
Dry Drowning is a psychological investigative visual novel set in a futuristic dystopian city. Follow the story of Mordred Foley, unscrupulous private detective haunted by his dark past, and look into a series of macabre serial killings inspired by Greek mythology.
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Languages: English, Italian, Simplified Chinese, Japanese, Korean, German
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
3个结局和隐藏结局我都打了,感觉有些情节并没有说清楚,潘多拉最初为什么杀人,是出于爱好还是一开始就有抗争的意识在我不得而知。总体而言剧情还是挺有意思的,最好的结局虽然也不算好但是还存有希望。 最后我要槽一句,小游戏成为一个好市民我卡关了很久,上网找攻略居然发现游戏更新过以后UI和小游戏关卡都大改过,好市民难度增加,所以网上的攻略视频失去了参考价值我只能硬着头皮玩到第10关,强行拖长游戏时间让人很不爽。
[h1][b] Reseña de Dry Drowning[/b][/h1] [h2]Resumen del Juego[/h2] Dry Drowning es una aventura indie con alma de novela visual: mucho texto, decisiones “importantes” y una vibra noir/cyberpunk que te mira desde la sombra como detective cansado de la vida. Aquí no vienes a “disparar y lootear”, vienes a leer, sospechar, elegir… y luego preguntarte si tus elecciones importaban o si el guion ya te tenía agarrado del cuello desde el minuto uno. La propuesta se sostiene en misterio e investigación con toques psicológicos y de terror, en un futuro lo suficientemente turbio como para justificar que todos tengan secretos y traumas. Primera impresión: elegante y pretencioso (en el buen sentido), como ese amigo que cita filosofía en una peda… pero sí sabe contar un chisme. Si te gustan las historias interactivas con detectives, suspenso y rompecabezas ligeros, aquí hay carnita. Si tu idea de “jugabilidad” es saltar, disparar o hacer parrys, Dry Drowning te va a ofrecer el equivalente lúdico a pasar página con actitud. [h2]Lo Noir y lo “Noir”[/h2] Lo Bueno: Estética futurista/noir con misterio e investigación que sí se siente coherente Enfoque narrativo tipo ficción interactiva: ideal para quien disfruta leer y decidir Categorías bien puestas para la experiencia: un jugador, logros y Steam Cloud para llevar tu drama a todos lados Compatibilidad total con mando: para leer conspiraciones tirado en el sillón Lo No Tan Bueno: 0 jugadores actuales: el “mundo abierto” se siente más como “mundo abandonado” Si esperas acción, aquí la adrenalina viene en forma de diálogos y sospechas… o sea, café narrativo Las “elecciones importan” pueden sentirse más como “importan, pero no te emociones” Al ser aventura/novela visual, la rejugabilidad depende 100% de cuánto te obsesione ver variaciones de la historia [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]6[/td][td]Interacción narrativa sólida, pero es más leer/decidir que “jugar”.[/td][/tr] [tr][td]Dificultad / IA[/td][td]6[/td][td]Más reto mental por investigación que por sistemas o enemigos.[/td][/tr] [tr][td]Contenido[/td][td]7[/td][td]Historia con suficiente misterio y ramificaciones para sostenerse.[/td][/tr] [tr][td]Gráficos / Video[/td][td]7[/td][td]2D con estilo: sirve al noir futurista sin querer presumir músculo técnico.[/td][/tr] [tr][td]Historia[/td][td]8[/td][td]Lo mejor del paquete: suspenso, psicología y detectiveo con intención.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Cyberpunk/noir bien amarrado: sucio, tenso y atractivo.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]6[/td][td]Cumplidores; no es un festival visual, es atmósfera primero.[/td][/tr] [tr][td]Música[/td][td]7[/td][td]Acompaña el suspenso y el tono sombrío sin estorbar.[/td][/tr] [tr][td]Voces[/td][td]6[/td][td]No es el gancho principal; la fuerza está en el texto y el ritmo narrativo.