
Read the evidence. Run the forensics. Question suspects in your own words, they lie, crack, or lawyer up. Accuse the wrong person, and Internal Affairs comes after you.
Modeled estimate, not a reported figure. How we estimate →
About


In Homicide Desk you work a homicide the way a real detective's desk works: a case file lands, a short list of suspects, and a screen full of tools. No waypoints, no glowing clues, no cutscenes telling you what to think. Read the evidence, run the lab, and question your suspects in your own words — then decide who you're willing to charge.
Get it right and the case closes. Get it wrong and Internal Affairs opens a file on you.

There is no dialogue tree. Type whatever you want and your suspect answers back in natural, conversational language — deflecting, rationalizing, contradicting themselves. Slide a document across the table and watch their stress meter spike. Push too hard on nothing and they lawyer up and walk. Corner them with the right evidence and the story finally cracks.

Everything lives on the desktop, and you have to actually use it:
Case files — dig through nested folders of reports, statements and photos.
Forensics lab — you don't click "analyze." You align the fingerprint, break the cipher, and calibrate the chromatograph yourself, against the clock.
phone records & photo evidence — flag the timestamp, cross-reference the calls, drag the UV light across the print.
Locked & sealed documents — some files won't open until you've earned the code or unsealed them in interrogation.

A rain-soaked, fictional port city in the Republic of Meridia, rendered as a CRT-era police OS — scanlines, a working world clock, weather on the taskbar, and a case that pushes back in real time with pressure emails and a mid-case twist.
Free-text suspect interrogations that respond to your questions and your evidence
Hands-on forensics, phone-record and photo-analysis puzzles
A physical evidence board with string connections and a case-chain tracker
Written deductions with real consequences for a wrong arrest
Multiple guilty-party variants — reopen a solved case and the truth changes
A living precinct: salary economy, patrol dispatch, commissary, side games
Fully playable in English and Arabic, with full right-to-left support
The case is open, Detective. The desk is yours.
Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Arabic*, Simplified Chinese, French, German, Spanish - Spain, Japanese, Portuguese - Portugal, Russian, Turkish*languages with full audio support
Engagement
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
AIによる尋問会話のゲームプレイを導入したのはとても斬新です。しかし、このゲームにはまだいくつか問題があります。犯人を探すことが簡単すぎて、推理する過程すら必要ありません。ほとんどの時間は、検察官に逮捕令状を発行してもらうために証拠を集めているだけです。 これがゲームの敷居を下げるためなのは分かっています。しかし、探偵推理ゲーム? 本当に大衆向けの敷居を設ける必要があるのでしょうか? この点はゲーム自体の遊びやすさを下げ、同時にゲームの淡白さも増やしていると思います。今後のアップデートで開発者がこの点に気づき、改善してくれることを願っています。 探偵推理ゲームは、最初から大衆向けのものではありません。今後、開発者にはストーリーや推理の内容をもっと深くしてほしいです。また、適度にいくつかのどんでん返しを入れてもいいと思います。検察官に逮捕令状を発行してもらうためだけに証拠を探すというのは、あまりにも意図的すぎますし、それによってゲーム自体の推理の過程も低下しています。
Die Idee hinter Homicide Desk ist eigentlich ziemlich spannend: Man soll als Ermittler echte Verhöre führen, mit Chatbots sprechen und aus diesen Gesprächen seine eigenen Schlüsse ziehen. Gerade für ein Crime-Adventure ist das eine der naheliegendsten und sinnvollsten Einsatzmöglichkeiten von LLMs. Das eigentliche Spielversprechen ist dabei für mich sogar noch interessanter: Man bekommt seinen Krimi nach eigenem Gusto. Man könnte sich vorstellen, einen Fall wie Columbo zu lösen, indem man durch geschicktes Nachfragen immer wieder kleine Widersprüche aufdeckt und den Verdächtigen langsam in die Enge treibt. Oder wie Poirot, indem man Widersprüche im Raum stehen lässt, die Aussagen der Beteiligten miteinander abgleicht und am Ende aus den gesammelten Ungereimtheiten seine Schlussfolgerung zieht. Je nachdem, wie man ein Gespräch führt, sollte sich dadurch eine ganz eigene Krimierfahrung ergeben. Leider funktioniert Homicide Desk genau hier überhaupt nicht. Von „echten Verhören“ bleibt letztlich nicht viel übrig. Pro Zeuge hat man nur eine begrenzte Anzahl an Fragen und arbeitet im Grunde eine Liste möglicher Stichworte und Sachverhalte ab. Es entstehen keine Gespräche, aus denen sich durch geschicktes Nachfragen, Schweigen, Nachhaken oder das Aufgreifen von Widersprüchen neue Erkenntnisse ergeben. Stattdessen versucht man herauszufinden, welche Begriffe der Chatbot gerade erwartet. Das fühlt sich kaum anders an als ein klassisches Adventure mit vorgefertigten Antworten – nur dass die Antworten eben von einem Chatbot formuliert werden. Das ist besonders enttäuschend, weil die Technik eigentlich genau das Gegenteil ermöglichen sollte. Rollenspiel-Chatbots wie Kindroid oder Character.AI sind inzwischen wesentlich weiter darin, halbwegs natürliche und aufeinander aufbauende Gespräche zu führen. Homicide Desk wirkt dagegen eher wie ein Spiel aus der Anfangszeit der AI-Welle. Vor drei Jahren hätte die Idee vielleicht noch wirklich innovativ wirken können. Heute hinkt die Umsetzung dem, was man mit solchen Chatbots längst machen kann, deutlich hinterher. Dazu kommen noch unnötige Minispiele wie „Simon Says“ oder primitive Entschlüsselungsaufgaben, die man absolvieren muss, damit die Kriminaltechnik überhaupt ihre Arbeit aufnimmt. Das unterbricht den Ermittlungsfluss zusätzlich und wirkt eher wie Beschäftigungstherapie. Unterm Strich bleibt damit eine gute Idee, die leider technisch und spielerisch schlecht umgesetzt wurde. Das eigentliche Alleinstellungsmerkmal – einen Kriminalfall durch seine eigene Gesprächsführung auf seine ganz persönliche Art zu lösen – wird nicht eingelöst. Statt eines individuellen Krimis bekommt man letztlich ein ziemlich gewöhnliches Adventure mit Chatbot-Anbindung. Für mich daher leider eine Enttäuschung.
