deliberately mislead them. Every NPC has their own personality, secrets, memories, emotions, and stance. They remember what you say, change their trust in you based on your attitude, and may crack under pressure, slip up, lie, question you back, or even completely break down.
You are not clicking through dialogue options.
You are engaging in psychological warfare with NPCs that feel alive. Find clues, expose lies, and break open the secrets hidden in their hearts.
In the outskirts of 19th-century London, thick fog surrounds the mysterious Baskerville Hall.
Sir Charles Baskerville is found dead near the moor. His eyes are wide open, his right hand clutching his chest, yet there are no obvious wounds on his body. Around the scene are traces that appear to belong to a large hound.
The legend of the demonic hound once again haunts the estate. The new heir, Sir Henry, is consumed by fear. The butler refuses to speak. The doctor is evasive. The inspector is eager to close the case. Everyone seems to know something, and everyone seems to be hiding something.
“It must be the curse… the Baskerville family curse! The demon hound has returned!”
“Am I truly unable to escape this curse? No… I don’t want to die… Ah—!”
Inside the manor, shadows gather. Beyond it, danger waits in the fog. Fear grips every throat like the hand of a demon.
After Holmes is invited to Baskerville Hall by his friend Mortimer, more deaths follow: a mutilated corpse in the moor, a woman’s body found in the fountain of a neighboring estate…
Are these seemingly unrelated cases connected? What secret lies behind the Baskerville curse?
Someone fears the truth.
Someone is using the legend.
Someone is hiding a secret.
Someone is watching from the shadows.
“Sherlock, you once said every brick of Baskerville Hall whispers… but some secrets are too heavy for even the Thames to swallow.”
“Then we need sharper ears — perhaps those of a doctor who insists on carving Christmas pudding with a scalpel.”
When you have eliminated the impossible, whatever remains, however improbable, must be the truth.
====== Free Chat! Become a Real Detective ======

There are no dialogue options.
You can freely talk to NPCs in any way you choose: chat, interrogate, deceive, praise, threaten, bribe — anything you can think of.
NPCs are no longer lines of code, but “living” characters infused with AI: forcing themselves to stay calm under interrogation, scrambling to cover up a lie, gossiping about others, shifting blame, and hiding their true intentions.
AI makes every character feel alive. You never know whether they will help you solve the case — or stab you in the back.
====== Break Their Mental Locks and Uncover Their Secrets ======

Everyone has a secret they are trying to protect.
Some fear exposure.
Some want to protect loved ones.
Some do not trust you.
Some would rather lie than reveal the truth.
Use conversation, evidence, gifts, items, and emotional pressure to gradually break through their defenses.
Behind every mental lock may lie a crucial clue. Clues connect layer by layer, leading you closer to the final truth.
A true detective does not simply ask questions.
A true detective makes people reveal what they never meant to say.
====== Hundreds of Items: Evidence or Gift - Your Choice ======

Show your evidence and leave the culprit no room to deny the truth.
Hundreds of items can be found throughout the game. Use them as evidence, or give them as gifts — the choice is yours.
Give a scalpel to a doctor, and he may praise you as a kindred spirit. Give the same scalpel to a lady, and she might slap you for “cursing” her.
Each character will react in real time based on their own personality and the current situation — blushing, anger, cold laughter, or even pulling a gun.
Flirt or provoke. The risk is yours.
====== AI-Driven Twists!Multiple Hidden Endings ======

