

Paradise Killer
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Paradise Killer
On an island outside reality, Lady Love Dies investigates a murder that threatens an entire civilization. Explore the open island, question suspects and gather evidence to build a case of your own, then defend your interpretation at trial. You choose whom to accuse, and the clues can support different conclusions. Steam player rating: 93% from 3,325 reviews. The Steam PC version supports single-player.
Credits
Lowest recorded in 36 months
$0.002025-12-22 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 1 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | Yes | — |
Steam PC edition data · 2026-11-12
02Before you buy
Play mode
Paradise Killer supports single-player on Steam PC, with the investigation designed around your own choices.
Language
Steam PC supports English full audio and interface text/subtitles in English, German, Simplified Chinese and Traditional Chinese.
03Frequently asked questions
What is Paradise Killer about?
Lady Love Dies investigates a murder on Paradise Island. Explore, question suspects and gather evidence before presenting your interpretation at trial.
How does the investigation work?
You choose whom to accuse and build a case from evidence. There are multiple possible killers and ways to assemble a case.
Are there puzzles and hidden areas?
Yes. Hieroglyph puzzles on ancient computers can open new areas and reveal concealed evidence.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Nobody will read my review, so I'll just say Crimson Acid gives me a bonerShow moreShow less
This game sticks very closely to its premise: it's an investigation/interrogation game (Phoenix Wright, Dangan Ronpa, LA Noire), and a small-scale open world game. Theoretically, being able to explore an entire island gives the investigation a sense of realism, adding a more dynamic approach to what it means to investigate. In reality, these two parts really don't blend together well at all, and both components end up lacking. The world is fun to explore until you realize most of it is completely empty save for the currency items you need to collect, and the mystery is interesting until it starts to get ridiculous and culminates in a lackluster final trial. At the start of the game, just like Breath of the Wild, you are told exactly what the end of the game will consist of and are allowed to begin at any time. The Judge will let you bring your evidence to them and begin the Final Trial at any time. However, this is really not all that interesting a mechanic when you realize that the game will key you into evidence you don't have yet, so there's no incentive to actually do the final trial when the game is still telling you there's evidence you haven't collected. Evidence is found in two ways: conversation with the key citizens, and exploring the world. Have you ever been frustrated by a game listed above, where something wasn't clear, or you kind of knew what you needed to do or just wasn't sure how? What about if you were missing a small item and had to pixel hunt it down? Now imagine that, but with a whole open world to explore. Some very important evidence is hidden in really esoteric places that you really wouldn't have a reason to investigate that closely. Other times, you'll know just about where something is, but will have to take laps around the area to find exactly what you need. Like I said, the world is somewhat large, but is mostly empty, filled with collectables that gives flavor text of usually no interest. You can get an upgrade that will show you interactables, but not everything. You can also get a double jump to help traversal, but again, the issue is more about trying to go back and forth between areas or looking for specific locations. Then there's the conversations. The world-building is the best part about this game, but eventually all of that will fall to the side as all conversations will become about alibis, evidence, or accusations. Trying to piece together who was where and when makes you feel smart, but the game plays its hand too quickly. The reason Phoenix Wright and Dangan Ronpa work is because the trial scenes are tense, and it's within those scenes that you actually figure out what's happening. In Paradise Killer, you are able to bring any evidence to anyone at anytime, and in fact, you have to do this to progress. Coming to someone with pretty damning evidence in the first two hours of the game and having their response be "Uhhhhh I don't know!" really deflates the tension of the mystery. It attempts to mix things up with a couple of twists once you have a certain level of plot progression, but they're such Deus Ex Machina situations that it doesn't feel cool to have solved them, and hinging your investigation's progress on these happenings make it impossible to have reasoned these things out just. Additionally, a lot of conversations are locked behind a very loose "social link" system, except progressing the route is based on time passing. By the end of the game, I was running around waiting for the character to decide to give me the evidence my