
In 1936, something terrible happened at Galley House. Decades later, with a strange contraption that reveals echoes of the past, you must uncover the truth behind this grisly mystery.
Modeled estimate, not a reported figure. How we estimate →
Media
About
On Sunday the 7th of March, 1936, a group of locals made their way up the long, muddy track to Galley House. As far as any of them knew, the house had stood empty for decades.
Inside, they discovered the bloody aftermath of something horrific.
The authorities were summoned, and the crime scene was eventually cleared away. But nobody ever figured out what happened that dreadful night. It seemed likely that no one ever would.
Now, many years later, you have access to a peculiar machine — one that lets you listen in on echoes of the past. Can you piece together the events behind The Incident at Galley House?
The Chilling Detective Game, Reimagined on Steam
The Incident at Galley House is based on the acclaimed text-based browser game Type Help, remastered for Steam by the creators of The Roottrees Are Dead. It's the same haunting game of deduction, now with many enhancements:
An all-new, fully illustrated visual novel presentation
Full professional voice acting
A mysterious 3D interface for navigating memories
An eerie original soundtrack
New content and puzzles to explore

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 280 reviews with recorded playtime.
Reviews
Themes across 279 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
游戏的流程本身没有什么值得批评的,线索是足够明确的,也可以需要一些思考去找到每时每刻每个人在干什么事情。但是,如果你玩这类游戏的目的是希望能在最终真相大白,并且搞懂这个故事的话,我只能说不要浪费时间。 [spoiler]作为一个推理故事,整个设定就像作者在玩的一场文字游戏,所以作为揭秘者的玩家在知道了整个机制之后只会觉得自己的智商受到了侮辱,因为整个推理链条完全为了推动情节发展而写的,并没有一个一贯性的解释何时会想起来。 比如说,管家见到男主人的尸体能想起来,但是他老婆却忘得精光;在鲁伯特家那么多鲁伯特的物品,愣是没有人想起他是谁。又比如在教堂奥斯瓦尔德怎么突然就想起来了托尼。有的人看见名字就能想起来,有的人得看见私人物品才能想起来,有的人看见私人物品才能想起来,有的人得吵一大架才能想起来。这一切的推动力只有作者希望给读者制造悬念。这样的安排还不如提线之影的设计严谨,一旦有人出戏就会被天雷轰死。[/spoiler] [spoiler]第二点,这个“想起”的判定条件是未定义的,特别是厄尔文的设计之中。他知道自己有老婆孩子,只要不想起来名字就可以不死了?但是前面说了即使是假名也会死(这里提及假名也是没头没脑)。这个传播的情感纽带也是非常未定义的,什么强度的才叫做情感纽带,我们的70号技术员怎么不会死呢?如果70号因为不认识厄尔文而死,那厄尔文的老婆有怎么认识厄尔文带来工作上的物品而死呢?这样安排还不如70号听到厄尔文最终遗言,听到天雷在整座房子里烧为灰烬呢。[/spoiler] 综上,游戏性还可以,但是剧本本身是为了悬疑而悬疑。
The Incident at Galley House is a narrative mystery game developed by William Rous and Evil Trout Inc. and published by Evil Trout Inc. Built around an unsolved tragedy dating back to 1936, the game invites players to revisit a long-forgotten incident through an investigative lens that emphasizes deduction, patience, and attention to detail. Rather than presenting itself as a conventional point-and-click adventure, it leans heavily into the idea of being a true detective experience, where every piece of information matters and conclusions are drawn through observation rather than guidance. Its premise immediately establishes a sense of intrigue, promising a journey through the shadows of history and the secrets hidden within the walls of Galley House. One of the game's most impressive qualities is how it handles storytelling. The narrative unfolds gradually, revealing layers of mystery through witness accounts, recovered memories, and carefully written dialogue. The mansion at the center of the story is more than just a backdrop; it becomes an integral part of the experience, carrying an atmosphere of sorrow and uncertainty that lingers throughout the investigation. The developers have crafted a tale that balances supernatural undertones with grounded detective work, leaving players constantly questioning what is real and what has been distorted by time. This slow-burn approach may not appeal to everyone, but for players