$19.99The Silver Case A serial killer mystery, weird and unfiltered
Tokyo's 24 Wards, 1999: a string of serial murders points back to Kamui Uehara, killer of the old Silver Case. As a Republic operative and, in parallel, a freelance journalist, you follow the Heinous Crimes Unit's cases file by file toward what Kamui really is. Strange, stark, and deliberately oblique.
Is The Silver Case worth it?
The Silver Case is worth it if…
- you like detective stories told as visual novels with files, interrogations, and crime scenes
- you enjoy piecing together two viewpoints, cop and journalist, into one truth
- you like dry humor, noir mood, and strange 1990s style
Screenshots
Two cases for every crime
Every case comes in two parts. In Transmitter you are the new man in the Heinous Crimes Unit, walking blocky first-person scenes, checking objects, and standing beside investigators like Kusabi, Sumio, Chizuru, and Morikawa. In Placebo you follow journalist Tokio Morishima from a distance, through mail, rumors, and secondhand reports.
Play them in turns, one police chapter then one journalist chapter. One shows the crime scene, the other shows what the city makes of it, and the full picture only lands when you hold both together.
Police work, Suda-style
You move, make contact with people and objects, and use tools to open what is locked. The puzzles and riddles are simple and few, and much of the time is reading dialogue, files, and shifting on-screen text. That is the trade: little hands-on deduction, a lot of atmosphere.
What carries it is tone. Hardboiled banter, dry jokes, sudden violence, and a police force with its own underground. The story starts like a grounded hunt for a copycat killer, then bends toward the surreal and the political.
A stark 1999 Tokyo
The 24 Wards are drawn in flat portraits, spare 3D streets, film-like cuts, and menus built like a mixing desk. Type slides, splits, and stacks across the screen while cold electronic music keeps the pressure on. One chapter drains almost all color, which suits its subject.
It is a dark, text-heavy game with horror edges and an off-kilter sense of humor. Your partner may give you an unfortunate nickname and mean it affectionately. Probably.
Good to know before you start?
How should you play the two storylines?
Alternate them. Play a Transmitter police chapter, then its matching Placebo journalist chapter, and keep swapping to the end. Played straight through one side at a time, each half feels thinner and more confusing.
Do you actually solve the murders?
Not in the classic sense. You walk scenes, talk, examine things, and solve occasional puzzles, but the reasoning happens mostly by reading both storylines and connecting them yourself. Come for the investigation mood and the slow reveal, not for building a case file.
How much reading is there?
A lot. This is mainly a text-based adventure with short stretches of first-person movement and simple interactions. Chapters run long, dialogue cannot always be re-read, and the writing stays deliberately vague, so patience and attention help.
Does it get weird?
Yes. What begins as a hunt for Kamui Uehara widens into government killings, industrial disasters, media noise, and events that stop following normal police logic. If you like that swerve, it is the point; if you want everything grounded, it will lose you.

















