
Shadows of Doubt
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 Shadows of Doubt
Shadows of Doubt casts you as a private investigator in a procedurally generated sci-fi city. Follow citizens, search homes and workplaces, inspect documents and CCTV, then connect evidence on your investigation board. Residents follow independent routines, and the city carries on whether or not you are watching. Steam players rate it 82% positive from 14,719 reviews. The interface is available in English, German, French, Italian, Japanese, Polish, Brazilian Portuguese, Simplified Chinese, Spanish and Traditional Chinese. Released September 26, 2024.
Credits
Lowest recorded in 36 months
$7.482025-11-24 · GameBilletBase 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 6 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Mode and controller
The Steam PC version supports single-player and full controller support.
Language support
English is listed for interface, subtitles and full audio; German, French, Italian, Japanese, Polish, Brazilian Portuguese, Simplified Chinese, Spanish and Traditional Chinese are also listed for interface and subtitles.
03Frequently asked questions
What do you do in the game?
You investigate crimes as a private investigator, gathering evidence from documents, CCTV, conversations and other sources.
Does the city change?
Yes. Cities are procedurally generated, and citizens have their own homes, jobs and routines.
Can cases be solved in different ways?
Cases allow different approaches, from lockpicking and sabotaging security to following the law.
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.
Ultimately, I think the issue is that it feels kind of flat. My first encounter was really great, because I'd been tasked to investigate the murder of a woman. I started by breaking into her workplace and logging onto her boss's computer - a few days back, the victim had sent an email to her boss begging him not to fire her. This being a seemingly dead end, I move to break into the victim's apartment next: she lives there with her partner, another woman. But if the household belongs to a gay couple, then why are there birth control pills sitting in the bedroom? Oh. OH. ♥♥♥♥♥♥♥♥♥, she's sleeping with her boss to keep her job. And her partner found out, killed her in a blind fit of rage with the kitchen knife, and then fled the scene. But the issue is that was all just a coincidence. Most of the game isn't like that. You don't really get to figure out the killer's motives, or talk to a wide cast of interesting characters. You just scan the murder weapon for fingerprints, and then go talking to the victim's associates until you find a pair of prints that match. And figuring out whodunnit has never been the fun of noir so much as whydunnit, and the whydunnit doesn't exist, because these are all procedurally generated. And so you ultimately get around to figuring out the suspect, nailing him down to the ground, and just feeling this hollow sense of victory because none of it feels immersive or real - the antagonist hardly even feels human so much as he feels like a pile of pixels. The game oozes artistic beauty and genre-authentic moodiness - which lasts so long as you're roleplaying. But soon enough you'll find the game encouraging you to break the mold of 'hardboiled detective' and shift into something more akin to 'futuristic murderhobo'. There's a serious sense of ludonarrative dissonance in both tracking down murderers and going from door to door with a chef's knife, stabbing every resident in the throat, and plundering their apartment blocks for loot so that you can afford to buy augmentations. Suddenly, the immersion is broken - because it makes no logical sense that you're killing twice as many innocent people as you are avenging - and then the charm really wears off. What I feel this game needs more than anything is to focus on its primary gameplay loop: there should be more to it than just spamming the fingerprint scanner everywhere. There should be logical deduction, conversation, motives, conspiracy, conspirators, characters and personalities and most importantly, interpersonal conflict, because as the game is right now, the main thing that you're doing in the game - the actual murder solving - feels a puddle wide and an inch deep. The game might not be in a perfect state right now, but I do think that it has potential if given enough time and if attention is put into the right areas. I look forward to seeing where this game ends up going in the long-term, and what the final product looks like once it exits early access.Show moreShow less
I enter a nearby canteen, having just thrown synth pork into the face of a businesswoman, completing a humiliation job I was hired for. I browse the job listings by the phone when my enforcer scanner comes alive with report of a murder. I look at the map and it is in a nearby apartment building, so I sprint to the address listed. As the elevator slows to the floor of the murder, I see the security door is shut. I climb into a nearby vent, exit in a neighbor’s apartment, leave, run to the security panel, pick the lock, turn off the cameras so I would not be seen, and make a dash for the murder scene, opening the apartment with a key found under the door mat. A short brown-haired man is sitting on the couch, next to a toy car. I whip out my handcuffs and arrest him. I proceed to the bedroom, finding a body crumpled over itself. There is an 8mm cartridge next to the body, and another toy car. I take the victim's prints and analyze the body; she was killed by a handgun. I run to the handcuffed man and search him; he has an 8mm handgun. Got him! I hear the security