
After returning to the quiet streets of Paris to pursue a life of painting, Gus Macpherson could not escape his true art…
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 18 → 0.43/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 22 → 0.25/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Решил поиграть в предшественника Still Life - оказалось по-другому, но не менее годно, рекомендую
Reviewing games I played a long time ago: I discovered this right after playing Still Life, which I enjoyed quite a lot. The section with Gustav was one of the best parts of the game, so I became immediatly interest in Post Mortem, a prequel, where he is the protagonist. I must say... I liked it, it starts very, very strong, the premiss is great. But, well... the truth is, by the middle, it gets quite stale and... boring. But at the end picks up a bit again. But what I remember really liking was the atmosphere, the Paris from the 30's is very inspired by film noir. Also it makes you feel like a classic detective, that great. These old games I played a long time ago I usually install, try for an hour or so just to see how well it runs and uninstal. But I'm enjoying replaying this one, I think I'll carry on for a bit more :D Overall it's a game I still remember positively almost 2 decades later, that a sign I liked it. It works preety well on the Steam Deck. You'll just need to tinker some controls and you're ready to go.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Polish, Spanish - Spain
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Post Mortem, developed by MC2 and published by Microids, is a 2002 noir-inspired point-and-click adventure that stands as both a fascinating artifact of its era and a spiritual predecessor to the better-known Still Life series. Set in 1920s Paris, the game introduces players to Gus MacPherson, a former New York detective turned painter who has fled the chaos of his old life for the solitude of art. His peaceful existence is abruptly interrupted when a wealthy woman named Sophia Blake hires him to investigate the brutal murder of her sister and brother-in-law in their hotel room. What begins as a seemingly straightforward detective case quickly spirals into a dark labyrinth of occult mysteries, psychological intrigue, and hidden conspiracies that blur the line between reason and madness. The game’s opening moments establish a strong sense of atmosphere that carries through much of the experience. Paris is rendered with a painterly touch, filled with the kind of gloomy lighting and old-world charm that evoke the feeling of classic noir cinema. The player navigates through 360-degree panoramic environments, each scene frozen in time yet filled with meticulous detail. The Hôtel Orphée, the morgue, the artist’s studio, and the shadowy backstreets all serve as extensions of the game’s brooding tone. This visual presentation was impressive for its time, rivaling contemporary adventure titles like Syberia in terms of detail and environmental immersion. Even today, the hand-crafted backgrounds maintain their allure, capturing a unique blend of romantic decay and existential dread that defines the story’s mood. The sound design reinforces this atmosphere with haunting ambient tracks, echoing footsteps, and a subdued orchestral score that underlines the tension without overwhelming it. Gameplay in Post Mortem follows the traditions of the early 2000s adventure genre, where exploration, dialogue, and puzzle-solving form the backbone of progression. Players click through environments, gather evidence, question suspects, and assemble clues to reconstruct the crime. In theory, the investigation is open-ended, allowing multiple approaches to certain problems—whether through logic, charm, or brute persistence. This ambition, however, is undercut by uneven execution. Some puzzles offer clever deductive reasoning, while others rely on pixel-hunting or obscure item combinations that strain logic. The interface, while intuitive at first glance, can feel sluggish due to slow camera transitions and a lack of feedback when interacting with objects. Yet when the game’s design works as intended, it captures the slow, methodical satisfaction of unraveling a mystery piece by piece. What makes Post Mortem particularly memorable is its willingness to venture beyond mere detective work into surreal and metaphysical territory. As the investigation deepens, Gus begins to experience strange visions—images of death, art, and ritual that blur the boundary between the natural and the supernatural. The narrative gradually morphs from a grounded whodunit into an exploration of obsession, guilt, and the human fascination with immortality. The murder case becomes a lens through which the game examines broader questions about morality and the corruption of faith. The story’s second half introduces elements of the occult and secret societies, drawing on mythic and esoteric symbolism reminiscent of the Knights Templar and Renaissance mysticism. While these themes add depth and intrigue, they also make the narrative feel disjointed at times, with tonal shifts that can catch the player off guard. Still, the ambition of its storytelling remains commendable, especially for an adventure game of its time. The weakest aspects of Post Mortem are its dialogue and localization. The game was originally