$7.99Supernormal Talk to the dead, quietly
You are Detective Wyatt, hired by Masato Sakamoto to find his missing daughter in an ordinary apartment with dark secrets. You search for clues, solve puzzles, and talk to what haunts the place through your microphone to reach one of two endings. Short, tense, and best played with the lights low.
Is Supernormal worth it?
Supernormal is worth it if…
- you like detective games built around searching rooms and piecing together clues
- you want a short, story-driven case with two endings to compare
- you like talking to ghosts with a microphone and being told to shut up after
Screenshots
A missing girl and an apartment that lies
Your case is simple on paper: find Masato Sakamoto's daughter. In practice, you work room by room through a hyper-realistic apartment, opening drawers, reading emails for a password, and picking up crumpled papers Wyatt insists are very important. The number of clues you find decides which of the two endings you earn, so thorough searching matters. It runs about two hours, built around clue-hunting and puzzle-solving rather than action. The apartment does most of the talking, and it is not telling the truth at first.
Talking to the ghosts, quietly
You get two microphone tricks, and both cut both ways. You can speak set commands to paranormal entities, who may hand you a useful clue or send you down a dead end. And the game listens for noise: if something shows itself and hears you, you stay quiet and do not move, or the outcome shifts. Randomized paranormal events mean the scares land in a different order each run. Photo-scanned Unreal Engine 5 detail keeps every hallway looking plain and lived-in, which only makes the interruptions worse.
What should armchair detectives know?
How much detecting do you actually do?
You examine the apartment, collect clues, read emails, and solve puzzles to move the case forward. There is no suspect board or deduction menu. Your observant work is counted for you: find more clues and you steer toward the better of the two endings.
How does the microphone change the investigation?
You speak commands to entities that can point you toward clues or mislead you, so you have to weigh what you hear. Separately, the game detects sound. When a presence appears, silence and stillness are the correct detective technique.
How long is it, and does it reward a second run?
About two hours for one pass through the apartment. Randomized paranormal events shuffle the scares, and the two endings depend on how much you found. A second visit is the practical way to catch missed clues and see the other outcome.
Is it scary even if you come for the mystery?
Yes. This is detective work inside psychological horror, with a dark, tense apartment and repeated jumpscares. Come for the missing-person case, stay only if you are comfortable being interrupted by something that heard you.

















