
A murder mystery where you are the main suspect! An ambassador on a peace mission has been killed on board the Clawville Express. Time progresses as you sniff out clues, eavesdrop on conversations, and interrogate passengers. Can you solve the case before the train reaches the last station? Or else.
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About
A story-rich, conversation-heavy investigative visual novel with point & click elements where you play as Moses & Plato, two clueless detectives embroiled in a wild case while traveling on the famous luxury train, the Clawville Express. When the client you are supposed to protect, an ambassador on a peace mission, is murdered, you become the main suspect!
Be the slyest fox detective and find a killer in a race against time. Time progresses as you sniff out clues, eavesdrop on conversations, and interrogate passengers. Can you solve the case before the train reaches the last station? If not, war can break out between the two biggest powers of the Wilderness!
Investigate - Put your detective skills to the test. Utilize your conspiracy board and connect the suspects while collecting all the clues from them.
Use your animal senses - Use your senses of smell, sight, and hearing, and of course your fox cunning, to uncover the secrets of the passengers.
Interrogate the suspects - 12 travelers are waiting to meet you, and you know very well that they all hold secrets. Can you figure them out?
Explore the train and uncover mysteries - Discover a train full of secrets and mysteries. Each cabin hides something, as do their inhabitants.
Race against the clock - Time is not on your side! Certain actions can take up valuable time, so it’s worth thinking twice about who you talk to and when.
Premium English voice acting - Features a cast of legendary voice actors that brings the world of Wilderness to life.

"Ladies and gentlemen, all aboard!"
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Hungarian, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Indonesian*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
キツネならではの視覚・聴覚・嗅覚を利用した捜査が面白い! フルボイスで声優さんの演技がとても良い。
The new art style is a genuine step forward. Experiencing Stowonia, Avirya, and Nauticca for the first time feels like a grand tour of the Wilderness at its most wondrous. Voice acting remains a series staple, breathing life into both returning favorites and fresh faces alike. The new partnership between Moses and Plato is a particular highlight. Charming, warm, and a joy to watch unfold. The box puzzle and the chemistry game deserves a mention too. On the story front, I wouldn't call it a success, but it didn't leave me as gutted as Into The Hive did, so there's that. The culprit's motivations are understandable enough, but reducing it all to [spoiler]a mind-controlling plant[/spoiler] feels way too convenient and too thin. Chapter 1 is rich and engrossing, but the later chapters grow noticeably sprase, which is unfortunately a recurring issue for the series. The writers clearly have ambition. I just wish it extended to the bigger picture and the finer details. Consider: There was no blood on the wall where [spoiler]Ambassador Ignat's body[/spoiler] was found, but his hand had blood on it. What purpose does this detail serve? The collected items are almost never used. What is the point of having a mechanism to apply them to the scene? Maybe I missed something, but half of the locked boxes are never opened. Why include them in the first place? Paying closer attention to Chekhov's gun principle would be greatly beneficial. And there's this small but obvious example: Looking at Plato states he and Moses have been partners for 5 years, yet their own dialogue later puts it at 8. The shift to 3D train exploration is an exciting promise. But the story never really interrogates the space. The train's geography rarely factors into deductions or revelations in a meaningful way, and the 3D navigation ends up purely aesthetic novelty. Skipping it entirely with the map is almost always the faster and more sensible option. The clock ticks in a rather arbitrary manner. It's supposed to create tension and guide the player to make careful decisions, but especially later on, it has become just a rote animation you sit through where hours simply fly by for no obvious reason. And are our detectives getting sensibly enough sleep after all? I can’t even tell, because they seem to go to bed at 4 ("night") and then wake up at 6. And the animal senses mechanic feels more like a cosmetic layer than a genuine investigative tool. Rather than being woven into the logic of crime-solving, it amounts to little more than a few repeated mandatory clicks to ensure you finish the collection of clues and codex. The concept is sound, but I believe it could be more helpful than this. Now I realize perhaps the biggest problem is that there isn't actually much crime-solving involved. I expected to gather physical evidence along the train, form hypotheses, test them against what we know, take active steps accordingly, and arrive at a conclusion through my own reasoning. However, it seems the detectives didn't do much except just talk and interrogate and talk and wait for things to happen for most of the game. When the criminal method is so convenient and thin, it's difficult for the plot to become rich and engaging. Here's hoping the team irons out these wrinkles going forward. The foundation of the Wilderness is strong enough to deserve it.
