
The Silver Case – the debut title from world-renowned developer SUDA51 has been fully remastered and localized to English for the first time ever!
Modeled estimate, not a reported figure. How we estimate →
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): 0.71/day in the week to Jul 23 → 0.71/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








Sums Steam only; PlayStation, GOG publish 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 | 1.1Kreviews | 89% | — | $377.9K |
| $19.99 | 246ratings | 88% | — | not modelled | |
Engagement
Reviews
Themes across 95 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I may have only played for 30 minutes and refunded the game but the first 30 minutes really paints a clear picture for what to expect in this game. Obviously, you would expect a story game to actually do the one thing its supposed to do: tell a good story and this game fails to even do that. The opening sequence is supposed to introduce the player to the setting and characters but it does it so in such a convoluted method that i found myself lost before i even knew what was going on in the story. Secondly the devs really should add some QoL into this game because they introduce about 20 different characters in the first 5 minutes of the game so it would be nice if they attach a name to the respective speaker so I can be more familiarised with the characters rather than a loosing gamble between which of the 5 men displayed on screen are Sakamoto, Kusabi, or Morikawa respectively. Also why is majority of the game being displayed in a tiny box on the screen instead of just utilising the whole space? 3/4 of the screen is hogged by this stupid light show of pointless words flashing across as if its purpose was to add to the atmosphere of the game when in reality it just hurt my eyes focusing on the tiny screen with random words flashing past. I would rather stare at a black screen for hours than look at that light pollution again. Somehow the game manages to lower my expectations even more with the abysmally boring and TEDIOUS gameplay. It tries to incorporate some semblance of a point-and-click but does so in a way that punishes the player without reward, just a repetitive loop of dialogue if you don't do what the game wants you to do. By far this is the worst game I have ever played on steam. However, to give credit when credit is due, the only redeeming factor about this game has to be the noir-esque art style. It's very well done and conveys the theme of the game fashionably. I think the art of this game does more story telling than the entire run time that this game manages to ♥♥♥♥ out. i was expecting to be mind ♥♥♥♥♥♥ but i think i just got ass ♥♥♥♥♥♥ instead.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
| $19.99 |
| 85ratings |
| 82% |
| — |
| 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.
