
A dead man hired you to solve his own murder. You have one day. Fourteen suspects. And as many attempts as it takes. A hand-drawn noir mystery set in 1937 Rio de Janeiro, where every suspect has a life, a schedule, and something to hide.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About


Master the Time Loop: You have one day to solve the crime. Learn the schedules of 14 unique characters, spot their contradictions, and manipulate their routines. Keep your knowledge when the day resets and stay one step ahead of the killer.

No hand-holding. Use your "Thinking Board" to link evidence, reconstruct the timeline, and accuse the culprit. Only pure logic will free you from the loop.

A Living Literary World: Experience a satirical, witty, and dark adaptation of Brazil’s legendary author, Machado de Assis. Your investigation takes you through a hand-drawn 1937 Rio de Janeiro that drips with style, sarcasm, and atmosphere. There is no single correct answer: every accusation has its logic, and the truth is yours to define.

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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 704reviews | 94% | — | $160.2K |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 121 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
很好玩!层层递进!丝丝入扣!
I enjoyed the art style, the plot was pretty good. I enjoyed the unreliable narrator format. However, am not recommending it because of the execution of the time loop mechanics., which is core to the game. I do not mind that I don't get to keep items I pick up after a day, but this game does an absolute disservice to itself because for every repeat action, you have to click through a lot of the same dialogue/reaction. It becomes so tedious, dull and boring that I just wanted to get it done right to avoid having to do re-do something again. If this was addressed, the plot/story would be easier to appreciate; right now it feels like 40% is the actual game and the rest is mundane clicking to get through same inane actions and dialogues to progress.
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Languages: English, Portuguese - Brazil, Japanese, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 121 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
解密推理游戏不给真相在我看来是最没品的行为,更何况这个故事除了主线外还有一大堆无解的谜题,玩完之后只有一脑门的问号。就好像一本只有上册的侦探小说,最重要的下册解密部分告诉我说要自己脑补,真的很火大。而且玩法和文字也不优秀啊,更多的感觉是有个无限流循环的噱头,实际上食之无味,看我这个时长就知道我玩一会就会昏睡过去,某种意义上睡前玩不错,起到一个安眠药的作用。最后嘴一句布拉斯这老白男真是贼讨厌,我不知道是不是故意这么塑造的的,原著小说我没看过,讨厌到我每次看见他都要说一句“好死”。
