Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.44/day in the week to Aug 4 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 22 → 0.38/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 1.1Kreviews | 82% | — | $175.6K |
| $1.99−75% | 727ratings | 80% | — | 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.
Engagement
Reviews
Themes across 131 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
At first i wasnt expecting anything great after knowing its a sequel to "Post mortem" but this game is so much better. Im not a bug fan of the Gus scenes but the overall game is really nice. Here and there a few little annoying puzzles riddles but all in one really cool and funny. Im really looking forward to play the next part. I can really highly recommend it
Good game. Not many bugs. Open ending. Only issue is the game tends to freeze during cutscenes, I had to use Rivatuner Statistics Server and set the frame rate limit to 60fps. Once that was done the cutscenes play fine on Windows 11
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain
Hours played at review time, across 131 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Some of the puzzling is fairly tedious and cryptic. Couldn't get through without some online walkthrough assistance at times. But the game is old and struggled with freezing up at several points during the gameplay. I had to look up a litany of fixed to limp it along.
great classic point and click graphic adventure with an intense story highly recommend
Dated game!
🕹️ Gameplay Still Life 2 has some nice improvements compared to the first one — thanks for that, guys! The mechanics feel smoother, and it’s just more enjoyable to play overall. But to add, the first one was also a delight! 🎨 Graphics & Design The graphics got better too, and I think there are fewer explicit scenes than in the first game, which makes it more approachable I guess. Overall, it’s a pretty solid look for a newer game. 🔊 Sound & Music It really shows when developers put effort into the sound, voices, and overall atmosphere — and they definitely did here. Everything just fits perfectly and adds to the experience. 👯 Fun Factor If you like solving puzzles and detective games, this one is totally for you. It’s engaging, keeps your brain active, and makes you feel like a real investigator. 💭 Overall Impression Still Life 2 is a great follow-up to the first game — improved gameplay, good visuals, and a fun, puzzle-filled experience that’s perfect if you enjoy detective stories.
[u]Still Life[/u], a point-and-click detective adventure, feels a bit dated graphically and control-wise in 2025. The story, voice acting, art, and puzzles are strong. I never struggled to know what to do next, though I sometimes missed small objects or clues and had to check a guide. The ending leaves some threads unresolved, with a sequel providing further answers (though mixed reviews make me hesitant to continue). I’d still recommend it if you enjoy dark, crime-focused point-and-click tales. The closest comparison I can make is [u]Stasis[/u], though this is not quite as strong.
Игра совершенно точно не безнадежная и не ужасная. Сначала о плюсах: для своего времени она довольно кинематографичная и неплохо сделана. Загадки действительно сложные, однозначно сложнее чем в похожих играх. Как плюс, в игре довольно много разных локаций, и интересная задумка с двумя параллельными линиями времени. Еще мне нравится, когда в играх фигурирует живопись. К сожалению, минусов у игры больше: сюжет не очень интересный сам по себе и развязки нормальной нет, действие переносится во вторую игру (которая настолько сломана, что неиграбельна). То есть по факту выходит, что ты играл 10 часов, а нормальной концовки нет. Полицейский участок в игре меня просто убил - ни души, заходи кто хочешь, бери что хочешь) Загадки сложные, это да, но иногда сложные до зубной боли, потому что это уже превращается в занудство (наподобие про выпекание печенья). Бесит невозможность пропустить диалоги и кат сцены. Героиня прикольная, но к ней не привязываешься, как к Кейт в Сибири или Семюэлю Гордону из аналогичных игр, не хватает харизмы персонажу. Вывод: утомляет больше, чем развлекает. Для современного игрока вообще не очень, интересно только таким олдскульным любителям клик-энд-поинт жанра, как я.