Hours played at review time, across 95 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The story is insane and the aesthetics are immaculate but I'd say this game mostly peaks with case 1 and 5. The Placebo chapters kinda broke the pace for me and weren't very interesting until the very last two.
in need of 50,000 yen
lend a brother 50,000 yen
woke and gay
This is possibly the best game I've ever played. Let's start off with what makes The Silver Case amazing—the story, game design/UI, and that feeling that you don't know what the ♥♥♥♥ is going on. Seriously though, the game design is total eye candy for me. Stimulating, but not headache inducing. With an interesting plot to boot, it's hard to ever get bored of re/reading The Silver Case and the succeeding games after it. I'll go as far as to say that this game felt like it was made for me. ♥♥♥♥ just hit way too close to home. That's how good TSC is, was. I think the best way I can recommend this to someone is: Go into this game blindly, and see how it makes you feel. Whether or not you feel it was made for you or not, I think TSC still deserves a read. If you already like crime/mystery stuff, then TSC offers that in an even more intricate, intentional, and unique style than your usual VN/general media. The Silver Case is truly something its own, and I'm glad I got to witness this genuine piece of art.
嗯...想写的内容有点多。真要谈起The Silver Case,我反而不知从何说起,尽量做到不剧透(?)。这部作品在我看来很矛盾:叙事理念超前、艺术表达独特、社会议题厚重,但门槛极高、操作枯燥、叙事碎片化、体验割裂,它显然不适合所有玩家,尤其不适合单纯追求游戏娱乐性的玩家。甚至当你看到游戏Steam启动界面的成就栏上方,还专门放着一个“手册”时,大概就应该意识到:这不是一部打开之后一路轻松通关的作品。它需要一点耐心,也需要一点主动理解的意愿。所以如果最近正好有比较充裕的时间,也有一个相对平和的心态,我觉得倒是可以浅尝一二。。 [hr] [h1][b]我为什么被这款作品吸引[/b][/h1] 淘到这部作品,是从考古黄昏症候群延伸而来。我判断游戏的第一优先级向来是直觉——它有没有让我觉得"这东西不一样"?甚至不需知道好不好玩,单凭UI、画面、音乐、气质就够了。The Silver Case恰好如此。碎片文字、极简头像、冰冷UI、压抑合成器乐——它不精致,但有自己独一份的样子。这,对我很重要。 [hr] [h1][b]UI叙事:把主题刻进UI[/b][/h1] The Silver Case有哪方面值得一说?我会先从菜单UI说起。UI仿照音频调音台,双线剧情恰好对应调音台的双声道:CH1对应Transmitter(发射机/刑警线),CH2对应Placebo(安慰剂/记者线)。双声道的设计寓意早已暗藏剧情核心:两条故事线相互独立、彼此割裂,却需要玩家"混音拼接",才能拼凑出完整的真相。Transmitter是在场者的视角,刑警主角隶属于凶恶犯罪课,亲历案发现场、直面暴力与罪恶,接触的是事件最直白、最真实的表象。Placebo是不在场者的视角,记者Tokio从不深度亲历罪案,他对这座城市、所有案件和人物的认知,全部来自新闻、邮件、传闻、走访等二手信息。一个直面原生的现实,一个接收被加工后的现实;一个负责输出事件本身,一个负责接收舆论碎片。二者互补,才是1999年24区的完整样貌。 不止双线声道,调音台上的旋钮英文词汇,全是贯穿全篇的核心主题:depth(深度)、silence(沉默)、insanity(疯狂)、accident(事故)、survive(幸存)、piece(碎片)、wheel(轮回)、noise(噪音)、impulse(冲动)、lunatic(疯狂)……它根本没有刻意隐藏自己的内核,而是把都市疯狂、舆论噪音、记忆碎片、命运轮回的所有主题,直接做成交互界面。菜单从不是单纯的工具,而是剧情的一部分。 [hr] [h1][b]双线叙事:两种视角,两种被局限的真相[/b][/h1] 本作的双线设计,不只是简单的视角拆分,我认为是对认知世界方式的深度思辨。两条线,代表两种完全不同的信息获取逻辑,也对应两种永远无法触及完整真相的局限,所以[b][u]游玩过程中强烈建议双线并行推进,先刑警线后记者线[/u][/b]。Transmitter是在场视角,主角身处体制之内,是案件的亲历者、暴力的见证者,能看见尸体、凶案、混乱的现场,能触碰所有事件的结果,却始终触碰不到罪恶的根源。体制裹挟着他、命运推着他走,他只能目睹表象,永远无法击穿层层黑幕。Placebo是不在场视角,Tokio坐拥信息,邮件、传闻、网络舆论、路人说辞应有尽有,但所有信息都是被加工、被筛选、被篡改过的二手碎片。他身处城市舆论与网络信息流的中心,被虚假信息包裹在门内,无数真相线索——邮件、门铃、传闻——不断在外叩门,但他永远无法彻底推开迷雾、触达真实。一个在门外,触碰现实却远离真相;一个在门内,被信息淹没却不敢开门。两条线互相钳制,共同拼出完整的困局。 [hr] [h1][b]画风错位:细腻的叙事诡计,最真实的认知[/b][/h1] 我游玩的过程中会疑惑,为什么同一个角色,在两条故事线里的头像画风完全不一样?