
Follow amateur geologist and reluctant detective Nancy Maple to the ghost town of Crimson, Ontario to investigate the discovery of a massive diamond in this retro-inspired, EGA text parser mystery adventure!
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): 0.86/day in the week to Aug 16 → 0.86/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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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $14.99 | 652reviews | 97% | — | $203.8K |
| $11.25−25% | 55ratings | 94% | — | 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 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Crimson Diamond is a carefully crafted mystery adventure that deliberately brings the spirit of classic computer games into a modern release. Developed and published by Julia Minamata, it follows Nancy Maple, a young woman working as a clerk at the Royal Canadian Museum in Toronto while dreaming of studying geology and mineralogy at university. Her ordinary life takes an unexpected turn when reports emerge of an enormous diamond discovered near Crimson, a remote community in northern Ontario. What initially appears to be a geological assignment gradually develops into a much more complicated investigation involving suspicious behavior, concealed motives, unusual personalities, and secrets hidden throughout the isolated location. Nancy works particularly well as the protagonist because she does not arrive as an experienced detective. Her curiosity, scientific interests, and attention to detail naturally lead her deeper into the situation. The discovery of a valuable diamond provides an effective foundation for the mystery because such a find can inspire excitement, greed, professional ambition, and deception. As Nancy investigates the area and interacts with the people staying at Crimson Lodge, seemingly minor observations begin contributing to a larger picture. The story encourages players to remain attentive rather than assuming that every important clue will be prominently highlighted. The investigation revolves heavily around exploration and communication. Crimson Lodge serves as an important gathering place filled with characters who have their own personalities, concerns, and possible motivations. Speaking with them is not merely a way of receiving instructions before moving to another puzzle. Conversations are part of the detective process, and players are encouraged to question people about different subjects, listen carefully to what they say, and notice inconsistencies or revealing details. Eavesdropping further strengthens this approach, allowing information to emerge from conversations Nancy was not necessarily intended to hear. One of the game's defining features is its text-parser interface. Rather than using a conventional modern point-and-click system, players type commands describing what they want Nancy to do. This makes interaction more deliberate because the player has to think about an appropriate action instead of simply clicking every available object. It creates an unusually direct relationship between observation and problem solving. When something interesting appears in a room, the player must decide whether to examine it, manipulate it, ask someone about it, or approach the situation another way. The parser can also be the game's greatest barrier for newcomers. Modern adventure games generally communicate possible interactions through icons, highlighted objects, or contextual prompts, whereas The Crimson Diamond expects more experimentation. Occasionally determining the appropriate wording can require patience. Players unfamiliar with older parser adventures may need time to adjust to this slower method of interaction. However, the system is fundamental to the game's personality rather than an unnecessary novelty. Once its logic becomes familiar, typing commands contributes considerably to the sensation of personally conducting an investigation. Its visual presentation is equally committed to classic design. The EGA-inspired pixel graphics use a deliberately restricted aesthetic reminiscent of computer adventures from decades ago. Instead of treating those limitations as weaknesses, the game turns them into part of its atmosphere. Rooms contain enough recognizable detail to reward close observation while still leaving space for the player's imagination. The colorful yet restrained environments give Crimson Lodge and the surrounding areas a distinctive identity without relying on elaborate modern graphical effects. The northern Ontario setting also gives the adventure considerable character. Geology is not simply a convenient excuse to send Nancy somewhere unusual; it helps establish the game's themes and provides a believable reason for her involvement. Searching the wilderness, investigating the remarkable diamond discovery, uncovering concealed locations, and gradually understanding why different characters have gathered around Crimson creates a satisfying sense of progression. The isolated environment further strengthens the mystery because the relatively small cast becomes increasingly important as Nancy learns more about them. Pacing is intentionally methodical. The Crimson Diamond is primarily interested in reading, exploration, deduction, and environmental observation rather than action. There are no constant combat encounters or reflex-heavy sequences distracting from the investigation. Progress frequently comes from discovering information rather than acquiring conventional upgrades or defeating opponents. This makes the experience particularly appealing to players who enjoy taking notes, remembering conversations, developing theories, and revisiting earlier