Demo很有趣,被安利了阿西斯,读完很长时间不记得打本体,属于买珠还椟了……打完本体发现确实如此,原作为珠,游戏为椟,建议看过原作《布拉斯·库巴斯的死后回忆》(中译合集《幻灭三部曲》)的人不用再来打了:游戏里待揭示的信息与启示全在小说之中,没有悬念,没有新意,亦没有乐趣与更深的思考。 它有意义,但不好玩。 首先黑色侦探剧是一个幌子,这个游戏虽然看似具备了推理游戏的特征,目的却不是查案,而是调查主角与周围人物的社会关系——人人皆有作案动机,但手法、不在场证明与事件真相根本不重要,实际目的是引出原作哲思,把它当推理游戏玩就缘木求鱼了!(甚至原作中的真正死因都不在游戏可选结局中:[spoiler] 布拉斯是在推销膏药途中得了肺炎病死的。[/spoiler]) 玩法上demo即全部,全局都在从人物a处取得线索b再去cde处询问,简化到底就是“摇窗帘-得钥匙-开锁-进下一个房间”,时间循环机制意义不大,所有信息都给在明面上,无需推理,跑圈结果似乎只为收集一些“金句”。虽然这些来源于原作的只字片语称得上真知灼见,但脱离语境碎片化后很难带来太多启发。在一次次不得不反复进行的动作中,第一次的悲剧也成了后面无数次的闹剧,令人多少心烦。 提供一点罗里吧嗦的文学tips来帮助理解这个故事的价值: [spoiler] 西方近代文学中可以看到大量近乎同质化的情节:纨绔子弟、风流韵事、政治争端、哲理探讨等,从十九到二十世纪叙述重点逐渐从“讲什么”过渡到“怎么讲”。精神分析同期,主体分解、自我欺骗、碎片叙事、元小说这些特征在文学上不断加强,不说俄,西欧大体上是福楼拜-普鲁斯特-乔伊斯-伍尔夫这个路线,但是,《布拉斯·库巴斯》出版在1881年!在《梦的解析》出版近二十年之前,欧洲彻底展开现代主义之前,阿西斯已经在写不可靠叙事者、开篇就死亡的主角、自我反讽、专题叙事和虚假记忆了!主角是一个在现代精神危机里不断嘲讽着自身虚伪与失败、又冷漠而超然地观察着社会的“死人”“无能者”“反英雄”,同类型完全可以参见1904《已故的帕斯卡尔》和1923《泽诺的自白》。一边看书一边查年代,除了震惊还是震惊。对阿西斯的再发现说明现代性远不止欧洲中心一条脉络,而是同时多地发生的。 [/spoiler] 所以游戏设计的确在还原二十世纪思潮的特征:对绝对真理的质疑、不可靠的记忆与主体、混乱的时间流,在这点上是非常忠实的。 作为承载着原作的“椟”,《死后调查》的制作称得上优秀,看得出是竭尽全力的精神改编,采取了贴合推理类型的黑色+漫画风格,有自然的ui和互动,且尽可能省略了重复环节;同时中译用心,尽力还原了葡语的双关幽默,甚至按格律认真翻译了一首十四行诗。 但这都不能改变这个游戏很无聊的事实。 归根究底,当作品不是“表现”而是“告诉”的时候,立刻会沦为说教。游戏里的跑路旁观并没有为游玩带来太多沉浸与共鸣,更多的是流程上的形式化走过场。 《死后调查》作为游戏来说比较枯燥,不太推荐,但考虑到它对原作的弘扬,仍然值得一个赞。 我真正怀疑的是,将原作改编成推理,从真理是否可推导的实证角度看,究竟是不是一个恰当选择?
JOGASSO, mas um bom exemplo de que a jornada vale mais do que o fim. Um final que pra mim já era óbvio quando juntei algumas partes do quebra cabeça e que pode ser até anticlimático para alguns, mas que não deixa a experiencia menos divertida. Narrativa excelente que vai te dando migalhas aos poucos e quando vc percebe já se passaram horas. Sem dúvidas esse jogo vai dar um incentivo as pessoas lerem as obras originais, assim como eu to querendo agr. Meu único ponto negativo é que apesar do jogo não segurar a sua mão e te guiar totalmente, ele te puxa um pouco pelo pé para uma progressão roteirizada, muitas coisas são travadas por etapas, por exemplo em determinado momento vc encontra uma caixa muito suspeita, mas não consegue fazer nada com essa informação até o momento em que chegue numa linha de dialogo especifico com um personagem especifico que vai mencionar que essa caixa existe, ai vc pode ir lá de novo e ter a informação que vale pra seguir a história. Acho que poderia existir a interação onde o jogo registrasse que vc encontrou aquilo, mesmo sem saber onde/quando/como utilizar.