journal was telling me they had, because I needed their one sentence of into to go interrogate someone else about it. In fact, there's a LOT of talking to one specific person and then immediately needing to go talk to the person they just mentioned. The core gameplay and storytelling here is particularly disappointing given how interesting the world-building and visual stylings are. The vaporwave demon theming is unique, but can only carry the experience so far. The Obelisk was an amazing first location experience, but the environment quickly devolves into large desolate beaches and apartment buildings littered with coins. The game has a lot of background lore, but also has a lot of brief mentions that go absolutely nowhere. If anything, the world-building feels like Barkley Shut Up And Jam Gaiden, with every sentence introducing a new absurdist proper noun, like Torture Meridian, or Blood Sightings, or Doom Jazz, or Violence Mechanics. Three of those names I made up and one is a real name of a main character. Anyways, this game is interesting, but just isn't satisfying enough as either of the genres it falls within. As a mystery game, it's only about as long or as in-depth as one of the longer Phoenix Wright cases, padded out by exploring a (usually) visually appealing but very empty world. The aesthetic is really appealing and the music is fun, but both begin to wear thin as you take your tenth lap around a building looking for a specific key item you KNOW is there but just can't seem to find. What should be the highlight of the game, the Big Trial, is undercut by the fact that you've already confronted everyone, you know who is guilty, you know what the motives are. If you're super interested in the demonic vaporwave lore, this might be worth it just for that, but if you're here for a satisfying mystery or a rewarding open-world exploration, this game doesn't really manage to accomplish either of those.Show moreShow less
This game is tremendous and you are doing yourself a disservice not trying this out. While it is very inspired by Suda51's classics when it comes to style, the game is more akin to the masterpiece that was Outer Wilds than anything else, and this is a really good thing. Paradise Killer thrusts you in an island that was on the cusp of erasure in order to transfer to Perfect 25, the final island after 24 failed attempts by a religious council to create paradise. However, the entire council was murdered on the night of the transfer. You play as Lady Love Dies, a previous investigator in exile, who has to solve this unprecedented situation. Armed with your wits and a handy portable computer, you are free to explore the island however you want to. It is an open world where you have to talk to different suspects and explore every nook and cranny in order to find pieces of evidence that will lead you to the truth. Just like Outer Wilds, open world doesn't mean that the experience isn't guided. It has a comprehensive list of leads that you have accumulated and will always make sure that you are exploring with the knowledge of what you have to do instead of just wandering around aimlessly. It isn't a game about searching some random piece of evidence snuck in a corner of the map at all, so rest assured that you will always have a lot of fun playing through this game. What really strikes me as special is how incredible and well-realized the universe is. The lore is tremendous and fascinating, it's a story about dead gods, immortal religious zealots who all have something to hide and a ton of colorful characters with hidden allegieances. You are not just solving a puzzle, you are solving a fascinating one. The mystery itself is so interesting that you investigate because you want to, not just because you have to. The music is also above and beyond anything I have heard this year. It has elements of city pop, future funk, and vaporwave and manage to come together as an extremely tight body of work that use and reuses its themes to great effect. Let's just say I thought the soundtrack was so good that I bought it on bandcamp. The game is also extremely beautiful. The art direction is stellar, and full of inspired architecture showing the vanity of the syndicate. Religious icons are present everywhere in stylish ways. Some of the later areas are jaw-droppingly beautiful. A delight. Performance was super smooth on my aging PC (GTX 970, i5 6500) and I had zero bugs or crashes over 20 hours of gameplay. Everything was smooth from beginning to end. Not only that, but the game also offers a lot of accessibility options such as a font for dyslexia and color options for color-blindedness. Everything was made sure that everyone can enjoy this game to its liking. As a fan of Suda51, I would love to say it is inspired by Flower Sun and Rain, Killer7 and The Silver Case, and while the inspiration is clear, what they have accomplished is special and unique. It is its own thing and I respect it as such. I had so much fun playing through this game that I didn't want it to end. I simply loved everything about it, and I urge everyone who is reading this review to take the time to try out. Paradise Killer has a lot of style, yes, but it also has the substance to match it. For me, this game was as much of a stellar surprise than Outer Wilds was, and once again proved that open world mystery games can be some of the most fascinating and immersive experience you can find out there. Should you play this game? A resounding yes. It is my game of the year without the shadow of a doubt. They have made something special and I can't wait to see other people experience the same joy I felt playing it.Show moreShow less