[/td][/tr] [tr][td]Diversidad[/td][td]6[/td][td]Hay variedad de tonos/temas, pero no es su carta más fuerte.[/td][/tr] [tr][td]Rendimiento[/td][td]8[/td][td]Al ser 2D/aventura narrativa, debería correr sin drama en general.[/td][/tr] [tr][td]Rejugabilidad[/td][td]7[/td][td]Si te pica la curiosidad por decisiones y finales, vuelves; si no, una pasada basta.[/td][/tr] [tr][td][b]Total Puntuaciones (Muy Bueno)[/b][/td][td][b]6.8[/b][/td][td]Una aventura narrativa con estilo y colmillo, pero no para quien busca acción.[/td][/tr] [/table] [h2]Conclusión (Muy Bueno)[/h2] Dry Drowning es de esos indies que no te piden reflejos, te piden paciencia y gusto por el misterio. Cuando le entras en su frecuencia (noir futurista, investigación, tensión psicológica), funciona: engancha, intriga y te deja con esa sensación de “ok, aquí sí había una idea”. Ahora, lo controversial: con 0 jugadores actuales, esto se siente como encontrar una joya en un callejón… o como preguntarte si nadie está aquí porque ya lo jugaron o porque el juego te exige leer más de lo que el internet moderno tolera. Aun así, con 380 recomendaciones totales, hay evidencia de que no es un delirio aislado: a mucha gente le gustó lo suficiente como para levantar la mano. Si lo tuyo son novelas visuales, detectives y elecciones con sabor a paranoia, vale la pena. Si vienes por “mundo abierto” esperando libertad total, aquí la libertad es narrativa, no de andar brincando bardas. [h3]Recomendación de Compra (Recomendado con reservas)[/h3] Puntuación Total: 6.8/10 Número de jugadores activos al momento de hacer esta review: 0 Descuento máximo registrado: -80% Veredicto: [i]Cómpralo si te gusta leer misterio noir; evítalo si buscas acción o compañía.[/i] Si te atrae la ciencia ficción oscura y la investigación tipo detective con decisiones, Dry Drowning te va a dar una experiencia muy decente y con personalidad. Solo entra sabiendo que es más “thriller interactivo” que “videojuego de reflejos”, y que la comunidad activa está tan silenciosa que podrías escuchar tus propias sospechas.
[h3]每张CG人物都完全不同是如何做到的?男主大部分时候长得太像徐锦江了,让人全程无法直视[/h3] 具体来说:糟糕到惊悚的美术,令人拍案叫史的UI,工具式跳跃的情节,功能性平板的人物,稀薄的逻辑和推理,粗浅刻板的社会幻想,东拼西凑的流行元素,对故事走向毫无意义的两难选项,机不机翻都差劲的文本,完全无法沉浸的三流阅读体验——全都很短的木板共同构成了这个文字AVG。所有人物事件都化用了神话史诗但是化用得极其表面、不贴切也不求甚解,龙傲天般的专有名词和蹩脚的拉丁文同时尴之大尬,处处显露出一种没什么文化但又努力维基附庸风雅的感觉,为赋新词强说愁,案件上呈现出的想象力十分有限。 逆转的心锁只是一种玩法,核心仍是推理,但是这里的谎言面具是一种为神秘学噱头放弃理性之光、实打实超能力式由果追因的严重谬误。 [spoiler]这类跟风赛博硬汉侦探题材通病似乎无例外有二:一为自恋,二则厌女,周围所有工具人物和社会未来的命运都要围绕着一个潦倒中登转,这合理吗。看到未来のヒロ那个成就时忍不住再度怀疑第三个通病就是迷恋日式中二与神秘学的清澈蠢味。[/spoiler] 拙见任何领域的作品都最好专精于自身能力之内,不要喊口号大肆扬短,错误吸引非目标受众。 如果真的喜欢巧舟作品内隐蔽而幽默的人文关怀,最好远离这部令人不幸的作品。 不过如果是打越粉可能无所谓吧。
I love that the settings and the characters get progressively worst. I think I got the worst/bad ending too. Yippee. I love that the story touches on realistic and hard topics that usually are glazed/babied on other similar games/media. A lot of times some of the dialogues got me thinking and relate like.. im very sure the writers here have lived under extremely corrupt government as well (I am Indonesian here I have a say at this), and not just the theoriticals that are mostly deployed on western writers. Very surprising since this is developed by an Italian studio. So either writers have lived under extremely corrupt government that nailed all the realistically political topics, or they did extremely good research. Although maybe the last scenes of the bad ending might be a little too rushed to my expectation (I was rooting for the villains!! come on, why are you glazing at the important part). it would have been 10/10 but I'll