
"Murder Mystery Paradox: Fifteen Years of Summer" is a text-based adventure game. Enter the remote and sparsely populated island of Shikinejima and attempt to solve the strangely recurring mystery found there.
Modeled estimate, not a reported figure. How we estimate →
Discounts
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): 0.14/day in the week to Jul 31 → 0.29/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.
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Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
绝不原谅这游戏的推理,剧情好也不原谅(通关补:剧情也一般),做得极其敷衍。 不仅穷举,穷举还限制次数。线索阶段性随意乱给,全员人机灌水发言,毫无逻辑。 这游戏和一些游戏需要跳过战斗Mod一样,需要一个跳过推理Mod,听着很搞笑但是是真的。 你见过先推理出犯人,然后开始集体讨论的推理游戏吗? 能出现下面这些对话,我想问作者自己都不玩自己游戏的吗? ① 嫌疑人A证明嫌疑人B不可能犯案,而后嫌疑人A怀疑嫌疑人B犯案。 ② 向同个角色证明了3次自己的不在场,还被这个角色询问是否不在场。
真结局需要注意一些选项才能达成,不特意打真结局又推的比较熟练的话大概5个小时可以结束一周目流程,内容是本格推理,逻辑算严谨,没有对不上作者脑回路导致特别卡关的情况,难度比较简单,凶手还挺明显的,提示很多,有时候都想关掉提示去玩,音效配的很不错,节奏紧凑,没有特别无聊的时候,可以一口气推完 剧情经典乡村小岛+夏日+假期+群像+谋杀元素,从分西瓜到引入设定,氛围铺垫的很好
14h打完,没想到还得全收集才能看后日谈,幸好爱存档,存了40+档收集完了 低开高走,大概就是满分10分,开局3分后期6-7分这样,但结局我很喜欢,个人口味可以给到8分😋 推理实在墨迹,走流程生硬又出戏,大家伙儿人机感都很重,全为剧情服务,还好剧情能撑起来,几个反转爆点虽然都能猜到,但铺垫得很好不生硬,[spoiler] 有一个烟雾弹倒是给鸡皮疙瘩看得起来了 [/spoiler] 整体氛围很温情,很圆满的一个故事了,价格时长体验都成正比,推荐史低时购入
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ミステリー系?にしては個人的にとっつきやすくて良かった。 入門におすすめなのも頷ける。 会話のテンポが悪いのは少し気になったが酷評するほどのレベルではなかった。 ストーリーもシンプルでとても良かった。 ネタバレには触れないためこんなもんかと。 フルプライスは高いので50%OFFとかに購入するのをオススメしたい。
我叫天泽树,我爹让我回我妈的老家玩玩,然后我跟家人和朋友就想吃个西瓜,结果西瓜少了一块,我要化身名侦探柯南盘出来到底是谁偷吃了西瓜,公聊阶段我的家人和朋友各显神通,能记住的时间线精确到譬如13:57-14:03我确定xxx没来过xxx等等,聊得差不多了我们还要投票选择究竟是谁偷吃了西瓜,大家会让我盘是谁偷吃的,在拍脸上的证据面前,如果我公聊或者圆桌阶段对某个《玩家》的好感度不够的话,ta并不会投真正的小馋猫,反而会投他认为的小馋猫,当你真正的解决了小馋猫之后才发现,真正的黑暗才刚刚开始...... 以上为本作核心玩法吐槽,而这种玩法甚至要经历5次......不过本作在推理这块上做的还可以,对着某个《玩家》点点点获取证据,然后完成他们给你的任务,做任务要用你之前点点点获取到的证据,就这样慢慢的推进,直到公聊结束,然后可能会发生以下局面:《玩家》A认为《玩家》B是大坏种!证据很充分!(公聊)圆桌阶段:天泽树认为《玩家》B是大坏种!(但是跟《玩家》A好感度不够)《玩家》A投票给了《玩家》C。[spoiler]真是酣畅淋漓的推理啊![/spoiler] 吐槽完核心玩法后夸夸剧情,用的梗都是玩烂的梗,但意外的写的蛮不错的,玩到三分之一开始久违的动脑子盘故事,然后发现跟我想的八九不离十,知道真相后的冲击确实淡了几分,[spoiler]打隐藏结局还得刷BE,还好我有全收集的习惯[/spoiler]每个人物塑造的都蛮不错的,女主的存在感和作用有点薄弱,有点没搞懂为啥关系就这么好了,行吧,你官方说关系好那就是关系好。 [spoiler]没官中,只能找机翻补丁,更出戏了......[/spoiler] 比较推荐推批打发时间的小品作。
目前玩了3个案件,第一次遇到这么推理的推理游戏(猛猛夸 确实能够根据人证物证逐渐推理出谁是犯案人员, 而且还有时空穿越的元素, 感觉有埋暗线,推测结尾应该不会烂尾 如果能出成就模式就好了,另外希望制作组可以推出简中让更多中文玩家玩到 ———————————————————— 打完了,优质的推理游戏,闭眼入
好喜欢这种情绪稳定的主角啊,虽然有点内向,但是行动力很强,适应突发状况也很迅速。
剧本写得非常有趣,可能是我没玩过太多类似题材,或者说我没有鉴别优劣的能力,每一款游戏我都会很认真的代入进去,这一款确实做到了,让我感到很值得游玩这一点。虽然其中有些线索的归纳和指向,有时让我感到不理解,有时让我感到强硬,有时又让我感到指向性太明显,但瑕不掩瑜,它仍然是一款好游戏。 另外,特别感谢机翻汉化,让我有了能够游玩这款游戏的能力。 最后,想要失去记忆,重新体验,悠悠一夏十五载。
シナリオは一読の価値あり。しかし推理システムが単調なのが玉に瑕。例えるなら逆転裁判から捜査パートを抜いて、証拠品だけ延々と検証してるみたいだ。 その検証も主人公が「必要な手掛かりが揃ったから推理しよう!」というまでは証言を集めるしかないから作業感が強い。 それと日常の雑談パートがなく、次々と事件を主人公一人で進んでくから息が詰まってくるしキャラの掘り下げも少ない。彩葉や歌葉あたりが助手になってくれてもよかったんじゃないかな?(次回作に期待?) 追記:シークレットエンドに歌葉のスチルがないのが解せない(大人歌葉のスチルを要求する)
マーダーミステリーパラドクス このひと夏の十五年 is a narrative-focused mystery adventure that translates the structure and tension of tabletop murder mystery games into a carefully paced single-player experience. Developed by 213℉ and published by Aniplex Inc., the game leans heavily into storytelling, social deduction, and player-driven reasoning rather than traditional puzzles or action mechanics. It is a title that rewards attentiveness, emotional intelligence, and the willingness to engage deeply with characters whose words and silences can be equally revealing. The story unfolds during the summer of 2004 on a remote Japanese island, a setting that immediately establishes a sense of isolation and unease beneath its tranquil surface. You play as Itsuki Amazawa, a teenager visiting the island for the first time, gradually becoming entwined in a long-standing local mystery tied to unexplained disappearances. What initially feels like a nostalgic summer visit slowly transforms into something far more unsettling as personal histories, buried