剧情太无聊了,解密>推理,但其实解密也是穿插着很少没整体来说自由度很低非常非常非常线性,感觉区别只是什么时间去做什么,不知道问询时观察对象起到一个什么作用……还以为要击破心理防线结果心跳啥的都没有区别,而且搞什么浪漫叙事,主角不爱一下就不能讲故事了是不是……多少有点莫名其妙
К сожалению, какой бы красивой ни была игра и какими харизматичными ни были бы персонажи, сюжет в этой игре убивает всякую возможность поставить ей положительный отзыв. Постараюсь без спойлеров. Два детектива все 8+ часов носятся по поезду туда-сюда, без разбора общаясь со всеми подозреваемыми на все возможные темы, собирая "улики", но не делая на основе этих улик никаких значимых выводов. В итоге на убийцу их выводит случайность: они замечают как один из персонажей пытается избавиться от предмета, который сам по себе не сказал бы, кто убийца, но лишь слегка "клонил" в эту сторону ассоциативно. Ни один нормальный детектив на основании этого предмета не смог бы сделать ну абсолютно никаких выводов (максимум - о методе убийства, но не о самом убийце). Но из-за этого нахождения этого предмета убийца сам начинает паниковать и выдаёт себя сам (попутно ещё и убивая дополнительного человека, что НУ СОВЕРШЕННО не свойственно характеру убийцы). В то время как Пуаро тщательно сопоставлял показания всех подозреваемых, чтобы понять у кого из пассажиров была возможность и мотив для убийства, Моисей и Платон не предпринимают нормального обыска помещений, дают пассажирам (и убийце) свободно гулять не только по поезду, но и по городам по маршруту следования (где они могли бы легко избавиться от улик, что по сути и произошло), не запирают их по номерам / в вагоне-ресторане. Всё это аргументируется тем, что якобы главный герой (детектив) тоже является подозреваемым. Ну допустим. Но что мешало сделать Платона (второго детектива) главным детективом и посадить своего напарника под домашний арест вместе со всеми пассажирами? Попутно Платон мог бы делиться изысканиями со своим напарником не давая при этом ему возможности как-то повлиять на следствие. Так бы, скорее всего, и поступили бы серьезные детективы, но похоже что авторам просто нужен был и повод, чтобы персонажи ходили вместе и общались друг-с-другом, и драма (О БОЖЕ, ГЛАВНЫЙ ДЕТЕКТИВ - УБИЙЦА!). Дополнительные механики кроме диалоговых ("склад" улик и фактов о мире в голове протагониста, инвентарь, возможность строить связи между персонажами) не нужны. Предметы используются от силы 1-2 в игре, сравнивать предметы между собой - нельзя (например, в начале игры нам дают автограф персонажа - ну напрашивается же возможность сравнения подчерка, но нет). Построение связей между персонажами тоже не требуется и ни на что не влияет, судя по всему это было сделано для "удобства" игрока, но по факту только путает. В общем, очень хочется простить игре совершенно идиотский сценарий и бесполезные игровые механики - за счёт актёрской игры и визуала. Но не получается.
I really wanted to love Last Train to Clawville. Aesthetically, it hits all the right notes: the art style is undeniably charming, and there is a lot of genuine creativity in both the character designs and the broader world-building. It sets up a setting that you want to spend time in. Unfortunately, as an interactive experience, it completely falls flat. It honestly should have just been a Visual Novel, because the gameplay elements are so poorly executed that they actively detract from the experience. Here is where it goes wrong: The Illusion of Investigation: The story is strictly on rails. Despite the detective framing, there is nothing for the player to actually "investigate." Pointless Puzzles: The puzzles are so painfully easy that they offer zero satisfaction. They feel less like brain-teasers and more like mandatory time sinks just to pad the runtime. A Useless Connections Board: The developers clearly put time and effort into building a "connections" board—a classic detective game mechanic. The problem? There is absolutely no reason to ever use it. It’s just there for show. The Plato Dress-Up Scene: This is the most egregious example of the game's flawed design. You are forced into a scene to dress up Plato where it is impossible to get it wrong. Once you finally get it right, you realize it has zero impact on the narrative anyway. It’s a completely pointless diversion that isn't nearly funny or creative enough to justify the time it wastes. The Verdict: If you want to look at pretty character art, you might find some enjoyment here. But if you are looking for an engaging mystery with meaningful gameplay, look elsewhere. The interactive elements are too shallow to justify the price tag.
