
5% of murder cases remain unsolved... it's time to open up these cases and confront the supernatural with forensic science! Solve cases by analyzing evidence and consulting with specialists. Enter a world that artfully blends 2D illustration and real-life visuals!
Modeled estimate, not a reported figure. How we estimate →

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Traditional Chinese, Korean
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 106reviews | 31% | — | $93K |
| $29.99 | 821ratings | 72% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
如果你真的很无聊没有游戏可以玩,这款游戏又打了70%off可以试试,解谜还是不错的。但这种保姆级教程感觉也太把玩家当傻子了,剧情更是离谱。好久没见到这么没有逻辑也没有常识的游戏剧情了,制作组也是独一份
TOKYO PSYCHODEMIC, developed by GRAVITY GAME ARISE and published by GRAVITY, takes a distinctly grounded approach to the detective genre, positioning itself less as a traditional mystery narrative and more as a procedural investigation simulator. Instead of relying on dramatic twists or stylized storytelling, it builds its identity around forensic analysis, evidence reconstruction, and the idea that even the most unusual cases can be understood through logic and careful observation. This focus gives the game a unique tone—one that feels methodical and deliberate rather than suspenseful or sensational. The game is set in a version of Tokyo still recovering from a catastrophic pandemic, where a series of strange incidents begins to surface, hinting at something beyond ordinary explanation. Players step into the role of an investigator tasked with examining these cases, not by directly experiencing events, but by piecing together what has already happened. Much of the gameplay takes place within a central investigation interface, where information is gathered, reviewed, and analyzed. This structure emphasizes reconstruction over action, requiring players to interpret fragmented data and gradually form a coherent understanding of each scenario. The core gameplay revolves around using various analytical tools to examine evidence in detail. Players review surveillance footage, isolate audio cues, read reports, and organize findings within an evidence board to draw conclusions. This process is intentionally slow and detail-oriented, encouraging careful attention rather than quick decision-making. When the systems align, there is a satisfying sense of discovery in uncovering a small but critical detail that unlocks the next step in an investigation. The game succeeds in making players feel like they are engaging in genuine investigative work, rather than solving abstract puzzles detached from reality. At the same time, this realism introduces certain limitations. While the game presents itself as allowing open-ended deduction, the progression within each case is often more structured than it initially appears. Early stages tend to guide players toward specific actions, reducing the sense of freedom and experimentation. Even as more options become available, the investigations remain tightly directed, which can make the experience feel somewhat constrained. For players expecting a more flexible or sandbox-style approach to problem-solving, this design may feel restrictive. Narratively, the game maintains a consistent commitment to grounded explanations, avoiding supernatural conclusions in favor of logical reasoning. This approach gives the story a distinct identity, but it also affects its emotional impact. Many cases resolve in understated ways, lacking the dramatic payoff that might be expected from their initial setup. While this restraint can be appreciated for its realism, it may leave some players feeling that the effort invested in solving each case is not fully rewarded. The overarching narrative attempts to tie these individual cases together, but its development is relatively subtle for much of the game, leading to a conclusion that feels somewhat compressed. Characterization follows a similarly restrained approach. The cast functions effectively within the context of the investigations, but they are not given extensive development or standout moments. Interactions between characters provide glimpses of personality, yet these are brief and do not significantly deepen their roles. The protagonist, in particular, remains largely understated, serving more as a conduit for the player’s actions than as a fully realized character. Visually, TOKYO PSYCHODEMIC adopts a hybrid presentation that blends illustrated elements with live-action footage, particularly in its use of surveillance recordings. This choice enhances the sense of realism, making the investigative process feel more tangible and grounded. The overall aesthetic is subdued, favoring clarity and authenticity over visual flair. Combined with a restrained audio design that avoids excessive dramatization, the presentation reinforces the game’s focus on analysis and atmosphere rather than spectacle. However, the emphasis on methodical gameplay also contributes to pacing issues. The repetition of similar investigative tasks—reviewing footage, analyzing data, and organizing clues—can become monotonous over time, especially given the limited number of cases. Without significant variation in mechanics or structure, the experience risks feeling static, with little evolution in how players engage with its systems from beginning to end. Ultimately, TOKYO PSYCHODEMIC is a game defined by its commitment to realism and its willingness to diverge from conventional detective storytelling. It offers a thoughtful and distinctive take on investigation, one that prioritizes logic and process over drama and surprise. While this approach gives it a unique identity, it also narrows its appeal, as its slow pace, structured progression, and subdued narrative may not resonate with all players. In the end, it stands as an interesting and unconventional experiment—one that succeeds in delivering a grounded investigative experience, even if it does not fully capitalize on the broader potential of its concept. Rating: 7/10
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
| $29.99 |
| — |
| — |
| — |
| 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.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好评理由:如约推出中文
솔직히 추천하고 싶진 않음. 수사물 치고 너무 리얼리스틱해서 늘어지는 면이 있네요. 도시전설 해체센터와 자주 비교되는데, 이 게임은 딱 안락의자 탐정이라 답답한 느낌도 들 겁니다. 아직 최종 챕터는 안 해 봤는데, 별로 기대되진 않습니다.