I wish there were a mixed option in these reviews. Paradise Killer is definitely well made, and achieves what I believe to be its goal of immersing the player in a strange, vaporwave-esque universe. Visuals are great, the island is dense, the soundtrack definitely fits the game... But it still missed the mark for me. When I bought PK, I was under the impression that it is about dynamically solving a mystery set on Island 24. An interactive Danganronpa of sorts, or a video game adaptation of And Then There Were None. Buyer beware, this is NOT what the game tries to be, even though it may appear like it until the very end. The mystery solves itself (in a way that is much more heavy-handed than I would have liked), you just need to go around collecting clues and exhausting every dialogue option. This game is much more a test of patience (i.e: how long will you keep on pacing around the island before forcing the game to end) than a test of wit, reasoning, prioritization or, heck, even concealing (implying that you should be able to withhold information from others on the island). This all comes to end in the most disappointing trial I have ever seen in a game. You just mindlessly lay down every fact (with one possible exception, which has less to do with mystery solving than with player agency) until there is none left, and then the verdict comes. To be fair, games like Danganronpa have even more linear trials, but the writing and the mystery manage to make them much more compelling than what PK provides. What little post-trial content there is does sadly not manage to salvage this trainwreck of an ending. In other words, this is a mostly great mindless collectathon. But by God, do not make the same mistake I made, hoping for a compelling mystery when going in.Show moreShow less
I don't know what game the PCInformer and Gamespot reviewers played, Paradise Killer is emphatically NOT a detective game. It is a game with a story that's about a detective. There is not actually any detectiveing for you to do in the game, the character has it all figured out without your input. Nonetheless, it's really good and you should play it, just, set your expectations at "Watching Clue, the movie", not "Playing Clue, the board game".Show moreShow less
I heard a lot of positive things about this game that are echoed in the positive reviews here: Interesting characters, a bizarre premise, and a completely open-ended narrative with similarly open gameplay that allows you to both structure the investigation however you want and derive different results at the trial depending on what you decide to pursue. That all is, theoretically, a way you could describe the game. I would argue that a better description of the game would be that it is a narrative investigation game that has somehow been designed to contain no real narrative and almost no investigation. You can comb (and I do mean comb, because this is a huge open map with hundreds of points of interest that you must parkour around for using some truly ♥♥♥♥♥♥♥ physics) the island for evidence, and you can talk to all your suspects as much as you want, but the only thing that is produced by either are more tedious dialogue choices in which said suspects tell you to get bent over and over. The majority of the many, many points of interest on the island are nonsequitur flavor text items that add nothing to either worldbuilding or your investigation. On the rare occasion that you find useful evidence, it does nothing for you no matter how incriminating it is. I walked up to characters with extremely damning physical evidence against them a good two dozen times, and in every case their response is to say some variation of "pfft, my DNA on that murder weapon doesn't mean anything, idiot!" It's a great way to make the (many, many, many) dialogues uninteresting as well as spoil any actual feeling of progress or accomplishment you might have, not to mention that it makes the game less like unraveling a mystery and more like pulling teeth. It is truly baffling, and more than a little infuriating at times, because despite the fact that almost no dialogues in the entire game are anything other than suspect saying "nuh-uh," you still have to go through them all over and over in order to collect enough evidence for the trial to make any sense. After my second round of scouring the island and talking through the entire dialogue tree with every character, my case was nowhere near developed enough for me to want to go to trial, but I had absolutely no desire to keep clicking through more and more useless dialogues with the same