Reviewing (mostly) every game (or DLC) in my library, part 638: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆☆☆ (7/10) [i]Moses & Platov - Last Train to Clawville[/i] is a charming little adventure! It is a game carried by its atmosphere, its characters, and its incredible presentation. The Wilderness is a fascinating setting, and this game does an excellent job making it feel alive, in-depth, and not too difficult to understand. The art direction is beautiful, the voice acting is phenomenal, and every conversation is witty. The biggest surprise was how much I enjoyed Moses and Plato themselves. Their partnership is easily the highlight of the game. Their dynamic has a classic detective duo feel, with Moses bringing the more experienced detective energy and Plato providing plenty of warmth and humor. That being said, I do think the mystery itself is weaker than the rest of the game. Don't be fooled, [i]Last Train to Clawville[/i] is much more interested in letting the player experience a mystery rather than truly solve one. The detective mechanics are fun ideas, but many of them feel more like thematic additions than essential gameplay systems. However, I don't think that makes the game unsuccessful. Not every detective story needs to be a puzzle box. Sometimes the joy comes from spending time with interesting characters and exploring a fascinating world, and [i]Last Train to Clawville [/i] succeeds incredibly well at that. [b][h2]Pros:[/h2][/b] ✅ [b]Gorgeous art direction and world design.[/b] I love the new art style just as much as the previous games. The character models, environments, animations, and cutscenes are all beautifully designed, and it's so cute how characters move! Exploring places like Stowonia, Avirya, and Nauticca feels like taking a grand tour through a strange and wonderful world. The game has a distinct identity, and every location is different. ✅ [b]Fantastic voice acting.[/b] Fully voice-acted, the voice cast is one of the game's greatest strengths. Every character, from major players to minor passengers, is brought to life with incredible personality and charm. ✅ [b]Moses and Plato's partnership.[/b] The relationship between the two protagonists is the heart of the game. Their chemistry is funny, warm, and touching. Moses especially receives some great character development! In the [i]Chicken Police[/i] games, he comes off as arrogant and standoffish, but ... "You are a truly noble soul, Mr. Wildflower. Not at all as cold as calculating as they describe you. Much more romantic and idealistic." ✅ [b]Excellent world-building.[/b] One of my favorite things about the setting is how complex it is. Every nation has its own identity, culture, traditions, and form of government. Some embrace democracy, others cling to feudal monarchies, while others are governed through religious authority. The political conflicts between these countries feel nuanced rather than simplistic, and every conversation mentions a much larger world beyond the train itself. It's rare for a game to make me genuinely interested in reading its Codex, but I found myself wanting to learn more about every country and every species. Man ... if only the animals could all just get along, just like humans. ✅ [b]Great on Steam Deck![/b] Controls were perfect at 45 FPS. No crashes or issues. [b][h2]Mixed:[/h2][/b] 🟨 [b]Tone.[/b] I enjoyed the humor, but I don't think it always complements the mystery. The game often shifts from playful banter or comedic set pieces straight into scenes involving murder, political conflict, and espionage. Individually, both sides work well, but together they can dilute the tension that a detective story usually thrives on. I was expecting a darker, noir-inspired experience similar to [i]Chicken Police,[/i] whereas [i]Last Train to Clawville[/i] aims for something much lighter and more whimsical. 🟨 [b]Time mechanic.[/b] The ticking clock creates some initial tension, but eventually it becomes more of a background animation than a meaningful gameplay system. It rarely feels truly punishing, though, and I never found myself stressed about missing content. I do wish it was removed. You won't get all the little facts of everyone's story, which makes the characters not as strong as they could be. 🟨 [b]Minigames and puzzles. [/b] The additional puzzles do a nice job breaking up the conversations, and several of them—particularly the box and chemistry puzzles—were satisfying to solve. That said, their quality varies quite a bit. Some are engaging brain teasers, while others are so simple that they barely qualify as puzzles at all. Conversely, a few spike in difficulty enough that I found myself wishing there was an optional hint or skip button for players who get stuck. The variety is appreciated, but the overall experience can be a little uneven. [b][h2]Cons:[/h2][/b] 🟥 [b]Some mechanics feel underused.[/b] The game introduces several systems that suggest deeper investigation, but many ultimately serve as optional flavor rather than meaningful tools. I would have loved to see the Connections Board, animal senses, and deduction systems play a larger role because there isn't actually much crime-solving involved. The detectives will do all the work: talk and interrogate and wait for things to happen! 🟥 [b]The ambient piano music while on the train is nice but repetitive.[/b] 🟥 [b]A bit short.[/b] The previous games were about 20 hours, with no skipping dialogue. I finished this one in about 11 hours. I think, again, if the time mechanic was removed, there could be more character and setting development. 🟥 [b]No manual save.[/b] Quite annoying, especially considering the game isn't that hard, and you can brute force it anyway. 🟥 [b]A few logic issues.[/b] There are some moments where the plot requires you to accept things that don't entirely make sense, such as stopping twice at train stations while a murderer is still on board. Couldn't the detectives ask for backup and prevent more murders? [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our [url=https://www.youtube.com/@IndieGems2]YouTube channel[/url] for more reviews like this one. [/hr]