keep this at 8/10. Reason 8/10 bc other than that final scene; sometimes it gets confusing to navigate and progress the story (its that type of game that you need to click everywhere and make sure you've done everything). The UI/menu is not convenient (ie. if I open the menu on inventory, then open it back on the inventory, instead i have to navigate the whole bloody thing again) it gets annoying when needed to interrogate and check inventory at the same time, another thing about the menu is also inconvenient how you have to access dialogue history through it (again if you close the menu, you have navigate the whole thing again just to get back to the history part/where you left off). very annoying and time wasting. Lastly you might have to hold back your yawn and sleepiness when reading because of the whole dark UI and vibe. Even the illustrations and background are all dark with little colour variation. It *is* a noir detective theme after all, but yeah just a heads up. Time to do the new game+ just to see how far i can make the story worst. I'll probably have a coffee with me when I do it. Gonna nap now.
Criminally short, but fascinating. The art direction and the soundtrack are top-notch.
画面有一种说不出来的丑。玩法单一,后期重复膈应
Dry Drowning is a dense, atmospheric investigative visual novel that leans heavily into psychological noir and dystopian cyberpunk, delivering a story-driven experience that prioritizes moral ambiguity and player choice over conventional gameplay systems. Developed by Studio V in collaboration with VLG and published by Leonardo Interactive alongside WhisperGames, the game is unapologetically mature in both theme and tone. It explores a bleak future shaped by fear, prejudice, and political extremism, presenting a narrative that is as much about internal decay as it is about solving crimes. Set in the oppressive city of Nova Polemos, the game introduces a society on the brink of collapse, where ideological conflict and social unrest dominate everyday life. The worldbuilding is one of Dry Drowning’s strongest elements, conveyed through dialogue, environmental storytelling, and the constant tension between factions. Rather than offering exposition dumps, the game allows players to absorb the setting organically, slowly piecing together how technology, propaganda, and paranoia have reshaped the city. This creates an immersive backdrop that feels hostile and morally compromised, reinforcing the sense that no decision is ever entirely clean or safe. Players assume the role of Mordred Foley, a disgraced private investigator struggling with guilt, addiction, and a ruined reputation. Mordred is deliberately written as an unreliable and deeply flawed protagonist, and the story frequently forces players to confront the consequences of his past actions. His partnership with Hera adds emotional grounding and contrast, as their dynamic balances cynicism with fragile hope. Rather than positioning the player as a heroic figure, Dry Drowning emphasizes personal failure, compromise, and the cost of survival in a broken system, making its character work feel raw and uncomfortably human. Narrative choice is central to the experience, with an extensive branching structure that allows decisions to meaningfully shape the story. Dialogue options, investigative conclusions, and moral stances influence character relationships, political outcomes, and the eventual fate of Nova Polemos itself. While the overarching mystery remains focused, the paths toward resolution vary significantly, encouraging multiple