written in French and translated into English with inconsistent results. Many lines sound awkward or grammatically incorrect, which detracts from the immersion and sometimes confuses key plot points. The voice acting suffers from similar issues, ranging from wooden to unintentionally comical. Conversations often lack emotional cadence, and some lines are delivered in a flat monotone that undermines otherwise powerful moments. Compounding this is a dialogue tree system that occasionally presents out-of-sequence questions or repeats previously answered topics, creating a sense of disconnection between the player’s actions and the narrative flow. These flaws make the story harder to follow than it should be, though patient players can still appreciate the underlying mystery. Despite its shortcomings, Post Mortem possesses a distinctive identity that separates it from many other adventure games of its time. Its noir aesthetic, psychological undertones, and atmospheric world-building create an experience that feels both eerie and personal. The game’s pacing rewards methodical players who enjoy sifting through dialogue and exploring every corner of a mystery. Those who can tolerate the dated mechanics and imperfect translation will find a story that, while messy, is undeniably compelling. Its blend of detective work and supernatural overtones laid the groundwork for Microids’ later success with Still Life and Still Life 2, which expanded and refined many of its ideas. Revisiting Post Mortem today reveals a game that is imperfect but fascinating—a flawed gem from an era when adventure developers still experimented with narrative structure and philosophical themes. It is not the most polished or accessible mystery game, but it is one filled with ambition, mood, and atmosphere. Its rich visual design, haunting premise, and willingness to challenge expectations make it worth exploring for fans of classic adventure storytelling. For players who can look past its technical limitations and occasionally clumsy dialogue, Post Mortem offers an absorbing descent into the darkness of human imagination and the secrets that lie beneath the surface of art and murder alike. Rating: 6/10
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this will require some workarounds to play, though dgvoodoo2 seemed to work after a lot of messing around with it And any alt tabbing will break the game the game is point and click but you can spin the camera by putting your cursor on the edge of the screen, which isn't any better than the usual click to move in such games as the cursor can quite often go off screen Getting the right information can require pretty specific dialogue paths, or at least it seems that way, it should seemingly lead to the same place and the dialogues and cinematics can't be skipped i just can't care enough to keep reloading to see if i've got the necessary information or not, i wouldn't say the game is worth it
This game was one of my favourites as a child, and it still is now. It's a great story with surprising plot twists, stunning visuals and excellent design choices.
Хотел бы я поддержать все хвалебные отзывы, но, увы, слабый сюжет, пустые герои, а также сумбурные (и хуже того, непропускаемые) диалоги подарят игроку далёкое от совершенства приключение. Не рекомендую, это очень слабо даже по меркам тех лет.
ass
I'm not an adventure game veteran. Almost all of my experience is from playing Space Quest and Leisure Suit Larry as a kid at my grandma's house (yes...), or porn games on f95. This is not a good adventure game. It's not a good game at all. For something that's mostly dialogue driven with pixel hunting filler, the logic gaps are far too wide to be anything but gameified ♥♥♥♥♥♥♥♥. Conversations occur out of order and characters reference events or lines of thought that I know nothing about but I'm clearly expected to have known from a prior scene with someone else. The puzzles are obscenely obscure and I refuse to believe a single person naturally figured some of them out without clicking everything at every point and randomly discovering the answer. I'm not a graphics snob, but this game is ugly. Wikipedia says eight graphic artists and five animators worked on the visuals and that the whole thing was done in ten months. I'm guessing the entire graphics team was perpetually drunk or had all been recently concussed. Atlantis: The Lost Tales uses the same gameplay concept and not only is it five years older but it looks five times as good. The story is fine, I guess, if you're exceptionally bored or this is literally the only adventure game you haven't played. The ending I got, supposedly the best one, was dumb and dull. Even if you get this game for its usual sale price of a few cents, don't even bother.
A textbook case of wasted potential. The post-apocalyptic setting and concept had promise, but it's dragged down by clunky controls, terrible voice acting, and a boring, repetitive gameplay loop. It feels like a dated asset flip that never got the polish it desperately needed. The story tries to be deep but ends up being forgettable. A slog that's hard to recommend even for genre die-hards.
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Players by region
Where this game's players are, estimated from review languages.
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