door raising, so it is time to leave. I run out of the apartment, just as enforcers rush through the security door with weapons drawn. I head to the neighbor's house that I had just sneaked through and knock on the door. They answer. I ask if he had seen anything strange recently, to which he provided that a short brown-haired man was seen around the apartment at the time of the murder and they were clearly angry. Got him! The enforcers are still around, so I head up the stairs, looking for the building's management office. I find it on the 7th floor. I pick the office’s lock and close the door behind me. I open the surveillance footage, and navigate to the cameras outside the victim's apartment. Only the victim and the short brown-haired man were on camera. Nobody else comes or goes from the apartment. Got him! I head back down to the apartment. As the enforcers finish clearing the murder scene, they exit and leave a guard out front. I slink into the apartment, shut the door, and head back to the bedroom, then rifling through the documents in the wardrobe. It seems the short brown-haired man is the victim's spouse. It is always the spouse; got him! I head back to the short, brown-haired man and grab his prints, then scan the bedroom for prints. There are tons of hits for the victim and the short brown-haired man. However, the toy car next to the victim has prints that do not belong to victim or her spouse... That is suspicious; might be worth looking into. Digging into the victim and spouse's email histories, they both seem happy together. Maybe it is not this guy. Scanning the rest of the apartment, all finger and foot prints match the victim and spouse; that small toy car is the only exception. I should try to find some other leads. I place a tracker on the spouse, then head to the victim's workplace. Once there, I notice a picture board behind the counter showing the victim and her co-workers. I pin the co-workers' profiles onto my murder board before seeing a note nearby. "The password to the office is 1234"; classic. I punch the code into the door, turn off the cameras, and open the filing cabinet. The worker files have fingerprint data, so I grab them for all the co-workers. No matches to the toy car. By this point, the victim's spouse has been released, so I use the tracker to find them. I ask for their name, which they provide, and if they saw anything suspicious. They give me the same spiel about a short brown-haired person in the apartment. Odd that he would provide that statement, given it is a match for himself. The evidence all points to the spouse, but his cooperation and that darn toy car are dissolving my confidence. With no additional leads, I start investigating the victim's neighbors. I start in the lobby, scanning the mailboxes around the victim's floors looking for fingerprints; no matches to the toy car. I scan the doors of the neighbors from 3 floors down from the victim to three floors up; no matches. Maybe it was one of the building's staff! I break back into the management office and review the worker files; no matches. What is going on here?! Then it happened… Another murder is reported on the scanner, this time on the other side of town. I race to the scene, trying to beat the enforcers again. The security door is shut like usual, but there are no nearby vents. The enforcers run up behind me, so I stand aside, letting them clear the scene. I knock on a neighbor's apartment and a small woman answers the door. I get their name and fingerprints, then ask if they saw anything suspicious. "A short brown-haired person left at 0645." The same killer as the first victim? I wait for the enforcers to leave and sneak inside the victim’s apartment. I analyze the victim; killed by an 8mm handgun. There are six 8mm cartridges nearby and... another toy car. I scan the car for prints, and they match the prints from the first victim's toy car. The killer is taunting me! I run through the apartment looking for any info. The victim lives alone, works at a nearby pharmacy, and does not have any apparent enemies. I sneak back out of the apartment, past the guard, and start searching for the management office. Finding it, I open the filing cabinet and look at the worker files; still no print matches. I jump on the cruncher, and look through all the individuals that were on the victim's floor, trying to find a short brown-haired man, when it happens... At 0645, a short brown-haired man was seen going down the stairs from the victim's floor. I pin their profile to the murder board, but I have no name, address, place of work, or anything I could use to find them. I head back downstairs, deciding to show the picture to the neighbor. Maybe she could confirm if this was the man she saw. The neighbor answers the door again, and I show her a picture of my lead. "Oh, I work with him! His name is <REDACTED>. I saw him leave the victim's apartment at 0645." We have a solid lead now. I run down the stairs and out of the building, entering a nearby phone booth. I open the city directory, find his address, and head to it. I arrive at their front door and scan for prints. No matches to the suspect. I knock on the door and a small blonde woman answers. I ask for her name, which she provides, and her fingerprints, which she refuses. I ask if I can show her a picture of the suspect, but she is not interested in identifying anyone. She is not being cooperative, but what can I do... That is when I see him. A short brown-haired man matching the surveillance footage walks by an open doorway behind the woman. I make a split-second decision to stop this here and now. I whip out my truncheon, knock out the woman in front of me, enter