$44.99Sherlock Holmes Chapter One The Case That Made the Detective
Return to a Mediterranean island, chase every clue through an open city, and decide what the truth is worth.
Is Sherlock Holmes Chapter One worth it?
Sherlock Holmes Chapter One is worth it if…
- you want detective work where you genuinely have to think, read and connect clues yourself
- you care more about story and characters than about action
- you enjoy exploring a moody open city at your own pace
- you like games where your decisions change how things end
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The detective before the legend
This is not the settled, pipe-smoking Holmes of the stories. He is young, arrogant and raw, back on the island where he grew up, chasing the mystery of his mother's death and trying to earn the reputation he has not got yet. The game is built around that: you watch him become the famous detective, one bad decision and one good deduction at a time. At his side stands Jon, a mysterious companion and sounding board who is his best and only friend, and whose true nature is one of the story's central questions. Their banter carries much of the game, and the relationship goes to places that catch people off guard. The main story ends in a way that has left players sitting quietly for a while.
An island full of cases
Cordona is an open world in the 19th century Mediterranean, and it promises anything but paradise: political corruption and crime run rampant, and the islanders cling to tradition and distrust outsiders. The main case about Sherlock's mother is the spine, but side cases across the city add their own strange and often sad stories, and most of them feed back into the lore of the place. You will dig through newspaper archives, tail suspects, eavesdrop on conversations, and knock on doors. Getting into a poor shelter might mean dressing the part; getting a landlady to talk might mean a change of clothes. Exploration is slow and deliberate by design, and the island's atmosphere is a big part of the appeal.
Deduction is the whole game
If you want a game where reasoning actually is the loop, this is it. Clues get pinned and carried into the mind palace, where you connect them into theories and reconstruct what happened at a scene. There is chemical analysis, portrait reading, timed eavesdropping, and a disguise system that opens doors and conversations with different social circles, and can even let you talk your way out of a fight. The game gives you little hand-holding: you read the documents, you work out where to go next, and when an inference lands, it feels earned. Not every case ends with a tidy culprit, which some find frustrating and others find honest. Combat exists but is the weakest part of the package; the game lets you lean on wits and the environment instead.
What should you know before playing?
Can you play it solo?
Yes, it is a singleplayer game from start to finish. Everything, from the main investigation into Sherlock's mother's death to the side cases scattered across Cordona, is designed for one player. There is no co-op or multiplayer mode.
Is the game difficult or confusing to learn?
The investigation systems take some getting used to: evidence pinning, the mind palace, disguises and chemical analysis all add up at first. Once the mechanics click, the cases themselves are rarely brutal, but the game expects you to read its documents and find your own way rather than marking every step on the map.




