I first played the demo of Tokyo Psychodemic at Gamescom two or three years ago, and I was instantly intrigued by its investigative gameplay and the unique blend of live-action/FMV and Live2D elements. The full game is made up of five cases/episodes, and most of them introduce new gameplay mechanics to keep things fresh. I enjoyed all of the cases, though I have to admit that the first one is definitely the strongest. While the overarching plot turned out to be a bit predictable, it was still enjoyable, and I liked the direction the story took in the fifth case, though they could have utilised character backgrounds and growths much much better (maybe/hopefully in a sequal or dlc?). The characters are well-designed and gave me the feeling that I was working alongside them to solve the mysteries. Because of that, I didn’t really mind that the game could be a bit hand-holdy at times. It's also clear that a lot of care went into the visuals, polish, and overall vibe of the game. The English localization is solid and reads very naturally. That said, there was one question I had to look up online because it relied on a reference to Japanese culture. I picked up the game after the localization (read: price drop), and got it on sale for €18. Even without the discount, though, I think it was worth both the price and time for me. :)
前面都还好,玩到一半一度怀疑为什么会有那么多人打差评,越到后面越能发现就是一坨糖衣构式,剧情、交互、引导不知道哪个仙人做出来的,尤其是结尾,看前面的悬念原以为会来个大的,没想到拉坨大的,只能说霓虹人的格局还是太小了。出第二季我还是会玩的,谁让我是粪作猎人,但我不推荐任何人花钱买这一坨。
2026.01.16 추가 진짜 쥬운내 괘씸함. case4는 진짜 미친놈들인가?? 해외유저들은 전혀 생각안하고 만든게임인거냐 진짜 뭐 빼먹었는지 미친듯이 뺑뻉이 돌아도 빼먹은거 없음... 지들만 아는걸 넣어두면 어쩌라고? 음계 치면 아키바가 멘트라도 치게 만들던가 아무말도 안해 쥰내 괘씸함. 출시전 데모에 한글도 있어서 출시하기전에 예구 하고 샀는데 막상 까보니 한글없음. 언제 추가된다 말도 없이 몇개월 보내고는 갑자기 한글추가 및 가격인하 공지... 하는짓은 사기꾼이라 진짜 짜증나는데 게임자체는 실물과 그래픽의 조합, 실제와 허구의 조화로 게임이 진행됨. cctv 테이프로 분석하거나 사건현장 사진이나 진술서 등을 토대로 조사하는건 재밌음. 스토리는 사실 글쎄,,,? 에 가까움
If the game intended to be sci-fic, stick with it. Dont pretend to be a detective game and then use super power for everything
玩法雖然有問題但劇情不錯
這個遊戲讓我學會了耐心
Selling now
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $593.6K | 1.2K | 90% | $21.99 | |
| $2.1M | 4.8K | 97% | $23.99 | |
| $77.4K | 610 | 78% | $9.99 | |
| $7.8K | 31 | 87% | $12.99 | |
| $1.9K | 11 | 64% | $9.99 | |
| $1.6K | 8 | 38% | $5.19 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $93K | 187 | 72% | $19.99 | |
| $92.9K | 235 | 44% | $9.99 | |
| $93K | 994 | 75% | $3.99 | |
| $93K | 490 | 82% | $7.99 | |
| $93K | 176 | 89% | $8.99 | |
| $93K | 392 | 82% | $9.99 |