the apartment, and shut the door. The short brown-haired man turns the corner, drawn to the commotion. The truncheon goes back to work and he goes down too, but not before he got some punches of his own in, leaving a bruise on me. I search him; he has 8mm ammo. Got him! I take his fingerprints; they are a match to the toy cars. Got him! I handcuff the man and begin searching for the murder weapon. I search through the home finding work info, sales receipts, birth certificates, wallets, but no weapon. Nothing in the kitchen. Nothing in the bedroom. Bathroom never has anything, although I did find some Paxadol for my bruise. I dig through the office, nothing. I dig through the living room, nothing. Finally, I spot it. There is a drawer on the hi-fi gramophone that I didn't notice! In the drawer there was a self-help book. Underneath the book was a silenced 8mm Lazarus 5. I scan the handgun for prints and they, once again, match the suspect. Having all the evidence I needed, I head for city hall. After validation of the info, they confirm everything I provided was correct! Case closed! I collect my payment and head back to the burger joint for a well-earned coffee and cheeseburger.Show moreShow less
The game showed some promise as a procedurally generated detective game in early access, allowing you to use a caseboard and link entities together and a noir movie atmosphere. Unfortunately, the promise it showed on paper did not live up to the quality of the product on offer in early access. With the devs rushing this one out of early access in a very blatently unfinished state, it will be hard for me to recommend this title to anyone. Will devs continue supporting this product after launch? are they rushing this out of EA because they're broke? Who knows, but at this point, judging by the update frequency, the quality of the updates and the ability to take feedback into consideration and tackle issues, i would strongly doubt that this product will eventually become successful. Here is a non exhaustive selection of some very significant cons that you should know before you buy: - Rather poor technical performance. Even on a very high-end PC, the performance is not acceptable. It's choppy, stutters, features visual bugs, the occasional out of bonds falling and audio mixing issues. Does not crash on me too hard, but that's about how far as i'll go praising the tech side. - Extremely shallow game mechanics: the game tries to feature some housing game loop and customization, but it's not feature complete, as in you can have a house but there even isn't a point to having one. There's a food/drink game loop but it's so shallow, they could rename all the types of food to a placeholder "FOOD" and it would effectively be the same. - Poor selection of criminal case types. It's not varied enough, there are only a few, and the way you solve them never changes. Thus, the game itself has so little to offer in its core premise. - Over usage of procedural AI dialogue that sees you having moon logic convos with NPCS, huge missed opportunity there. - The balancing/loot settings makes no sense. You make more money robbing people blind at 0 risk and with no limit, than you do working as an actual detective. - No point or sense to anything that happens in game / No overarching plot. People kill people, their motivation is not consistent with their situation as an NPC in their world, everybody cheats on their partner (not kidding) and everybody has medical issues, and none of it matters. None of what the NPCs live, like and do matter. You solve cases based upon a standard template that is entirely independent of the NPCs. Makes solving cases even more of a dumb menial task. - Side detective jobs are entirely miscalibrated when it comes to the parameters of intelligence that the NPCs give you. You will absolutely be contracted by an NPC to investigate their partner that they suspect is cheating on them. But they will absolutely only give you their Blood type and shoe size. Go have fun. Such ludicrous situations will be commonplace in the game. - You will realize that ultimately any and all investigative work will be trivialized by the existence of the police database, and that if you spend a few minutes printing out NPC profiles from this data base, the game will from then on consider that you have intimate knowledge of those people and allow you to immediately solve all future cases because you have intimate knowledge of the entire world. - The visual fidelity of the game just does not work for me. While a subjective point, i think you will find that it's not just a matter of preference. There will be cases where the low visual fidelity will prevent you from actually making out script that is important for you to be able to read. e.g: writings on the wall/floor/pavement in the victims blood. I am not even going to mention that some of these will inevitably be cut off by a piece of furniture in front of it or by a prop on the street that obstructs your view because the game is just that raw. It's not just the scripts that are difficult to read. Recognizing NPCs, their core features in game and on the case board is just about impossible. The game aesthetics work i think, but the NPCs just don't and could use a complete visual overhaul. I could go on for a long while on all the missed opportunities, all the failings of this game, but i thought i would focus on what is bugging me the most right now after following this for all early access, and hopefully prevent some people with limited income from making a purchase they will likely regret. This review will be updated and modified accordingly if the launch build unexpectedly solves a good portion