Every contact leaves a trace. Locard is a first-person detective game built on one principle from forensic science: nothing passes through a room without leaving something behind, and without taking something away. An ordinary morning at the Regional Investigation Bureau ends with a phone call. Deniz Aral is dead in th…
Every contact leaves a trace.
Locard is a first-person detective game built on one principle from forensic science: nothing passes through a room without leaving something behind, and without taking something away.
An ordinary morning at the Regional Investigation Bureau ends with a phone call. Deniz Aral is dead in the back office of the Vesper Auction House. A delivery that was postponed. A work order nobody wants to explain. A message sent at 21:40 by someone who may not have been holding the phone.
Work the scene
Examine the body and the room in first person. Every object you pick up, every detail you notice, goes into your case file. Nothing is marked for you and nothing solves itself.
Question, don't accuse
Witnesses do not lie so much as they fill in the gaps. Someone saw a coat on a chair and remembered a person. Your job is to pull the testimony apart and find out where seeing ended and assuming began.
Earn the accusation
You cannot confront a suspect until your evidence actually supports it. Push too early and the conversation ends, the lawyer arrives, and that door stays shut.
Decisions that stay decided
Key moments give you one choice and no way back. Checkpoints let you replay a chapter to see what the other road looked like, but within a single investigation, what you decided is what happened.
Follow the case across the city
The bureau, the auction house, a restoration workshop, an apartment, a security firm. Locations open as the evidence takes you there, not before.
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