characters. I ended up having to do it several more times before I got so sick of it that I went to trial just to end the game already, despite the fact that I had not solved every part of the mystery yet. Then, only after you have clicked the point of no return dialogue to begin the trial, you are told that you have to present a solution for every single "case" (individual questions within the overall mystery, like who went through a specific part of a security system) individually and separately using whichever arguments you unlocked during your investigation. I had solved the overarching mystery and the major crime, but not every single adjacent piece of the puzzle, which again was because I was actually sick of the game by that point and didn't feel like investigating anymore. So despite having spent many hours slogging through dialogue and crawling into every nook and cranny on the island that I could find, several questions went unanswered and a character I had thought I'd been able to prove innocent was executed because I had not gathered robust evidence on a new, separate question about them that had only popped up in dialogues right before I went to trial. Huge slog that was only sometimes interesting and ended extremely disappointingly despite how much effort I had put in to completing it satisfactorily. Genuinely shocked that people love it so much, as most games are a matter of taste but I find it hard to picture who would have a good time with this. I like investigation games and I like visual novels and I still found very little enjoyment in this one. Also, on something that really IS just a matter of taste? Holy Christ I have never seen a more excruciating embodiment of the ~It'S sO qUiRkY~ school of storytelling. I like a video game ass video game that does goofy crap just because it's fun. This game goes so deep into it that it comes all the way out the other side into being aggressively boring. As Coco Chanel told us to remove one accessory before leaving the house to not be overdone, I would suggest removing about 1000 instances of "look how WEIRD this place is!" from the text in this game. We get it. We get it. You can stop.Show moreShow less
To get the most out of Paradise Killer, you should first ask yourself a question. Would you rather: play a game about solving a mystery, or play a game about exploring a landscape for items to collect? Paradise Killer can reward either approach, but pursuing one experience will undermine the other. If you're interested in solving the mystery, searching every inch of the island for clues and collectibles is a laborious brute-force approach that robs you of the opportunity to pursue specific leads and investigate hunches. You can't deduce the most logical place to search for clues and shout "Eureka!" as your hunches pay off if you've already scoured the map for everything that wasn't nailed down in pursuit of 100% collection completion. On the flip side, the path of justice is a winding one. Following the chain of evidence will send you back and forth as you revisit suspects so that they can corroborate or contradict each others' alibis. The Island is bigger than you might expect, so you'll want to use fast travel to accelerate this process—except that most trips costs money, and money spent on fast travel can't be used to buy secrets, or to buy drinks, or to unlock new fast travel points, or to pray at shrines. It would be a lot more efficient to just search for currency first so you won't lack for money when an opportunity to spend presents itself, but that means you're back to brute-forcing the game. It's a hard balance to strike. Other flaws: despite the aesthetic charm of building vaporwave silhouettes out of tiles, the hacking mini-game feels unnecessary and repetitive. Likewise repetitive are the voiced character quips, although I did enjoy whenever it would sync up with the character's dialogue. Speaking of which, dialogue text could use a few more commas; a semi-colon wouldn't go amiss. None of these issues were sufficient to blunt my recommendation for this game. This is an impressive landscape and an impressive world in which that landscape is situated. If I wanted more out of the trial and the ending, then that is just a testament to how invested I became in this mystery and in these characters. I hope we see more from these creators.Show moreShow less