of those issues or later down the line if this eventually becomes decent. But right now i could not recommend. ************** Launch day edit: ************** After having sunk some more hours on the launch day build, and given the 1.0 patchnotes, this review sadly will remain negative. On the technical side of things, this is the same performances as during EA. You will have to have a beefy computer to have a decent FPS, but even then you *will* experience unstable FPS, graphical glitches, physics/collision bugs, heavy stutters, and performance drops in many areas. No improvement whatsoever from my previous EA experience. The lighting propagation/consistency is abysmal. It was something i hoped for them to address eventually but i guess this isn't going to be in the cards given the dev's recent statement that they are satisfied with what is in the game content wise and all that is left for them is to tackle some bug squashing. On the content side of things, very little has changed with the release patch which by the way was only 64.2 mb. A new side job content, the kidnappings. But by and large this has the exact same failings as the EA did. For a detective game to not have any focus on motive and opportunity is rather unacceptable. The above remarks on the game remain true. Bonus points for the NPC AI making even less sense in this release build than it did during early access, with people getting stuck in inane loops of opening and closing their appartments doors, getting to bed to sleep, to wake up unprompted 15 seconds later, to open a door, close it again, then go back to bed, on repeat. Sorry to say, this game is not fit for purpose and while you may enjoy it for a few hours depending on your expectations, the fun wears off rather quickly, and the amount of jenk is staggering. I know i won't be engaging with products from this developper/publisher in the future.Show moreShow less
Games great, buy it. Dear devs, Let me enjoy a cigarette with my coffee please. I want to sit in a diner at 3am with a coffee and cigarette and stress about my case. Thanks Edit: I can finally enjoy a cigarette, thank you so much.Show moreShow less
nah man it's an awesome concept but they just gave up and released 1.0 without fixing any of the game's many issuesShow moreShow less
>barge into apartment >steal $200 worth of items >finally take a look at the body >killed via gunshot wounds >gun with prints of the victim is next to the body >matching caliber >"oh so its a suicide" it wasn't a suicideShow moreShow less
Like many of the other reviews stated, the game is broken. I spent a good 30 minutes to an hour reading the negative reviews and crying laughing at how ridiculous the bugs are. So I'll contribute my experience too for others' entertainment. To set the scene, you start a sandbox game loading a pre-made map you've spent 3-5 minutes waiting for to load. Finally finished roleplaying the down-on-his-luck detective waiting aimlessly for something to happen, you decide to pick up a side job from the pinboard of the telephone booth of the random diner you found yourself in. You eagerly pick up the phone to call the associated number for more details only to be told to pick up a phone that's due to ring 2 minutes from then in a café on the other side of the map you aren't yet familiar with. You hang up as soon as you can to make sure you don't miss the call only to be met with "side quest failed" before you've even stepped your big toe out the door. Not to worry, after countless hours waiting in real time, you finally get news of a murder to be investigated. You make your way to city hall to pick up the case report and head to the scene of the crime. The place is still riddled with enforcers so you need to be sneaky. You peak your head round the corner and instantly alert everyone in the immediate vicinity including the security system turrets, that kill you within seconds. That's okay, we all make mistakes, thank god there's minimal penalty for your shortcomings. Or so you thought. You wake up standing next to the hospital bed you're supposed to be lying in, with the security system alarm blasting. You're unable to select any of the options on your screen asking you to pay the medical bills or choose to flee resulting in being shot infinitely in the back by turrets while all actions are rendered unavailable because the game thinks you're simultaneously lying in bed AND actively attempting to flee, meaning you can't die! The results are always the same, delete the save and start completely fresh... again. All these exciting game breaking bugs aside, I don't want to miss out the sprinkles of emersion breaking features the game also offers. For example, the lightspeed visual textures that appear when making your way through the vent system. Or, the fact that NPCs will gladly let you wander their homes upon first meeting but refuse to give you their name or even tell you how they're doing. On top of that, the "choice" to do things by the law or illegally is non-existent due to the completely uncooperative NPCs at every turn who make you either beat them up, break into their home or steal belongings just to have even a shred of information to work with. It's just "home invasion simulator" dressed up as a dystopian detective game. When I played this game in early access I was so excited by this unique concept and promising execution. Now the game is literally unplayable and it doesn't matter what I do, I will inevitably end up dying and having to completely trash the save. I have no hopes that the developers will improve these issues, therefore I do not recommend purchasing the game.Show moreShow less
