walk into adventure
walk into adventure
Snowport, 1867. In the coldest, darkest corner of the Empire, a dead man's footsteps lead the way through gas-lit streets of murder, conspiracy, science, spirituality, and a secret that could change the path of history. Walk them. Find the truth. Become the Great Detective this cursed town needs, solving cases and balancing the attentions of powerful factions who all demand your loyalty... or your silence.
“Keep your nose out of trouble. Whatever your case is, make it good.”
“Don’t let these fancy boys fool you. Snowport’s a harsh place, even for the tough. You freeze your tits off in summer, and come winter it’s worse. But it’s home, and while I’m breathing, there’ll always be a warm welcome and a freshly poured pint for anyone what wants it. You know where.”
“The Great Detective of London welcomes new cases at his Foxwood lodgings. Missing persons a speciality. No pro-bono work. No questions about the Magpie Incident. There. Now leave me alone.”
A professionally written story by Richard Cobbett, a British writer published in PC Gamer, Rock Paper Shotgun and IGN.
Non-linear cases to form a great complex story.
Countless dialogues with adult humor and port town flavor.
Minimalistic modern interface design, dark thrilling art and mystic game atmosphere.
Engaging game music by Mihkel Zilmer, an Amsterdam composer known for several festival movies and tv commercials for Peugeot and Greenpeace.
A rich and immersive sound soundscape of a victorian port town topped with a full-scale voiceover.
No need for boring tutorials, the intuitive interface with multiple choice mechanics will take you right away in a heartbeat.
You can play whenever you want and spend as much time within the game as you like.
Over 2 hours of gameplay per case, perfect for both hardcore and midcore detective enthusiasts.
Lots of side quests, different ways to solve the case.
Innovative step counter game mechanics to link your walk in real life with in-game progress.
In-game reputation system that affects your interaction with game characters for you to choose which side you're on.
A responsive emotion scale to spice up the dialogues.