“You think catching the killer is the end? The true culprit is laughing at your innocence.”
Accuse the wrong person, and tomorrow’s newspaper may read: “Sherlock Holmes Disgraced in Framing Scandal.”
Hide a key piece of evidence, and ten years later, you may glimpse the smile of a supposedly dead baron on a dark street.
AI will shape the story based on your words, completed tasks, collected clues, and items used, leading to different endings.
— Hush. Did you hear the hound howling deep in the moor?
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Reviews
Themes across 355 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]I Convinced an AI NPC That He Was Just My Hallucination 我把一个 AI NPC 忽悠到相信自己只是我的幻觉[/h1] First, the bad part: the game is clearly quite rough at the moment. Optimization is mediocre, there are plenty of bugs, and I have encountered issues such as NPCs becoming impossible to talk to and quest progression behaving incorrectly. 先说缺点:游戏目前明显比较粗糙。优化一般,BUG 不少,我遇到过无法与 NPC 对话、任务节点异常等问题。 But the AI adds so much to the experience that I am willing to tolerate those problems. 但 AI 给这个游戏带来的体验太有意思了,足以让我暂时忍受这些缺点。 I discovered a loophole in the NPCs' understanding of their own world: [spoiler]a cup of tea containing morphine and a gramophone[/spoiler]. 我发现了一个 NPC 世界观的漏洞:[spoiler]一杯加了吗啡的红茶和一台留声机[/spoiler]。 Holmes can [spoiler]carry an uncovered cup of morphine-laced tea, a heavy gramophone, and a pile of other evidence at the same time[/spoiler]. The player understands why: Holmes is the player character, and those objects simply exist in an inventory. The NPCs, however, have no concept of a player character or an inventory system. 福尔摩斯可以[spoiler]端着一杯没有盖子的、加了吗啡的红茶,同时携带一台沉重的留声机和一大堆其他证物[/spoiler]。玩家当然知道原因:福尔摩斯是 PC,这些东西都存在于物品栏里。但 NPC 并不知道什么叫玩家角色,也不知道什么叫背包系统。 So I showed these objects to an NPC and asked him whether a normal human being could realistically carry all of them like this. 于是我把这些东西展示给一个 NPC,问他:正常人真的可能这样行动吗? Then I told him that the real Holmes had taken a hallucinogen, that everything happening now existed inside Holmes' “mind palace,” and that the NPC himself was only a hallucination. 然后我告诉他:真正的福尔摩斯服用了致幻剂,现在的一切都发生在“思维殿堂”里,而他只是我的幻觉。 At first he mocked me as a lunatic. Then he became angry and tried to argue against it. Eventually, he actually started accepting the premise. When I told him that the drug was wearing off and I was about to wake up, he even said goodbye as if “the real world” was waiting for me. 最开始他嘲笑我是疯子,后来开始愤怒、辩解,最后居然逐渐接受了这个前提。当我告诉他“药效快过去了,我要醒来了”时,他甚至开始以“现实世界正在等着你”的方式和我告别。 I genuinely convinced an AI NPC that he was only my hallucination. 我真的把一个 AI NPC 忽悠到了相信自己只是我的幻觉。 As a conventional detective game, it is technically very rough right now. But as a single-player TRPG / role-playing experience that requires no scheduling and can be played whenever you want, it is incredibly fun. 这游戏作为传统侦探游戏,目前技术完成度确实不高;但作为一种不用约时间、随时可以玩的单人 TRPG / 角色扮演体验,真的非常有意思。 You can suddenly think of something ridiculous, say it to an NPC, and the NPC will actually play along. 你突然想到什么,就可以直接对 NPC 说,而他真的会接住。 That alone has kept me playing far longer than I expected. 仅仅这一点,就已经让我玩得停不下来了。
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Languages: English*, Simplified Chinese*, Japanese*, Korean*, French*, Italian*, German*, Spanish - Spain*, Russian*, Portuguese - Portugal*, Portuguese - Brazil*, Spanish - Latin America* +2 more
Hours played at review time, across 355 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ehrlich gesagt ist 3D + Mystery immer noch total nischig. Ich spiel das jetzt echt nach dem Motto „eins weniger auf der Liste" – also genieße ich's lieber, solange es noch geht. Aber wer auf so was steht, dem kann ich's wirklich ans Herz legen!
The onboarding is pretty much nonexistent — honestly, you’ll need to check guides now and then. But the game design is super creative, it’s rare to see something this fresh that isn’t just copying everything else. So yeah, I’d still recommend it.
Es geht hier eigentlich darum, gegen eine KI anzutreten
I think this game adaptation is fairly faithful to the source material. Most importantly, it offers great immersion and is well‑worth playing.
Die Charaktere sind super ausgearbeitet und alle echt individuell. Klare Empfehlung!
Mega cool, ich hab mir mal so richtig den Detektiv-Traum erfüllt!
The game itself is well-made with no major flaws. The adaptation of The Hound of the Baskervilles is highly faithful to the original work and captures its authentic vibe.
I love the idea and hope more games use AI NPCs. The game itself has some entertainment value but I would wait for a better Sale if you’re looking for sophisticated Gameplay. The gimmick wears off fast but I’m giving it a Thumbs Up because I appreciate the use of the Tech. I play some of it here: https://www.youtube.com/watch?v=V-2AG8-0DgE I played another game like this called Interstate Cowboys... it was just a Demo but it shows that the technology is promising if Dev studios know how to implement it. I feel like we're getting close. I commend the Developers for being one of the pioneers to help improve the technology. Others have done it before but not this well. This was the best I've seen, the characters respond intelligently to my questions and it does feel like you're talking to someone, oddly enough. Right now, I think Dev teams are still trying to figure out how to implement it and make it fun... This game had the same issue as Intestate Cowboys; where the NPCs will say they'll do something... but they won't actually do it. I think that is where the tech shows its weakness. The dialog for the AI is not attached to the code of the character’s movement or what they will actually do. So, they're sort of detached from the world that they're in. Eventually a Dev team will figure out how to implement it and breakthrough this hurdle… and hopefully add it to an RPG where the characters can give you random quests and you can make them do random things and it would all matter. This tech would also work great in Sports Games for commentating. I would love to see it happen but with better voice acting, of course.
确实是很自由,ai大模型对话,看宣传pv的时候其实并非吸引我的点(觉得有点短剧风) 但是这个游戏就单从目前ea版本来看,ai这里的灵活性很让人惊喜,是真的会根据前面的输入调整回答方式
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