[h3]Is it fair to complain that a time-loop game is too repetitive?[/h3] Well, all of my emotions are in the first sentence, and honestly, I don't know the definite answer. There are a lot of games that require you to do some actions again and again. There is a whole genre of roguelikes that are essentially some kind of time loop. But those games make the whole idea of replaying the same thing over and over again their key selling point. Why are roguelikes good? Simple: because the gameplay is good. The variety in gameplay, actions, and outcomes makes these repetitive, time-killing games fun. People can spend hundreds of hours there, and it can still be fun! So, we have "variety" as a key ingredient that makes the game interesting despite the cycle being its main premise. Okay. Do we have this kind of variety in The Posthumous Investigation? Honestly, no. The whole gameplay is "point and click". This is not a problem on its own, but 15 loops later, this game becomes [b]"point and click-click-click-click-click-click-click-click-click..."[/b] There is some variety plot-wise, but the deeper you go, the more Groundhog Day-dull it becomes. You are not just a prisoner of the same characters and the same environment, but of the same actions. The things you need to do are also the same! Get the same cake / key / travel / wait, just to see one line of dialogue that you didn't have before. Is it the player's mistake that you have to repeat the same routine again? No, not at all! This game is built around backtracking. Yeah, it works as a story. I like how it is told, but it definitely does not work as a detective game. You know, there are good time-loop investigations. 12 Minutes is a great time-loop game, and why? There is also a lot of repetition, and that game has mixed reviews. But 12 Minutes is beatable in 5 hours! This game requires at least 15! I have 14 hours of playtime, but I confess, I stopped caring about the story long before that. I just wanted to skip the dialogues and finish it. The second half of the game became constant skipping, reading extremely fast, and not caring about the plot or characters anymore. And the writing isn't even bad. There's just too much of it. So yeah, the repetitiveness is not just in the poorly managed routines that you have to go through over and over again. It's also in the central driver of the player's interest in the story: THE PLOT. It is pretty simple: you find a piece of information, a new character, or an object, and then you go to someone and ask them about all the new things you have collected. Found a clue? Read a dialogue. And you know what? A lot of that text is pointless. It can deepen the story, but it doesn't move the plot at all! So I will repeat myself again, isn't it funny while I complain that the game is repetitive? This game becomes [b]"point and click-click-click-click-click-click-click-click-click..."[/b] Also, I'm not so sure if it is fair to call it a detective game. A detective point-and-click adventure? Sure! But a game with detective mechanics, deduction, and investigation? Uhmmm... no. The game gives you control over a detective character, but the player almost never has the agency to actually be a detective. You are more like a postman, delivering messages from one talking head to another. Oh, and there are too many fourth-wall-breaking dialogues. It was slightly cool once, but after 14 hours, there were so many of them that they made the game feel even more artificial. At some point, I felt like the game was mocking me rather than inspiring me to continue. There are good things, such as the art style and occasional actual point-and-click puzzles where at least some variety happens. But that's about it. Honestly, I really don't get how it has 94% positive reviews. Don't get me wrong, this is not a bad game. This is a good game. If you are more patient, it can even be a great game! But I honestly don't understand how to properly enjoy it. Is it fair to complain that a time-loop game is too repetitive? I still don't know. Maybe I am wrong here, but I would have enjoyed it much more if it were 5 hours long, with fewer useless interactions and dialogues, fewer characters, and more straightforward progression-saving mechanics that don't force you to do the same things over and over again. Bras Cubas is dead, and I'm happy.
Um delicioso passeio pelo mundo de Machado de Assis, investigar o cotidiano dessas pessoas para tentar descobrir informações é muito interessante. O loop temporal não é tão limitador quanto imaginei que seria, e é extremamente divertido ver como as coisas vão se encaixando. E não pude deixar de me sentir em Ace Attorney quando encurralo os suspeitos, a música naquele momento é memorável.
在一天时间内无限循环,通过问询和改变角色行动来侦破案件,不过案件并没有明确答案,最后复盘给出了所有的可能性,凶器也五花八门。笔记信息够多,每周目结束也能获得提示,基本不会卡关。不过角色行程还是不够直白,虽然角色的移动都是连贯的,但主角的移动方式只有出租,无法判断角色移动到了哪个区域。一个角色的故事线全部完结后会强制结束当前周目,而且之后会直接开始新周目,有点打乱节奏。需要重复进行的操作略多且不能跳过。
Não tive filhos, não transmiti a nenhuma criatura o legado da nossa miséria.
jogaço muito bom muito divertido adorei
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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