secrets, and conflicting memories come to light. The narrative makes strong use of time, memory, and perspective, allowing the island itself to feel like a silent witness to events that refuse to stay buried. Gameplay is structured around cycles of investigation, conversation, and group deliberation, echoing the rhythm of a real-life murder mystery session. Rather than simply collecting items or solving logic grids, players gather information primarily through dialogue. Conversations are dense with subtext, and what characters choose not to say can be as important as explicit clues. The game constantly asks players to evaluate credibility, motivation, and emotional reactions, encouraging a more human form of deduction than purely mechanical problem-solving. A defining feature of the experience is how player choice affects not only the flow of information but also interpersonal dynamics. Dialogue options shape how others perceive you, influencing trust, cooperation, and confrontation during key discussion phases. Accusations, defenses, and alliances emerge organically from these interactions, making each playthrough feel distinct. Success is not determined solely by uncovering the “right” clues, but by how convincingly you interpret and present them within a social context. The visual presentation supports this emphasis on character and mood. The art style is clean and restrained, focusing on expressive character portraits and clear text presentation rather than visual excess. This simplicity keeps attention on facial expressions and dialogue, which are critical to understanding emotional shifts and hidden tensions. Backgrounds and environmental details reinforce the atmosphere of a quiet island with an unsettling undercurrent, while subtle changes in tone signal when the narrative is moving toward more dangerous territory. Audio design further enhances immersion without overwhelming the experience. Music is used sparingly, often underscoring moments of reflection or tension rather than dominating scenes. Silence is employed effectively during investigations and conversations, allowing players to focus on the weight of words and pauses. This restraint contributes to the feeling that the mystery unfolds naturally rather than being driven by constant dramatic cues. Replayability is one of the game’s strongest aspects. Because outcomes depend heavily on choices, interpretation of evidence, and relationship management, multiple endings are possible. Revisiting the story with different priorities can reveal new layers of characterization and previously hidden narrative connections. The game respects the player’s intelligence, offering guidance when necessary but never fully removing the responsibility of deduction, which keeps repeat playthroughs engaging rather than mechanical. What sets this title apart from many visual novels is its balance between emotional storytelling and logical reasoning. The mystery is not solved through arbitrary twists, but through careful attention to human behavior, contradictions, and long-term consequences. Characters feel grounded, flawed, and believable, which makes the act of suspecting them emotionally complex rather than purely analytical. Overall, マーダーミステリーパラドクス このひと夏の十五年 is a thoughtful and immersive mystery adventure that successfully adapts social deduction into a solo format. It favors depth over spectacle, asking players to listen closely, think critically, and accept responsibility for the conclusions they draw. For fans of narrative-driven mysteries, visual novels with meaningful choice, and stories that explore how truth is shaped by memory and perspective, it offers a rich and memorable experience that lingers well beyond its final decision. Rating: 8/10
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