Új fejezettel bővült a „world of wilderness” világa, aminek örülök, mert szerintem továbbra is van bőven potenciál ebben az egész koncepcióban és most már picit tágabb képet is kapunk univerzumról, mint a korábbi játékok esetében. Látványra továbbra sem lehet panasz és ezt mondom annak ellenére, hogy két főhős rajzolás nekem kifejeztetetten nem tetszett mert fakónak hatottak a többi karakterhez képest (ez ízlés dolga). A szinkron munkára semmi panasz sem lehet, mert az jórészt első osztályú munka. A történet nem rossz, vagy nekem jobban működött, mint a CP2 esetében, ami a jobban megírt párbeszédeknek és a jobban sikerült rendezésnek is köszönhető. Bár a két főhős közötti kémia valahogy nem működött annyira, mint Sonny és Marty esetében a CP részeknél. Bár az köszönhető a karakterek személyiségének is, amit kitaláltak nekik. Ezt leszámítva egy dolgot mindenképpen tudni kell a vásárlás előtt, mert a játék leírás elég félre vezető. Lévén ez nem egy detektív játék! Ez egy egyszerű vizuális regény négy fejtörővel és pár „kikérdezéssel” na meg némi kaland játék elemel. Így nem várjon tőle senki se a tényleges nyomozást, mert az játékmehanikaliag nem jelenik meg ténylegesen. Ami önmagában lehet csalódás keltő, ahogy nálam is volt, de ezt még el lehet nézni neki. Főleg, ha ezt tudjuk vásárlás előtt. Ami ennél sokkal nagyobb gond, vagy nekem csalódás az a tény, hogy semmilyen ráhatásunk sincs a történet alakulására, a karakterek sorsára! Amit nagyon sajnálom, mert ezt azért elvártam volna a címtől. Ezeket mindenképpen érdemes tehát mérlegelni vásárlás előtt. Viszont, ha ezeket eltudod fogadni akkor azt kell mondjam, hogy érdemes lehet beruházni rá, mert az ára elég korrekt ahhoz amit kapunk a címtől. Mert szigorúan vizuális regényként (krimiként) ebben az egyedi univerzumban jó szórakozást tud nyújtani a kisebb-nagyobb hibái ellenére is.
It really bothers me when a game has a "Very Positive" rating or something similar and somehow the top, most helpful review, is somehow negative. This is a story game, it's supposed to be linear, there's no changing whodunnit but that was never the point and getting fooled by marketing speak or looking into it is more of a consumer issue than anything else. My biggest criticism is with the mini-games and that M&P doesn't tell you that there's a fast travel button in the top right! Otherwise, fantastic writing, characterization, beautiful animation, strong voice acting, and a lovely return to form for this franchise makes this an easy recommendation. Don't believe the (lack of) hype.
Moses & Plato: Last Train to Clawville is a well-written murder mystery with a bit of a detective twist, but the introduction to the characters and world is a bit confusing at first. The gameplay is excellent for a visual novel like this, especially in accessing Moses' mind and deducing the relationships between characters from their words and motives. It's a bit disappointing when it comes to the mini-games and the POV adjustments while exploring the Clawville Express train. On the other hand, I really liked The Wild Gentlemen's bold move to switch to an animation style rather than the realistic style of their previous games, as it shows that a stylistic change isn't a big deal if you already have a strong visual identity and story behind it. While the soundtrack is a bit underwhelming, it's largely offset by the fantastic voice acting.
Overall rating: 3.5/5 A very nice and charming detective story to puzzle away a few evenings. Characters: 5/5 The characters were the highlight of the game. Every single one of them was nuanced and written in a way that made all of them a suspect at some point, even if it was just some minor detail that made you wonder. The portraits and voices brought them to life and I ended up loving or loving to hate them. Performance: 5/5 Never had any issues with performance, the game looked and sounded beautiful. Gameplay: 2/5 The gameplay itself was really where I had the most issues. From the trailer it looked like a "Choices matter" type of game where you have to make tough decisions and manage your time, but in reality it played more like a visual novel along the lines of Ace Attorney or Danganronpa; you could not miss any vital evidence and I do not think there is the potential of messing up or achivieng a game-over scenario. This does not make the game bad per se, but I had skewed expectations during the first chapters. Gripes: There is a nice submenu that lets you draw connections between the characters, arranging them on a pinboard with the red string and all, and I was very excited to get to use this to puzzle out the murder... And it never became relevant. It is not required to open this even once in the entire game. There are some puzzles interspersed with the questioning and investigating, and I admit that with half of them I needed to look sth up. With the last one, I accdentally skipped the "How to play" instructions and had no way to open them again. There also was no history for the plain dialogue, so if you accidentally skipped some of it, it was gone forever. Price: It says 18 hours playtime but I accidentally left the game running for half a day so it took me closer to 11 to finish a playthrough. For 15 bucks you get a beautifully crafted experience that'll keep you thinking for a couple days at the very least, and overall I totally recommend giving this a shot if you are into visual novels. If you need stakes in your detectiving, this game may not be totally for you.
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