It breaks my heart to give this game a negative label because the effort, heart and soul that the developers poured into this game is immediately evident, and Paradise Killer (hereby abbreviated as PK) is exactly the kind of bold, fresh and ambitious indie title that I think makes for special titles. Unfortunately, whilst there is a lot to love in this surreal open-world murder mystery, PK’s structure gives critical flaws that no amount of polish, heart or slick execution can make up for, and the fleeting moments of deep enjoyment in this game are sparsely distributed across its runtime. The fun of PK is so difficult to regularly access that I can’t recommend it in good faith in spite of its excellent in certain aspects. Chief among those aspects of brilliance is PK’s writing. The unique setting is wonderfully unique, a vibrant and surreal island of brutalist paradise created to worship goat-headed gods. The developers have cited that a big part of their reason for the esoteric setting was that it allows the developers great control over the scope of player options (i.e nobody is going to complain that you can’t run fingerprints on everything) and it certainly achieves this, but also creates a strangely relaxed atmosphere considering how devious the crimes committed are. The setting also allows for the game to only contain a small cast of characters (around 10) and they are all, without exception, brilliantly written. They are positively overflowing with personally, memorable and thoroughly enjoyable to get to know. The mystery that slowly unravels is a compelling one with several exciting twists, thematic coherence and rigorous logic that is internal to the game world and still easy for the player to accept. The fact that PK presents several possible explanations for what happened while still committing to one exact version of events makes the story of this game fascinatingly brilliant. For some people, the bizarre setting and tone of the characters will be initially offputting but once you acclimatise to it this aspect of the game is its biggest strength by far, and for many people this will be so compelling it is worth putting up with the flaws of the game to experience it. If you think this might be you, PK is probably worth your time and money. PK is also initially difficult to get into because of its outdated presentation. PK is quite a relaxing and charming game in many ways but it is most definitely not a pretty game, owing to the simple, brutalist architecture, low poly skyboxes and downright ugly crystal statues. Whilst character models are lovingly crafted and dripping with that same personality their writing is, it was undeniably jarring to meet the characters and discover that they are modelled only in 2D, awkwardly rotating to face you. The lack of voice acting other than a handful of repeated catchphrases only adds to this. However, I fully understand that the developers intentionally sacrificed this element to focus on writing and exploration and I think this was a wise choice. In some ways, the unrefined presentation helps the player to see the world in the more imaginative sense they need to to understand a sequence of events that has not happened before their eyes. I am totally unconvinced that improvement on this aspect would substantially improve the game and this has almost nothing to do with my rating. I suspect almost nobody that would have enjoyed this game will fail to for this reason alone. The biggest issue with PK, and why I can’t safely recommend this game even to its target audience is twofold: Far too much of the game is spent aimlessly running around hoping to randomly find something useful, and the game requires almost no deduction on the part of the player. I think either of these things in isolation could be acceptable. If the game was more linear in its approach to unfolding the mystery like Phoenix Wright, or if the game had required more of me like Obra Dinn. In combination, they are a disaster and it was for this reason that the game was often a chore to play. That’s a strong statement and I need to clarify more precisely why this killed my enjoyment. PK is an open-world game set on quite an expansive island. The characters and clues are scattered widely around the space, and it is these clues specifically that spell out the mystery, in tandem with being able to ask the characters about them. What this means is that, once you exhaust the dialogue of the main characters, you are left to wander around the island in search of clues. Whilst there are important things to discover in every part of the island, these clues don’t directly form a trail of any sort: there is almost nothing guiding you towards them. Some of these clues are tucked away very carefully, many requiring use of awkward and frustrating platforming, and some locked behind the computer’s upgrades, which are themselves awkward to discover and gate lots of progress. Whilst these clues are all in contextually logical places, their locations only make sense after you have found them. There is no way to logically deduce where you need to look to follow certain leads, and the whole thing is spread out over the island. With exception to one character in the late game that can give small hints, you are mostly stumbling around looking for clues rather than positing theories that lead you to explore certain locations. As a result, I never felt that I had found or uncovered a clue, only stumbled onto it. Despite these clues being very interesting moments, the experience of searching for them was consequently excruciating. Because the characters’ dialogue is always to be exhausted and more dialogue is to be unlocked only by finding important clues, it feels like these discoveries are the mystery. As soon as I realised this, I stopped trying to work out what had happened in my mind because it never mattered that I had a partial