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Hours played at review time, across 80 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Homicide Desk takes the detective genre in a methodical direction, focusing less on wandering through crime scenes and more on the intellectual work of building a convincing homicide case. Developed and published by Shu'la Lab LLC, it places you at a detective workstation in the fictional city of Ravenport, where reports, photographs, forensic results, phone records, interviews, and other pieces of evidence become the foundation of every investigation. Its computer-centered presentation gives it the atmosphere of working a real case file, with progress depending primarily on observation, organization, and logical deduction rather than following obvious objective markers. A major strength is the amount of responsibility placed on the player. The game does not simply reveal the meaning of every clue after it has been collected. You are expected to study documents, recognize inconsistencies, compare statements, establish relationships between evidence, and determine which details deserve further investigation. Eventually, you must decide whether the accumulated evidence is sufficient to accuse someone. That decision carries consequences, including the possibility of scrutiny from Internal Affairs when an investigation is mishandled. This makes reaching a conclusion feel more consequential than simply selecting an answer at the end of a conventional mystery puzzle. Interrogations are one of its most distinctive features. Rather than relying entirely on predetermined dialogue choices, the game allows questions to be written in your own words. Suspects and witnesses can respond according to the circumstances of the case, potentially contradicting themselves, avoiding uncomfortable subjects, or attempting to explain suspicious behavior. Evidence can be introduced during questioning to increase pressure and challenge questionable statements. Being excessively aggressive without having enough information can also work against you, particularly if a suspect decides to request legal representation. As a result, interrogation becomes an exercise in timing and preparation rather than a simple process of exhausting every available dialogue option. The game uses AI-generated text for these free-form responses, while the actual cases, evidence, suspects, solutions, and endings are designed around authored scenarios. This combination has considerable potential because it gives players more freedom to pursue their own reasoning without requiring every possible question to have been manually anticipated. Its effectiveness will naturally depend on how consistently conversations remain grounded in the established case facts, but the concept addresses a common frustration in detective games where the player understands what needs to be asked but cannot find an appropriate dialogue option. Forensic work expands the investigation beyond reading documents. Activities can involve fingerprint comparison, chromatograph calibration, examining photographs under ultraviolet light, deciphering information, checking timestamps, and studying telephone records. Some procedures introduce time pressure, preventing the entire experience from becoming a passive sequence of menus and written reports. Locked information can also require additional investigation before it becomes accessible, encouraging players to revisit earlier evidence after discovering new details. Organizing everything is just as important as collecting it. An evidence board and case-chain systems help visualize relationships between suspects, events, and individual clues. Written deductions further reinforce the game's emphasis on personal reasoning. Instead of assuming that possessing every clue automatically equals solving the murder, Homicide Desk expects the player to understand how those clues fit together. That difference is important because it can produce the satisfying realization that a small detail encountered much earlier suddenly explains a larger contradiction. Replay value is another promising component. Cases can contain different guilty-party variants, meaning that replaying an investigation does not necessarily allow you to rely on your memory of the previous culprit. Evidence must be reconsidered according to the current version of events. Detective games traditionally have limited replayability once their mysteries are solved, so changing important elements of the solution gives this one a stronger reason for repeat investigations. The Ravenport police workstation also has plenty of atmospheric touches. A retro CRT-inspired interface, scanline effects, weather information, a world clock, emails, and unexpected events help sell the illusion of sitting at an active precinct computer. Additional systems involving salary, dispatch activities, a commissary, and optional side diversions provide some variety outside the central murder investigations. These details may seem secondary, but together they prevent the desktop interface from feeling like a lifeless collection of menus. The approach will not suit everyone. Homicide Desk is deliberately dependent on reading, interpreting information, and interacting with an interface rather than freely exploring detailed 3D environments. Players looking for action-heavy police gameplay may therefore find its pace restrained. Those who enjoy paperwork-style simulators, deduction games, interactive mysteries, and carefully examining evidence are much more likely to appreciate what it is trying to accomplish. Steam Deck compatibility should currently be approached cautiously. There is no strong basis to treat the game as officially Steam Deck Verified, so prospective handheld players should not assume a completely optimized experience. Its text-heavy computer interface and free-text interrogation mechanics may also be more comfortable with keyboard and mouse input than traditional gamepad controls. It may be possible to play through Steam Deck compatibility tools depending on the current build, but until official verification and controller support are clearly established, it is best regarded as having Playable Steam Deck compatibility rather than guaranteed native handheld support. Overall, Homicide Desk has the foundations of a compelling investigative simulator because it asks the player to behave like a detective rather than merely control one. Free-form questioning, hands-on forensic procedures, evidence organization, changing culprit possibilities, and meaningful accusations combine into a game centered on reasoning and accountability. Its unusual interface-driven structure will naturally appeal to a particular audience, but for players who enjoy slowly dismantling alibis and constructing a case from scattered information, it offers an intriguing interpretation of homicide investigation. Rating: 7/10
Wow what an amazing game so much depth and things to discover, and at an amazing price i have always wanted to play a game like this but could never find one that hits the mark. If you like detective shows or books this game puts you right into one. Great work one of my favorite purchases. Can't wait to dig into more crime solving.