who enjoy unraveling complex mysteries, it proves to be highly rewarding. The Steam edition expands upon the game's origins with an impressive presentation upgrade. Fully illustrated character art, voice performances, and an immersive audio landscape contribute significantly to the experience. Exploring memories through the game's unique investigative mechanics adds a fresh dimension to the genre, giving players the sensation of piecing together fragments of a forgotten past. The visual style complements the subject matter effectively, blending melancholy with an understated eeriness that enhances the emotional impact of key moments. Every enhancement feels purposeful, reinforcing the narrative instead of distracting from it. Gameplay is centered almost entirely around deduction. There are no action sequences or elaborate puzzle rooms to break up the experience. Instead, players are encouraged to think critically, revisit clues, and draw connections independently. This design choice demonstrates a great deal of confidence from the developers, as the game rarely interrupts to explain solutions or provide excessive hints. While some players may occasionally find themselves stuck, the satisfaction of arriving at an answer through genuine reasoning is difficult to match. The Incident at Galley House succeeds because it treats its audience as active participants in the mystery rather than passive observers. The supporting cast is another highlight. Each character is written with enough depth to feel believable, and their relationships with the central tragedy add emotional complexity to the investigation. Themes of loss, regret, and the passage of time are woven naturally into the story, ensuring that the mystery remains emotionally engaging in addition to intellectually stimulating. Combined with a haunting soundtrack and effective voice acting, the game creates an atmosphere that remains memorable long after the final revelation has been uncovered. Ultimately, The Incident at Galley House stands as an excellent example of how detective games can thrive without relying on spectacle. Its strengths lie in its writing, atmosphere, and willingness to challenge players to think for themselves. Although its deliberate pacing and emphasis on deduction may limit its appeal to a niche audience, those who appreciate narrative-driven mysteries will find a deeply satisfying experience. It is a thoughtful and polished title that demonstrates how compelling interactive storytelling can be when paired with strong design principles and a captivating central mystery. Rating: 9/10
阅读障碍患者玩不了原版 比纯血type help简单 前面还挺悬疑的玩到后面发现人嘎嘣躺地上真绷不住了 以为是物理超度结果是家族诅咒真莫名其妙 就没有解谜意愿 不如鲁特里前作的难度和八卦程度 感觉有脑子的直接玩原版
这体量30都嫌贵
熬夜打通关了。 因为玩过原作type help,所以一些认人什么的都还算ok。值得注意的是这次地点代码也有本地化。我当时闹了个乌龙,以为还是英文版的地点代码呢。如果还没反应过来可以看我后面的隐藏提示:[spoiler] 中文版的地点代码是地点前两个字的拼音的首字母,住宿房间则是住的人的名字的前两个字拼音的首字母,值得注意的是有两个人的名字会混,所以用的各自的昵称拼音首字母 [/spoiler] 正篇和原作是一样的,但是附加内容也相当不错。对于没玩过type help的人来讲,从一开始就悬念拉满,会是一个相当不错的体验,你会绞尽脑汁试图还原当时的事情真相,思考到底发生了什么。[spoiler] 我当时玩type help的时候是在10号那个未婚妻死的时候才彻底意识到不对的,家里仆人不记得也不是没有可能,但是前一秒还和你亲密的人死了怎么可能变陌生人 [/spoiler] 而对于玩过type help 的人来讲又会是另一种体验,因为附加内容的存在以及玩过原作知道故事的真相,那个最关键的线索[spoiler] 打第一声雷的时候我就知道死人了 [/spoiler],所以在玩游戏的进程中就会意识到不对——或者在最开始拿到权限卡的时候[spoiler] 编号70,我当时第一反应是死了不少人了啊,当然后来发现这个编号和死亡顺序编号毫无关系就是了 [/spoiler]。当然了,假如有人能在最开始敲门开门的时候意识到全部真相,那我真的会佩服到五体投地。[spoiler] 夜探鬼宅门自己开了其实仔细想想确实非常不对,但是当时我个人是完全没意识到…… [/spoiler] 总体来讲是相当不错的体验,不是单纯的移植,原作本篇的故事还有点烂尾的嫌疑,毕竟事件没有结束的样子,但现在好像一切都告一段落了? 但是仍然有疑惑——本篇部分这次给出了15个角色画像,但有几个好像完完全全没有用上?不是说好像是还有一个遗产争夺的案子?但是没有再提了。也可能是我理解错了吧……仔细想想当时就是说两个案子的信息混在一起了,没说另一个也和这个案子有关? 最后期待以后能出dlc(额,真的要出吗?还要死人吗?)或者精神续作!请加油!!!