Still Life, developed and published by Microids, is a dark and mature point-and-click adventure that stands as one of the genre’s most atmospheric murder mysteries of the early 2000s. Released in 2005, it intertwines two parallel storylines separated by nearly a century, uniting them through the haunting repetition of violence and human depravity. The player alternates between Victoria McPherson, a weary FBI agent investigating a string of brutal murders in contemporary Chicago, and her grandfather, Gustav McPherson, a private detective working a similar case in 1920s Prague. This intergenerational structure forms the backbone of the narrative, turning Still Life into a meditation on obsession, legacy, and the cyclical nature of evil. The storytelling approach is ambitious for its time, giving players two contrasting yet thematically linked perspectives that enhance the mystery and emotional gravity of the experience. From its very beginning, Still Life envelops players in an atmosphere of dread and melancholy. The visual presentation—crafted through richly detailed pre-rendered backgrounds—evokes a grim world of decay and moral corruption. Modern-day Chicago is portrayed as cold and industrial, its metallic greys and flickering neon lights mirroring Victoria’s emotional detachment, while 1920s Prague feels drenched in a sense of tragic beauty, its cobblestone streets and crumbling architecture echoing a city that hides its sins beneath elegant surfaces. The game’s cinematography enhances the feeling of watching a noir film unfold, complete with carefully framed shots and moody lighting. Even though the graphics have aged, the artistic direction remains powerful, successfully immersing the player in a world where death feels omnipresent. The haunting soundtrack underscores this sense of tension, balancing somber piano melodies with sharp, ambient undertones that heighten the unease of every investigation. Gameplay in Still Life follows the traditional mechanics of classic point-and-click adventures, focusing on exploration, dialogue, and puzzle-solving. Players gather evidence, interact with objects, and piece together clues to push the investigation forward. The rhythm of play alternates between narrative progression and cerebral problem-solving, with some puzzles designed to mirror the investigative process itself—assembling pieces of evidence or decrypting messages found at crime scenes. However, other puzzles diverge from the narrative’s tone, occasionally disrupting the pacing. The infamous lock-picking and cookie-baking puzzles, for instance, are memorable not for their cleverness but for how they interrupt the flow of tension. Despite these occasional missteps, the game’s core mechanics remain engaging, supported by its strong narrative direction and the satisfaction of solving each case file one piece at a time. The dual timelines are what make Still Life stand out. Gustav’s story unfolds like a gothic detective novel—filled with smoky taverns, dangerous seductresses, and a lingering sense of moral decay—while Victoria’s storyline channels the precision of a procedural crime thriller. The switch between the two is seamless, and each era informs the other both narratively and emotionally. Gustav’s descent into obsession mirrors Victoria’s growing frustration with her own case, giving the story a sense of symmetry that transcends generations. Both characters are flawed and deeply human: Victoria’s dry wit and professional composure mask exhaustion and doubt, while Gustav’s determination is tinged with melancholy and guilt. Their parallel investigations suggest a haunting inheritance of trauma, as if the sins of one generation bleed into the next. Still Life’s storytelling succeeds most in its attention to tone and mood rather than intricate plotting. The mystery remains gripping throughout, though its resolution is famously ambiguous. The game ends on a cliffhanger, deliberately leaving the identity of the killer unresolved—a choice that divided players at the time. Some appreciated the open-endedness, interpreting it as a thematic statement about the futility of chasing absolute truth, while others found it frustrating after hours of build-up. The sequel, Still Life 2, attempted to continue and clarify the story, but the original stands on its own as a more intimate and atmospheric experience. Despite the incomplete conclusion, the writing is mature and understated, avoiding sensationalism while delving into the psychology of violence and obsession. Technically, Still Life bears the hallmarks of its era. The pre-rendered backgrounds are beautifully detailed, but the character models and animations can feel stiff by modern standards. The voice acting is competent, though uneven at times, with certain emotional beats landing flatter than intended. Yet these flaws are minor in the grand scheme—the visual and auditory craftsmanship more than compensate, and the pacing, while deliberate, allows the narrative’s tension to build organically. The game’s short length, typically spanning eight to ten hours, works in its favor by maintaining focus and preventing the investigation from dragging. What makes Still Life endure years after its release is its sense of atmosphere and narrative ambition. It is not a puzzle-heavy game meant to test logic as much as it is an emotional journey through the darker corners of human nature. Its visual storytelling, coupled with its dual timeline structure, creates an experience that lingers in memory long after the credits roll. For fans of crime thrillers, noir fiction, and methodical storytelling, it captures a feeling of tension and introspection that few adventure games have matched since. It may stumble with pacing and an unresolved ending, but it remains a haunting reminder of how interactive storytelling can merge art, mystery, and emotion into a single, unforgettable work. Rating: 8/10
Fabuła gry koncentruje się na dwóch postaciach. Gracz nie steruje jednak nimi jednocześnie. Rozpoczynając zabawę poznaje Victorię McPherson, młodą agentkę FBI. Aktualnie rozwiązuje ona sprawę pięciu tajemniczych morderstw w Chicago. W pewnym momencie gry odwiedza ona dom swego dziadka Gusa Macphersona, który również pracował dla FBI. Odkrywa tam nowe ślady dotyczące seryjnego mordercy, którego próbuje wytropić. Okazuje się, iż identycznych morderstw dokonano kilkadziesiąt lat temu w Pradze. W tym momencie akcja gry przenosi nas do roku 1929. Gracz przejmuje kontrolę nad dziadkiem Victorii. Cała zabawa polega na skojarzeniu podobieństw pomiędzy ich śledztwami, co pozwoli na wytropienie seryjnego mordercy. Słyszałem że w tej grze jest bardzo łatwo zginąć, jak na przygodówkę. Są fajne przerywniki filmowe. Konwersujemy z postaciami jakie napotkamy na swojej drodze. Zbieramy przedmioty i możemy je połączyć ze sobą żeby przejść dalej z fabułą. Gra jest przygodówką point and click. Detektyw dostaje jakieś wizję i widzi poszczególne zdarzenia. Porównujemy zdjęcie, z dowodem zbrodni z lokacją gdzie miało miejsce zdarzenie zbrodni i szukamy poszlak. Gra na samym końcu nie mówi kto stał za tymi morderstwami szkoda. Gracz sam musi się domyśleć, kto mógł stać za tymi morderstwami, ale ja wam powiem kto za tym stał, to był Richard chłopak Victorii. Bardzo fajna przygodówka, która cały czas trzyma w napięciu. Zagadki są bardzo trudne, więc trzeba się nagłówkować dosyć długo. Historia fabularna gry jest fajna, ciekawa trzyma cały czas w napięciu, co się wydarzy. Bawiłem się dobrze ogrywając tą grę polecam.
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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