
From the designer and artists behind "Stranded" comes a short story about the intersection of morality and sentience, in a cyberpunk future where both have become commodities.
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/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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Although it's few times larger then “Stranded”. It somehow feels incomplete and complete at the same time. The story does make itself clear what it's about. Or should I say would become about. So, I'd say artistically really good. Voice acting is fine. An interesting experience.
Murder is a short but thematically dense narrative adventure that uses its limited runtime to explore weighty ideas about morality, consciousness, and justice in a cyberpunk future. Developed by Peter Moorhead and published by CDP, the game is best understood not as a traditional point-and-click adventure filled with puzzles and branching paths, but as an interactive short story that leans heavily on atmosphere, visual storytelling, and philosophical inquiry. Its ambitions are firmly rooted in narrative expression rather than mechanical complexity, and that focus defines both its strengths and its limitations. The game is set in a near-future Tokyo where technology and human identity have become deeply intertwined. Players step into the role of a police lieutenant investigating an unusual murder that quickly expands beyond a straightforward crime scene into something more abstract and unsettling. The case unfolds as a meditation on sentience and ethical responsibility, asking questions about what it means to be alive, who deserves justice, and how society chooses to define value in a world shaped by artificial intelligence and commodified consciousness. Rather than providing clear answers, the story invites reflection, often leaving players to sit with discomfort and ambiguity. Narratively, Murder is tightly paced and deliberately restrained. Dialogue and environmental details do most of the storytelling work, with scenes unfolding in a linear fashion that guides the player through the investigation without distraction. There are no branching choices or alternate endings; the story progresses toward a single conclusion, reinforcing the feeling that you are witnessing a specific moment rather than shaping a broader narrative. This linearity may disappoint players looking for agency, but it also allows the game to maintain a clear thematic throughline without dilution. Visually, the game stands out through its richly detailed pixel art. The environments are compact but expressive, filled with subtle animations, lighting effects, and futuristic city details that convey a believable cyberpunk setting. Neon signage, interior spaces, and character portraits work together to create a moody, melancholic atmosphere that supports the narrative tone. The art direction feels intentional and focused, using visual density to suggest a larger world beyond the boundaries of the playable spaces. Sound design plays an equally important role in shaping the experience. The soundtrack blends ambient textures with more experimental musical elements, reinforcing the sense of unease and introspection that runs through the story. Voice acting adds emotional texture to the dialogue, helping characters feel grounded despite the abstract themes they discuss. Together, audio and visuals elevate the presentation far beyond what the game’s short length might suggest. Gameplay mechanics are minimal and largely serve to move the narrative forward. Interaction is limited to examining environments, triggering dialogue, and progressing from scene to scene. There are no traditional puzzles, inventory systems, or challenges to overcome, which reinforces the game’s identity as a narrative piece rather than a problem-solving exercise. While this makes the experience accessible and focused, it also limits engagement for players who prefer more active involvement or systemic depth. The brevity of Murder is both one of its defining traits and its most controversial aspect. A complete playthrough typically lasts well under an hour, and there is little incentive to replay once the story concludes. For some players, this makes the game feel more like an interactive vignette than a full product. For others, the concise format works in its favor, delivering a concentrated narrative that doesn’t overstay its welcome or dilute its themes with filler content. Reception to Murder reflects this divide in expectations. Players who approach it as a narrative experiment often praise its atmosphere, art, and philosophical focus, appreciating its willingness to tackle complex ideas without compromise. Those expecting a deeper adventure game, however, may find the interactivity lacking and the experience too slight to justify its presence alongside more robust titles. These reactions highlight how strongly the game depends on player mindset going in. Ultimately, Murder succeeds as a mood piece and narrative statement rather than a conventional game. It demonstrates how interactive media can be used to explore abstract concepts in a compact and evocative way, even if it sacrifices mechanical depth in the process. For players who enjoy cyberpunk fiction, introspective storytelling, and experimental narrative design, Murder offers a memorable glimpse into a bleak, thoughtful future—one that lingers not because of what you do, but because of what it asks you to consider. Rating: 5/10
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Short but fun story. Not much to add, but definitely worth the one dollar I paid for it.
I probably wouldn't recommend it.
Viel zu kurz. Sieht nett aus aber nach 15 min ist man durch. Jedes gratis Spiel hat mehr Inhalt. Hätte ich es geschenkt bekommen, ok, aber habe dafür Geld ausgegeben.
Она очень стильная, но сюжет никакой. Увы, мне сюжет не важен, уже давно все-все было уже проедено до дыр. Поэтому за 21р под музыку пробежать можно с кайфом.
算上教程也就10分钟的游戏流程,可以看得出想讲些什么,但是陷入到了自己高度的隐喻里,以至于玩家很难看明白你到底想讲什么,想来想去也就是讨论Murder一词的适用对象到底是不是只有人。被丢弃的机器人、像是掀起了什么人工智能智识觉醒浪潮的机器人,还有一个顶着发光脑袋、在制作人员表放了十秒钟后突然冒出来的家伙……要是内容能再多点就好了。 美术和配乐不错,就是字体实在折磨人。 这个体量收你6块钱还是太多了,我说真的。
Its a 5/10 for me but I'm giving it a thumbs up for the art style
это было... странно. стиль как визуальный так и звуковой классный но сюжет таким бы я не назвал. игра на 15 минут и закольцована, после вторых титров подумал ч будет еще ч то но на этом игра закончилась. [spoiler]гг видит сон с роботом, он называет чье-то имя и стреляет в нее. она просыпается среди ночи роется в компутере и выходит на балкон подумать. утром встает собирается и идет на работу. в метро с ней практически никто не хочет говорить. она приходит на место убийства (гг лейтенант полиции) и ей говорят ♥♥♥ аче ты тут сделаешь 3.14здуй домой. она приходит и и видит взломанную квартиру, звонит начальнику говорит меня взломали и наплевав на приказ дождаться подмоги заходит в хату. там робот хочет взять ее на мушку но она стреляет первая и подключается к нему. попадает в некое красивое люминальное пространство, робот ей говорит "нах ты меня убила?" она ему в ответ "ты робот как я могу тебя убить лол", ")(ерню сморозила, не понял тебя" и отключается. приехал начальник с подмогой и спрашивает с нее. она чет отмахнулась и на балкон опять ушла. потом все то же по новой только вместо всех нпс чел с невидимым лицом. она опять убивает робота происходит тот же диалог. конец.[/spoiler] не понял о чем это было. о важности жизни роботов? о рутине в киберпанке? о незначительности жизни внутри подобной системы? о природе убийства? возможно обо всем этом сразу. по факту больше тянет на визуальную новеллу где можно потыкать на объекты и выслушать мысли ггшки но никакой ценности они не имеют, просто есть. в целом как т ни о чем как-будто, либо я слишком аутенок для таких глубоких работ и смыслов хз) жаль потраченные время и деньги
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