This is a great puzzle game, with a great narrative. It was the perfect length to play the whole thing and get all achievements in a single play session in an evening. There was nothing particularly difficult or obscure in the game, and the hint system was useful for filling in the last few scenes I needed.
忠实还原type help原作的基础上进行音画处理更有利于推理,修了不少原剧情的bug并且做了相应的后续扩展剧情,原作的叙事氛围也与新剧情匹配,就是价格稍微有点高了。
So sad to have to give this a thumbs down. Such a cool concept and such a unique and well executed gameplay mechanic. The whole experience is pretty much overshadowed by the horrible ending though. Big spoilers: [spoiler] If your murder mystery ends with a new character being introduced on the final pages that everything hinges on, you ♥♥♥♥♥♥ up. It's a cardinal sin of the genre and a dead giveaway that someone wrote themselves into a corner. And the logic around when/why Ervin's memories become available completely break the rules that have been set up by the game. Just sloppy altogether. Combine that with the random unexplained red herring portraits and the many untied loose ends (Tony's fake name and entire backstory goes nowhere?), and the story just feels like unachieved potential. [/spoiler] I loved playing Roottrees and I loved playing this game up until I realized we were getting a Lost/Game of Thrones type ending. It kind of makes me annoyed how invested I got in all of the backstories when they all turned out to be so thin.
英語版でクリア済み。おもんにゃいです(´ω`) 最初の2時間ぐらいまでは、楽しいです。 でも70点→50点→30点→10点ぐらいの勢いで評価下がりました。
连打7小时终于全成就了。大概1年前玩过type help,虽然忘记了挺多但是对于流程走向与人物都还记得,能带着大纲来推理还是太简单了,为了挑战自己都是用已知信息来推理下去的,对比原作做了优化,不需要什么操作都打一串字了,不过每一段分得太细了,想大体上梳理一遍逻辑比原作要更麻烦 推理部分相当不错,与原作相同,[spoiler] 发现死去的人都会被遗忘时一切都说得通了,前面像是在胡言乱语的话也变得有逻辑了起来 [/spoiler]。比起原版后期[spoiler] 人死的又快且线索给的又多,推出诅咒就没有更多反转的内容 [/spoiler]来说,这版加的内容对我来说是相当满意的,[spoiler] 鉴于原版的机器和天眼一样没有任何错误信息且主角没有任何危险,就先入为主地认为这版也一样了 [/spoiler] [spoiler] 为什么门窗都被封死了门前还有雨伞和包,为什么我完全不知道我是来干什么的,为什么门锁上了打不开但是还是打开了,为什么一进门就有个雷霆机器能够透视全图还自带教程,为什么时不时有小纸条放在桌上,都被我认为是节约成本留白的,实际上是主角准备好的。打雷了也只以为是倒霉蛋死掉了,照片上突然出现人了也只当是之前看错了,当发电机没修好却自己修好了才感觉不太对 [/spoiler] 更绝的是当你发现[spoiler] 突然有尸体出现在眼前时 [/spoiler],发现之前的一切都不对劲,[spoiler] 简直和受害者一模一样 [/spoiler],代入感拉满了。 [spoiler] 以及三次修电成就名都是对应时间和主角一起修电的人 [/spoiler] 综上所述,还是非常满意的,可以说各种巧思都和我的脑电波对上了。
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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