
A murdered priest. A secret list. Hunt Nazi fugitives across the globe in this gritty 1971 detective thriller. Analyze evidence, follow leads, and make sharp deductions before the trail goes cold. From the creators of Family, Rivals, Conspiracy, Echo Beach and Riley & Rochelle.
Modeled estimate, not a reported figure. How we estimate →
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"I loved every minute of the demo"
Lucas Pope, Return of the Obra Dinn
"Delivers layers of clever puzzles and satisfying reveals all the way through to the end"
Jeremy Johnston, The Roottrees are Dead
“Roottrees fans will really enjoy sleuthing in The Ratline”
EvilTrout, The Roottrees are Dead.
“If you love the Golden Idol games, you'll love the Ratline”
Will Ackerman, Lead Designer, Rise of the Golden Idol.
The Ratline is not optimised for Steamdeck. Please use Mouse and Keyboard for optimal experience.
1971. A dead priest. A list of Nazi fugitives. The hunt begins.
When a Catholic priest is found murdered in Budapest, a secret list is discovered —names of Nazi war criminals who escaped justice through a covert network known as The Ratline. Now, the case is yours.
In this gritty detective thriller set in 1971, you play an investigator chasing shadows across continents. Use your wits, intuition, and network of contacts to follow leads, dig through documents, and piece together the truth.
Examine documents, photographs, and recovered artifacts
Make independent deductions with no hand-holding
Act like a proper sleuth, working contacts and shaking down sources from Rome to Buenos Aires
Hunt down your marks - put together their identities, check your work and bring them to justice.
Made by Owlskip, the studio behind acclaimed narrative detective games Family, Rivals, Conspiracy, Echo Beach, Life & Crimes, and Riley and Rochelle.
The war may be over—but the reckoning has just begun.
The Ratline
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
我是看了一圈评测最后决定还是买的,有不太好的心里预期但实际玩了还是有点遭不住。省流就是,评论提到的那些游戏如果还有没玩的就去玩别的别买,如果都玩了实在同类游戏荒了可以入一下。 首先是故事剧情,主线应该说还行,至少是达到了细节里突然让人咯噔一下知道这儿有熟人!的那种串联的感觉,但又觉得用力过猛了,很多时候除了这下咯噔,原案件的内容可以说没有,单个案件看来剧情和内容都很单薄。奇怪的是为了端出来这些个线索,只有打电话和直接发文件这些方式,以至于体感就是所有人只要一通电话就什么都告诉我了,全员就是掏出线索的工具人,打完脑子里只有那个主线剧情,角色塑造没出现过,所有人说话就一个调调blabla,文件也是统一的,完全没有其他精品那种所有资料自有其系统和地方特色风土人情的感觉。 二就是这个ui,这个本地化,离谱,巨离谱。先是满地都是bug,进门那个副标题文字内容招笑就不说了,直接盖住菜单。玩的时候莫名其妙会按出一个挡住功能按钮的输入框,字母索引不会高亮,偶尔会无法打开关闭一个文件等等等等……甚至都这这种游戏了学不会做个笔记出来,整体难用得一p,不管什么游戏我至少没见过难用到这种程度的交互设计。 然后就是很多线索感觉有些牵强,但前面提到因为内容少,它至少在一个穷举和硬猜能想出来的程度,但就是感觉很硬,硬得让人心里想“不会吧真要这样吗”的程度。 然后就是你这个声系统用了会有诅咒是什么鬼东西你没有自己的世界观吗?其他各种不赘述总就是没饿死别玩,快饿死的话这个40块有10块是bug10块是卡手,剩下20是买不到吃亏上当了毕竟能玩一下。最后这个两小时成就我真不想挂机了,我都挂机到这个程度了还不够,我没点过最后一步提示但真有人被卡了两小时不点那个提示干想出来这个离谱关联性之后不想打作者一顿的吗你家是不是有比格
一个地名能有三个翻译,弱智一样的操作系统我都忍了 第六章突然告诉你扮演的角色是鱿鱼,那请滚吧
中评+1。推理的内容还是过关的(有少量瑕疵但问题不大),但是作为游戏来说设计上有一些问题。最明显的一点是玩法上缝合了一大堆不同的经典作品,又不是全缝了就会更好玩。倒数几章突然给我一个type help同款系统让我哭笑不得。界面功能也有很多改进空间。 Made by people very enthusiastic about the mystery genre. That said, there are problems with game design and development. I agree with other comments that the Type Help like element does not fit in well with the rest of the game.