grasp on the solution: I quickly came to know that I would only be able to work it out once I had seen most if not all of the environmental clues. This leads to the second problem, the game makes no demands of you to think about the mystery until right at the very end. In combination with how insanely convoluted it is to find the necessary clues to piece things together, this is extremely frustrating. The game needed some way for players to cleverly work out how to find the major late-game reveals, or at least to test if you had understood what you had discovered at regular points. I appreciate this is an intentional decision to avoid the feel of having your hand held or being examined, but I maintain that this would not have been as damaging a sensation as the frustration of working through the game’s world was. I ended up having to look up the locations of many important items, including one of the Starlight upgrades that unlocked entire locations. This all feeds into the somewhat dissatisfying endgame trial, in which the truth can be revealed. Something I enjoy is that the game never fully confirms if you are right or not, but if you’ve gathered enough evidence it becomes relatively clear even despite a couple of red herrings. Watching everything fall apart was fun, but it never felt like I had actually had to work it out beyond just choosing the person with the most damning evidence. If you’ve read this whole review and it sounds like something you’d enjoy, then you’re probably right and should give it a go: it is clear that I am in the minority of people when it comes to people who have played this game. However, as much as the game’s writing deserves all the plaudits it has gotten, I can’t say that my experience of the game overall was a positive one, and I suspect most gamers that weren’t immediately drawn to this when they first heard about it will experience similar frustrations.Show moreShow less
Even in my childhood, I remember dreaming of a perfect game. It would have a giant, open world full of disparate content to explore. Its characters would be unique, plot memorable. Around every corner, a surprise. Every minute, a new plot twist. Took me quite some time to realize how much effort it would really take to make something like that. I am never going to stop dreaming about that perfect game, of course. But after playing Paradise Killer? I think I have an idea of just what it can look like.Show moreShow less
Playing status: finished the game Intro Paradise Killer is an open-world, murder mystery game where you have to explore a vast island and collect pieces of evidence for a murder case. It offers 10 cases that are intertwined with each other, both small and large. Pros: - Freedom to choose who to kill and spare - Freedom to explore the area in any order that you want Cons: - Too much information given at the beginning - It takes time to travel to other areas - Some platforming sections can be annoying to traverse Specs Intel Core i5-9300H 2.40GHz, 8GB RAM, NVIDIA GeForce GTX 1650 Should you buy this game? No. If you are looking for murder mystery games, I suggest you not buy this one. It's just too focused on collecting items. In-Depth Review Visuals The game uses a combination of 2D artwork on the character portraits, 3D models on the backgrounds, and real-life photos on some key items. The dialogue looks clean and neat with a quick option to check the log when needed. However, everything else looks pale in comparison. Take the interface when you present the evidence for an example. It looks like an old website when black-colored backgrounds and tables are still a thing. On the good side, the presentation in the same section, both on accusing or punishing the criminals, looks cool with the combination of the art and SFX. Story There is just too much information to take at the beginning. It starts with a prologue that tries to tell you the lore with as few words as possible, making it hard to understand. The thing is, you need to understand the lore before you can take on the story. People will keep on talking as if you already understand everything and spout some alien words later on such as the Syndicate, Chaos Palace, or the like. I didn't even know the name of the murder victim even though they were always mentioned. Luckily, you can always revisit everything on the menu, but since I realized the feature very late in the game, I had to piece everything together myself after I get used to the names. If those names don't faze you, you need to look at the characters' names. Everyone uses weird names, with Witness being the most problematic one. My brain kept on associating Witness as the witness of the murder, not an actual name. Moreover, I haven't even seen these people and everyone just keep on talking as if I already know everyone. I know that the main character does, but some sort of introduction when they are mentioned for the first time, not when you meet them, can be helpful to understand the context. https://steamcommunity.com/sharedfiles/filedetails/?id=2686809301 You'll start to appreciate the story once you get past those hurdles. The game