我觉得这是本作最容易被忽略、却最精妙的隐喻设计。刑警线的人物头像规整、统一、标准化,是警局档案里的官方形象,是体制定义的公共身份,是外界赋予一个人的"标准模板",看似客观公正,实则是被定义的虚假标准答案。记者线的人物头像陌生,没有统一的标准,因为所有的样貌都不是真实长相,而是Tokio靠着碎片化信息在脑海中自行脑补、拼接出的主观印象。同一个人,两种截然不同的面孔,我想我们认知的从来不是真实的人,只是别人、舆论、体制想让我们看到的人。游戏中酒吧"乌龟"的桥段,将这份认知展现得淋漓尽致,同一个对象,在不同人的视角里拥有完全不同的形态。而这一切,都是为了呼应全篇的核心符号"神威":不同立场、不同媒介渠道所认知的"神威"各不相同,符号本身已经脱离了任何一个具体的人,变成了可以被不同人群投射、消费、模仿的存在。 [hr] [h1][b]邮件:藏在舆论里的微型社会闭环[/b][/h1] 我觉得游戏中的邮件系统设计的很好,看似是零散的支线内容,实则是构筑24区舆论生态、暗藏深层真相的关键线索。每日邮件代表表层大众舆论,记录着市民对连环案件的猎奇讨论与片面解读,展现事件发生之后舆论如何加工事件、真相如何被流言稀释扭曲。植物蝙蝠邮件则以植物、土壤、腐烂为暗语,隐晦埋藏着被权力掩盖的陈年旧案,是解锁深层真相的核心暗线。匿名偷窥邮件则展现网络对现实的窥视与渗透,线上舆论操控线下事件,线下罪孽反哺线上神话,信息相互缠绕、彼此闭环。你以为自己在观察城市,其实城市也在观察你。 [hr] [h1][b]刻意粗糙:不是缺陷,是专属的艺术表达[/b][/h1] 重复冗余的操作、无法跳过的简陋CG、晦涩难懂的对话、极简的画面UI、后期大量的场景复用,这些都是The Silver Case最被玩家诟病的短板,也是无数人劝退的原因。我完全理解这份差评,单论游玩体验,它确实拖沓、枯燥、甚至有些故弄玄虚。但在全程游玩过后,我个人越发觉得:这份粗糙,大半都是刻意为之的艺术表达。本作采用独特的「Film Window」叙事体系,不追求完整、流畅、精致的画面呈现,而是将文字、碎图、片段影像、空白窗口自由拼接,像一堆被人为剪碎、随意堆砌的录像带与档案资料。黑白纪实素材、画面留白、碎片化剧情、冰冷合成器乐、重复空旷的场景,共同构筑出独属于90年代末的都市质感:荒芜、冷漠、叛逆、迷茫、混沌。它呈现给玩家的,从来不是一场精心编排的故事,而是一份未经整理、残破真实、满是漏洞的1999年城市档案。所有的不完美,都在贴合主题:真相本就是破碎的,现实本就是割裂的,黑暗本就是藏在重复与荒芜之中的。 [hr] [h1][b]后期重复:凝视黑暗,也被黑暗凝视[/b][/h1] 游戏后期,我早已不再纠结场景重复、节奏拖沓的问题。随着剧情逐步深入,这份枯燥的重复反而带来了极强的代入感与压迫感。没有华丽的大场面,没有密集的剧情反转,没有直白的真相剧透。很多时候,你只是独自穿梭在空旷、重复、冰冷的场景里,缓慢推进剧情,拆解细碎线索。再搭配转场时粗重、压抑、沉闷的喘息声,那种氛围感扑面而来:仿佛有无形的创伤、未知的黑暗一直盘踞在身后,你看不见它,却能清晰感知它的存在。到最后,游玩的体验早已不是"观看故事",而是独自凝视深渊,同时被整片黑暗静静凝视。或许有过度解读的成分,但这份留白与压抑,我觉得是一份独特的沉浸魅力。 [hr] [h1][b]音乐本身就是另一种叙事[/b][/h1] The Silver Case的配乐同样值得单独拎出来说。它几乎不会直白渲染悲伤或恐怖,许多段落是空荡、疏离、带着怀旧感的合成器音色,压抑、诡谲,却不刻意煽情。文本大段思辨时,音乐压低存在感,为玩家留出思考空间;情绪爆发时刻,反而用冰冷的电子音色拉开距离,避免落入俗套的情感渲染。配乐使用了角色主题动机写作手法。刑警线偏向冷硬、紧凑的鼓机节奏,带着刑侦调查的紧绷感;记者线的曲目则更忧郁、松散,充满媒介噪音,大量模糊的合成器铺底,对应媒体、记忆与主观感受的叙事基调。两条线不仅剧本分开,连音乐音色本身就在区分客观现实与主观叙事。许多旋律片段会反复变形重现,人物情绪发生变化时,同一主题的音色、混音也随之改变。音乐不只是背景,它是与UI、视觉并列的叙事层,在听觉上不断提醒你:你在听的,究竟是事件本身,还是事件被讲述的方式。 [hr] [h1][b]碎片化:独有的游玩方式[/b][/h1] 这款游戏玩法枯燥、操作重复、剧情晦涩,到底在“玩”什么?对我而言,主动寻找线索、拆解隐喻、比对双线差异、考据背景细节、拼接零散剧情,这个摸索、求证、顿悟的过程,就是最核心的游玩乐趣。就像鼓捣一件复杂的电子产品,一点点拆解、试探、拼接,在碎片化信息里找到关联,在晦涩细节里读懂真相,那一刻的通透感,就是它给予玩家的专属反馈。这也决定了它的极致挑人:不同游戏风格的玩家可能会觉得它故弄玄虚、无聊拖沓;愿意主动沉浸、主动探索的玩家,才能读懂这座都市迷宫。 [hr] [h1][b]值得体验[/b][/h1] 我不否认The Silver Case客观存在的硬伤。所以我不会无脑推荐它。如果追求传统游戏的"娱乐性",它绝对会让你失望。但如果你偏爱实验性叙事、冷门艺术表达、都市暗黑寓言,喜欢拆解隐喻、考据剧情、深度思辨社会与人性,那它绝对是不容错过的作品。不必强求一遍读懂所有伏笔,也不用纠结一时的困惑。只需走进1999年的24区,沉浸式感受这座城市的谎言与黑暗,慢慢拼凑散落的真相碎片。通关双线、通过互联网查阅细节资料、完成所有拼接的那一刻,你会读懂作品的内核——[spoiler]真相从不会主动现身,自由从不会与生俱来。过去可以定义你的来路,但永远不能定义你的归途。这,就是属于The Silver Case的核心母题——Kill the Past。[/spoiler]
the pibby case
Por menos de 3 dolares te llevas una de las mejores narrativas jamas vistas en una VN, con soundtrack la cual por si solo es bueno ahora contiene remixes del mitico Akira Yamaoka, con las locuras de SUDA51 que arrancaba con su universo "Kill The Past", un estilo artistico brillante y hace no mucho se publico UN PARCHE EN ESPAÑOL. Que excusa tenes? PD: Los caps 3 y 4 aun me dejaron marcas.
The only review i'll ever write, i heavily recommend playing this game.
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