playthroughs. Choices are rarely framed as clearly right or wrong, often forcing players to weigh empathy against pragmatism, or truth against stability. This commitment to consequence gives the narrative weight, even when the outcomes are grim. Gameplay elements are intentionally minimal but thematically integrated. Investigations involve interrogations, evidence examination, and the use of Mordred’s unsettling ability to detect lies, represented through surreal visual distortions and symbolic masks. These moments reinforce the game’s themes of deception and fractured perception, blurring the line between objective truth and personal bias. While these mechanics are simple and occasionally feel secondary to the dialogue, they provide just enough interaction to maintain engagement without undermining the narrative focus. Artistically, Dry Drowning relies on striking hand-drawn visuals and expressive character portraits rather than animation-heavy presentation. The art style emphasizes mood over detail, using color, lighting, and composition to convey psychological tension. This approach pairs effectively with the game’s strong soundtrack, which subtly shifts in tone to reflect emotional beats and narrative escalation. Sound design and music work together to heighten unease, often making quiet moments feel just as oppressive as overtly dramatic scenes. The game’s pacing and density can be demanding. Large amounts of text, complex political themes, and frequent moral dilemmas require patience and attention, and the experience may feel overwhelming for players unaccustomed to narrative-heavy visual novels. Some investigative mechanics can interrupt the flow rather than enhance it, and not every branching path leads to dramatically different content. However, these shortcomings are outweighed by the ambition of the writing and the sincerity of its themes. Ultimately, Dry Drowning is not designed to be comfortable or easily digestible. It is a deliberate, challenging narrative experience that asks players to sit with discomfort, uncertainty, and ethical compromise. Its strength lies in its willingness to explore dark subject matter without simplification, presenting a world where choices matter precisely because none of them are ideal. For players who appreciate noir storytelling, dystopian settings, and choice-driven narratives with emotional and political depth, Dry Drowning offers a haunting and memorable journey that lingers well beyond its final decision. Rating: 7/10
不好玩,玩到第二章的时候就失去了兴趣,ui真的很简陋啊。 我一开始是奔着反乌托邦来的,但是剧情太散乱了,有点看不懂在讲什么,然后玩完第一章就没兴趣打开了。
虽然本来是冲着推理探案来的,但可能是一开始不知道有中文硬啃晕字的关系吧,感觉探案的部分反而比较碎,比较有感触的还是涉及到人性选择的部分。 结局A 其实是我遵从本心最先打出来的结局,第三章结算出来一列的选择告知真相就是我的勋章,哪怕这所有的选择早已明确会摧毁我往后的人生,哪怕只有一次也好,哪怕是在游戏里也好,我也会跟弗利一起为这真相的初次胜利而自豪的。 但不得不说这未必会是我现实的选择,太过理想化,带着一种没有明天燃尽一切的决绝,这种格兰芬多式的勇气我大概也只能在游戏里体会了吧。全城公敌、偷渡出境、颠沛流离,如果这一切都是正义的代价,又有多少人能够坚守本心呢? 芙蕾雅说这个世界上总是会有为了正义甘愿献出一切的人,可惜怯懦的胆小鬼只能做到精神的同频。 结局C 很悲伤,但却真实的一个结局。 被名誉、物质、欲望引入深渊,于是爱人离心、威逼利诱以千百个谎言来圆那一个小小的谎,最终自己戴上了那异化的谎言面具。 如何才能够保持为人的尊严呢?那只是一个被欲望吞噬的怪物,人皮之下是兽皮,是虚伪狡诈的狼的谎言,是死而不亡的僵尸枯骨。 自我疯狂膨胀的弗利,在失去底线之后,也终究失去了挚爱。 稍微让人好受些的是这并非是一个完全的好人堕落的故事,我原本以为贯穿始末的伪证案背后另有真相,但事实是弗利确实本身就不是那么一个光明磊落的人,冲淡了一些结局的悲剧感。 结局B 情感浓度最高的一个结局。 但因为全成就原来要用plus开一把导致我还得重打一遍非常难受所以没有任何话想说了。 很有意思的一点是,三年过去,我在第一章里下意识地选择了不同的选项。成就弹出后开始反思自己,那样理想主义的自己好像逐渐远去了,留下了一个被现实打磨得面目模糊的影子。 我在疯狂怀念或者寻找的,是不是就是我在水中的倒影呢?
赛博朋克+反乌托邦+侦探推理,本作属于叠满了我会喜欢的buff,事实证明集齐这些要素的效果也确实不会太差。 纵然本作的体量并未能构建一个丰富可信的世界,但其优秀的音画,黑暗的故事和两害相较的选择取向也足以成为一个不妨体验的作品。 个人感觉主要的不足在主角的人物塑造上,游戏并未给主角的转变提供可信的过程,感情线交代也略显不足。
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