很难玩 被推荐的类鲁特里但是实际游玩体验差太多了 ui很差劲 破案特别卡 第三个案子推了半天怎么都推不下去不得不翻了所有的资料 这才意识到前后有关联 但因为ui太差劲所以找线索很痛苦 说真的没玩的没必要体验
游戏的中文本地化搜索简直是灾难,虽然在TAB菜单里译方注明了搜索方式为中文拼音首字母,然而实际游戏根本没有适配这项功能,比如 保罗,需要用首字母P搜出来。以及教程关卡的地名我死活搜不到,新泽西州,就连用答案里的NJ也没搜到。还不如直接人名地名别翻译,这样至少还可能勉强能玩。 游戏具体内容不做评价,毕竟我至今还没有见过第二章。
There is the foundation of a good game here but it has several areas of high friction. As-is, I rate the game a 2/5. The Good: The story was good, the art was consistent and appropriate. Many of the clues worked well. The Bad: Some clues. For later cases, you're going to be digging through earlier cases to find the obscure. This may work okay if you play the game over a day or two and have a good memory for all the details. The clue pointers all seem to be there but they can be rather obscure leading to leaps of logic. The Worse: Telephone calls. Why is someone living in a South American police state going to spill their guts to a random caller? Yet this happens time and again. And why do we have a rolodex of all these random places anyway? The Ugly: The Sonitron as a mechanic is just a big no. "We're going to tell a story loosely based on history then give you this magic thing that we say works one way but actually works a different way, until it works a different way again."
再也不想玩欧美战争背景的推理游戏了,总是好像玩家什么都知道一样,地理位置和人名看得眼花缭乱,有几个案子还算有意思,玩到后面简直就是折磨,最后一个案子就是为了收尾给个交代吧一点诚意都没有。明明有那么多一堆文字的资料但是没有任何笔记功能也没有涂鸦高光笔的功能,看得头痛,就算要玩家游戏外自己整理信息也要给个能选择复制文字之类的功能吧?又搞跨案子联系的设计,操作烦死人了
I will recommend this with two big caveats. First, the good. The vibes were immaculate: the art, music, atmosphere, all of it was extremely well done. I think the beginning and the end were very solid. The final case was my favorite, sort of a victory lap for [spoiler]those of use who noticed the man in the multiple early photos.[/spoiler] I generally liked the structure of the game, finding the intel and trying to piece it together. This leads me into my caveats. I think while the information gathering part is neat, I ended up relying pretty heavily on the hint system near the end. It is somehow both too difficult AND too easy. I would often stumble into all of the Archive articles for that chapter by complete accident while trying to find something else, which felt like I didn't really earn any of them. At the other end, the [spoiler]Sonitron[/spoiler] (and the phone to an extent) was a major headache. The [spoiler]seventh[/spoiler] chapter which relied heavily on it was by far my least favorite, and seriously killed any momentum or motivation I had by that point. I also didn't like that I couldn't view the previous suspects I had identified. The second caveat is that the end-of-case wrapup questions stopped working for me at some point, which I think impacted my understanding of what I had just done. Overall a very promising, if flawed, game. I think it could use more robust tools like an in-game notepad or some way to create profiles for non-suspect characters. I ended up doing this somewhat, but it would be nice to have integration within the game's photo reference system.
It's pretty good
打完第六案打不下去了, 第一,ui操作有点反人类,打开照片研究细节呢,一不小心点到人头就跳出来个输入框,很膈应人; 姓氏/名字/所在地要先切好再输入,输入完再切会清空; 线索面板也太小个了,一个案子线索收集齐就满了,可你还得翻前面的线索啊; 抽象的图书馆搜索系统,当我尝试着只输入一个“的”字并得到线索时,我释怀了。 第二,我打完的几个案子几乎都没有任何趣味性可言,也没有任何吸引人的点,没有任何爆点,很朴素的找线索然后推理。 几个案子间能感受到有一条暗线,一直在暗示后面会汇集起来来个大的,但在抵达那里之前我已经完全丧失兴趣了。 打的过程中感觉有点麻木,有种先想好几个毫无关联的案子,再努力往里镶嵌某些相同的要素营造出一个系列故事的感觉。 越打越烦躁,有点恶心,不是很喜欢,弃游好几天越想越恶心,不打个差评感觉心里不舒坦。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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