1.0 Update Review TLDR: Extremely disappointing 1.0 but is worth the price tag for the 20-30 hours of fun you will have. For the big 1.0 update that advertised 'brand new features' alongside kidnapping and 'new killer interactions' (we got one), being able to drag a ragdoll isn't a revolutionary feature. Seriously? Is that it? I am incredibly disappointed at this. It's not a finished game by any means. Where's the, ya know, actual PI work? Taking photos of cheating spouses?* Investigating potential fraud for a company? Bounties? Corporate Misconduct? Trailing someone?** Finding someone that doesn't want to be found or helping delete records? Where are the stakeouts, gambling dens, and organised crime that noir is known for? *The cheating job is you going into their emails, finding out who their partner is cheating with, and calling it a day (you can break their windows, and take a photo of that person as an optional task). You do NOT tail them or catch them in the act. It is the same gameplay as nearly every other job/case. **There is a specific job that asks you to tail someone and steal a briefcase after a meeting. It isn't a game mechanic outside of a janky job. It is never involved in your cases. How to find a typical killer before they commit the crime: They sprint around like a maniac to their target. On top of this, you are the only person in the city that decided to be a detective. Not a single other PI exists. Imagine having a rival on the same case, or being investigated/stalked for barking up the wrong tree? Annoy the wrong corporation and have a black hand on your door. The city has a superficial amount of life to it. On the surface, people do their jobs, sometimes have social meetings set for them, and kill. Underneath that, there is no variety. Knock someone out? They get up and act like nothing happened. A tiny TV show is more of a priority than expanding the game's depth. I could go on but I'm already ranting too much. Overall, this is not a 1.0 game. Why recommend the game? Because it's fun. I've thoroughly enjoyed Shadows of Doubt knowing that it was an incomplete game. The potential and vision is there, and there's nothing else like it. I have quite literally dreamed about this type of game for a decade (the pirate game dream is dead). Sometimes, the game hits you with a near-unsolvable case, as the killer mocks you. It's peak procedural gaming that rivals the storyteller model of Rimworld. What is there is extremely good, there just isn't enough. Focusing on pre-made cities is not it, unless you can prove that they will be exceptionally high quality. The genemods change the way you play, the jobs you do are mostly fun, sneaking through call logs makes me feel like a detective, etc. the game is just plain good and one of (and might be the only) best games in the genre. Good game, disappointing updates, very incomplete.Show moreShow less
I think, for me, the undertone of the game expressed a rich and provocative gameplay experience. I was genuinely impressed by the seedy noir vibe brushed over pixelized graphics. It felt something like peering over a precipice into a dark world of possibilities. But after playing for a while and looking past the aesthetics, I found a set of simple, albeit intriguing, "proof of concepts" cobbled together. It struck me as a great framework for something incredible, so I decided to shelf it for a while, giving it time to fill out and mature. After about six months, I returned, expecting the gameplay mechanics to have gelled into something resembling emergent gameplay. Instead, I was surprised to find that early access had ended, and 1.0 was being celebrated—at least by the development team. I knew it hadn’t been enough time. Scouring the patch notes, I realized there were nowhere near enough changes to the fundamentals. Instead, I mostly saw "FIXED" statements repeated. The game was still far from what the designer—clearly a creative visionary—had envisioned. I work in software design, so I recognize the kind of "IT lingo" used to make it sound like a lot is being done when, in reality, not much is. Unfortunately, the last dev update had that flavor, especially the line about "...solving around -15 issues per patch." An "issue" could mean anything—it could be as trivial as a misspelled word in some flavor text. Furthermore, when a developer talks about how adding big things would break the core systems, it’s essentially an admission that the code has become difficult to modify due to poor structural organization. This is, sadly, a common problem. I know a lot of gamers will disagree with me, and that’s their right. Some evaluate a game’s success with a straightforward formula: does the amount of entertainment you received outweigh the money you spent? If yes, then shut up and be grateful. But I don’t see it like that. For me, when a project starts off artistically beautiful and has the potential to become groundbreaking, it’s disappointing when it falls short. That’s the basis on which a project should be judged—not whether I got my money’s worth, but whether the project achieved what it set out to do. I’d feel the same way even if I’d paid nothing for the game. I’m not directing criticism at the developers personally, because I have no idea if the failure was due to negligence. They may have run up against a wall after doing their absolute best. However, the project still ultimately failed to live up to its potential. The developers probably feel this disparity even more than the gamers. All this is to say, I’m sad to see it not become what it should have. It’s a good game, but it won’t leave the mark on gaming history that I thought it would.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.