has a lot of cases that are intertwined with each other. I was amazed by how everything was executed and planned carefully to achieve such perfection, although part of me still doesn't like how unrealistic it is. First, let's start with the interrogation. You have an option to ask all suspects their motive to commit the murder. Why would they tell you the motive themselves, even if they have one? Second, people can give a false statement, even if they can be flagged as the perpetrator because of it. Since the punishment of being accused is death, why do the said person bother to endanger themselves to it? It doesn't seem like a smart move at all, especially since they have no reason to do it. https://steamcommunity.com/sharedfiles/filedetails/?id=2686809791 Since there are a lot of cases, there's bound to be more than one perpetrator. You can accuse everyone of at least one case as long as you have the evidence for it. The fact that there is no difference whether you kill everyone that is guilty or not also makes it pointless in the long run. It ends up as a game where you try to seek the truth, save those whom you deem worthy, or even kill them all just because you can do it. The Game Gameplay The game focuses on an open-world investigation. You'll be able to traverse the whole island to find collectibles, talk to suspects, and find evidence. You'll spend most of your time finding the collectibles though, as a lot of them are scattered throughout the island. This will test your platformer skills to some extent, especially if you want to get them all. One of the skill upgrades can be annoying. You'll learn three upgrades to help you with the collectibles at some point. One of them is meditation, a skill that allows you to see any collectibles in the area. It can only be used in a short time and take a long time to execute. It's tiring to keep on activating it every time to make sure that you didn't miss anything. I wish that I could toggle it on and off instead. https://steamcommunity.com/sharedfiles/filedetails/?id=2686810188 Since the island is very vast, it takes time to talk to the suspects, especially if you are too distracted by collectibles like me. You can spend hours just collecting items and forget the story because of this. The story becomes easier to digest once I collected most collectibles, but then I realized that the game also can be cleared quickly if you skip the whole collectibles part. Some evidence is not easy to spot. Although some objects have a square marker to indicate that they are interactable, others are not. This makes it hard to collect the evidence, especially since some of them are not obvious. Length and Difficulty I finished the game with most collectibles in 14.4h. You might have trouble with some platforming sections, but you can always skip them if you want. Some puzzles and evidence will also require you to explore the island thoroughly, and one of the puzzles requires brute force to solve. If you want to make the game harder, you can turn on the option to sort the pieces of evidence manually. Figuring the perpetrator can be a daunting task to do. I admit that I didn't get everything until the case started and got misled by one character, choosing the wrong perpetrator as a result. Since all cases are related to each other, you'll also get more evidence in the court if you choose the right perp for a certain case. The perp will spew more facts, dragging others to their doom because they have nothing to lose for. This feels weird to me since I'm supposed to find everything from the evidence myself. Problems The game triggered my firewall when I played it for the first time. The area also can be hard to traverse at night due to the lack of light sources. Luckily, there is an option to disable the day and night system. You also need to figure out the evidence that you present to the judge from a few words. Conclusion I have mixed feelings about Paradise Killer. I didn't understand the lore at first and everyone keeps on shoving facts for the case despite that. The numerous amount of collectibles also doesn't help since I feel like I'm spending most of my time doing useless stuff. Moreover, some evidence can be missed if you ignore the items since they can be positioned next to each other. I admit that I enjoyed the game as I played, but I ended up realizing a bigger issue because of it. The open-world part seems like an unnecessary addition to me. I kept on being distracted from the case and focused on the collectibles, and doing it frustrates me even more since some collectibles can be hard to get. I admit that I'm not a fan of open-world games, but as someone who likes murder mysteries, I don't feel like the story is polished enough. Although I liked the plot twist, the same twist seems to point to a bigger issue to the whole system to me. The game might be favorable to some people, especially those who like open-world games, but since I didn't find it enjoyable during my playthrough, I ended up not recommending it. Visit SaveOrQuit.com for detailed game reviews, posted daily!Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.