assumptions after discovering new evidence. The cozy quality of the presentation creates an interesting contrast with the growing mystery. Attractive pixel environments and the initially straightforward investigation can feel welcoming, yet suspicion steadily develops underneath that comfortable surface. The game does not need constant danger to maintain interest because uncertainty about the characters and their intentions provides its tension. Discovering something previously overlooked can completely alter how a conversation or earlier event is interpreted. The strongest aspect of The Crimson Diamond is how consistently its individual elements support its central idea. The retro graphics, parser controls, remote Canadian setting, geological premise, character interactions, hidden locations, and emphasis on listening all encourage deliberate investigation. It clearly draws inspiration from classic graphical adventure traditions, but it establishes enough of its own identity to avoid feeling like a simple recreation of an older title. Its deliberately traditional design means it will not appeal equally to everyone. Players wanting fast pacing, cinematic presentation, extensive action, or effortless controls may find it too restrained. For mystery enthusiasts and fans of classic adventures, however, those same qualities become significant strengths. Julia Minamata has created a distinctive detective experience that rewards curiosity and patience while demonstrating that text-parser adventures can still offer compelling interactive storytelling. The Crimson Diamond succeeds not by modernizing every old convention, but by understanding why those conventions could make investigation so satisfying in the first place. Rating: 9/10
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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
Hours played at review time, across 60 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A beautiful and charming text-parser adventure game with a cosy setting. Quite difficult puzzles in places, but it features a hint-book function that lets you reveal solutions in small steps, starting with vague hints, so you don't have to spoil more than absolutely necessary if you get stuck on one thing. As was quite common back in the 80's, it is possible to complete the game without a "completing it 100%", and any shortcomings are relayed to you by the end in the game's own particular way. I was happy with my playthrough at that point, but a part of me wanted to go back and see if I could have figured out more of the story. Pretty good incentive for multiple playthroughs. There were also mysteries I encountered throughout that were never solved, so I might go back at some point to try and figure those out. Anyway, I can warmly recommend this game to anyone who wants a cosy mystery to mull over while relaxing at home with some good, hot tea (or other warm beverage of choice).
Just not a game for me. The pace felt too slow and constricting, and being given a notebook with chores? For me a game is about a fluid adventure, and it didn't just feel that way for me. Plus the interface, I didn't like it. Making a pixel game for pcs with so many pixels and the screen still feels bloated? Didn't work for me.
A lovely homage to old adventure games that manages to be its own thing at the same time. The puzzles were fun to solve and mostly followed a pretty clear logic. I did have to use the guide a couple times to progress, but mostly because I didn't want to be stuck for too long. The text parsing will be annoying if you are not putting your full attention into what the game is telling and showing you. What I really enjoyed was that there some things you have to do to get through the main plot, so you are kinda guaranteed to get a general gist of the story, but at the same time a lot of optional secrets are hidden away throughout the game. Even better, the hintbook included in the game will let you choose whether you want help just with the main progression or with misssable things as well. I think the part I enjoyed the least was the dialogue and characterisation. It felt a bit too simple, although the general vibe of the story still felt surprisingly uplifting despite it being a murder mystery. A solid 8/10 experience for what it is.
i was charmed by this game from beginning to end. i really appreciate the love and care that went into the making of it.
I've been playing point and click games since the 80s and the more modern ones had something missing. Not all of them of course, but there was a certain charm. I thought that perhaps it was nostalgia or rose tinted glasses, but games like Old Skies, Hob's Burrow and this, tells me that adventure games are still there. Don't let the parser style of this game push you away, its great.
This is awesome. Seriously impressive and gorgeous pixel art, and the story makes you want to see more of it. Really fun, really smart, I can't wait for the next one.
This style of game was before my time but I had fun. I would say the only frustration was the exact phrase to be said was sometimes finicky.
A fantastic ode to EGA Sierra-style games, with some modern improvements. Playable without a walkthrough, yet still challenging, with novel puzzles, interesting characters, and beautiful 16-color artwork.
extremely good! genuinely would have thought the dev had been making games for 20 years. it was my first parser game and made that aspect of the game feel approachable while still being satisfyingly challenging! the art is gorgeous, the characters are so fun, and there's a very helpful dev-written guide if you need (spoiler free) help!
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