I have so far tackled the test case (#000) and the second case (#001 "The Overtime"). I do like the game and will give it a thumbs up just for being unique. However, there are some shortcomings that I would like the developer to address if they can: A) Evidence - Why is forensic analysis, once complete, not provided as evidence you can use in interrogation? This makes zero sense. For a specific example: [spoiler]In "The Overtime," forensic analysis of the Kessler contact record turns up evidence that the number is a prepaid sim and is regularly topped up at a kiosk in Mayfair with Sophie Ward's credit card. Yet I am unable to present this finding to Sophie when interrogating her. Why??[/spoiler]. In a similar vain, [spoiler]I was called and told that admin account "sward-adm" had attempted to delete the CCTV footage of the 4th floor. Again, I was not given the opportunity to use that in interrogation. In a real life investigation, detectives are allowed to use any information they uncover.[/spoiler] B) The evidence board - Similar to the first point. You sometimes uncover irrefutable evidence against someone, yet when you string it to them on the board and hit "analyse" it tells you "nothing in custody proves it." It is a little finicky, to be honest, and doesn't link things it should in my opinion. Example: [spoiler]The CCTV erasure previously mentioned; the account "sward-adm" is *obviously* Sophie Ward's." Why does that link tell me I don't have anything in custody that proves it? That is ridiculous in my opinion.[/spoiler] However, despite these issues, I still recommend the game to anyone who fancies themselves a sleuth. I love the AI interrogations, it is the closest anyone has come to having true to life interrogations in a game (except that most real-life criminals resort to "no comment" interviews - But that wouldn't make for a very entertaining game!). Of course, when you are dealing with an LLM, there is always the possibility of getting some nonsense out of it and I note some reviews have complained about that. However, I believe this is just something we will have to contend with, as it is an inherent flaw with LLM's. And it isn't game breaking, or as off-putting as the issues I have highlighted here. Thank you Shula Lab for giving me a truly unique, original detective game to play. I like the crime genre, and I look forward to playing through the remaining cases currently available and any future cases you release.
The Game won't open just black screen please fix
Probé la demo y me fascinó, cuando la termine me quede contando los días para que sacasen la versión completa. Tan solo me ha costado 5 euros con la oferta de lanzamiento, y merece cada centavo pagado, un juego muy completo y original. Sin duda lo recomiendo, perfecto para entretenerte una tarde entera.
This game has a decent premise, but it's flawed in execution. The A.I. chat is a great idea, but it often gets itself confused, which then frustrates you trying to get to the bottom of the case. It might be that this is intentional to throw you off the scent - but an example I've just had is a suspect saying "I never met XX at his XX place", a pop up then puts a piece of evidence in my case files showing that he admitted to being at XX place. I then ask the same question and attach that admission, and the suspect says "I already told you, I didn't meet him at XX place". Frustrating.
Das Spiel macht extrem viel Spaß, wenn man gerne Fälle löst und in die Rolle eines Ermittlers schlüpft. Besonders gut gefällt mir der Einsatz der KI bei der Befragung von Zeugen und Verdächtigen. Dadurch fühlen sich die Verhöre viel realistischer und dynamischer an, weil man nicht einfach vorgegebene Antworten abarbeitet, sondern wirklich auf das Gesagte eingehen und seine Fragen entsprechend anpassen muss. Für mich ist genau das eine der größten Stärken des Spiels. Die Fälle machen Spaß, die Gespräche fühlen sich abwechslungsreich an und man hat tatsächlich das Gefühl, selbst zu ermitteln.
This game is totally worth it. Very unique and in depth. I just hope the devs don't let it die and keep putting out cases.
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