
Chronique des Silencieux
A hand-drawn detective game about cracking open a stubborn old man's wartime past - gorgeous, unhurried, and frustratingly demanding of your patience in equal measure.
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About Chronique des Silencieux
My first hour with Chronique des Silencieux felt like receiving a letter written in a language I almost speak. The atmosphere is unmistakably, lovingly French - the hand-drawn streets of 1970s Bordeaux, the jazz-inflected score by Florent Allibert shifting quietly between lively cafe noise and the hush of the countryside. Pierre Feuille Studio is a family project, founded by two brothers, and that origin shows: this is a game about family secrets and what the Second World War left behind in ordinary people, told by people who clearly felt the weight of those questions personally. You play as Eugene Faury, a young private detective whose path leads him to Victor Dousvalon, an old history professor carrying decades of silence. The story sprawls across different chapters of Eugene's life, and the world around him actually ages with him - characters grow old, buildings change, the city breathes differently. The mysteries at the center are not murders or grand conspiracies but something quieter: the French Resistance, wartime collaboration, codenames, family shame, and the slow cost of keeping secrets. It is, honestly, a more interesting subject than most detective games bother with, and the characters who populate it are expressive enough - through remarkably fluid facial animations for such small figures - to make you genuinely care about what you find. The deduction system is the game's big swing. Eugene carries a tape recorder and logs every conversation. Back at his evidence board, you drag a literal red string between two contradictory statements to surface a lie. Hypotheses are locked inside padlock puzzles: fill the correct slots with the right information and Eugene forms a theory he can then confront a witness with. When it clicks, it clicks hard - the satisfaction of connecting a document to a testimony and watching the chain of logic unfold is real detective-work feeling, rare in the genre. A hint system exists if you get genuinely stuck, though using it affects your end-of-chapter score, not your ability to finish the story. The confrontations themselves have a limited number of attempts, which creates tension without a hard fail state: Eugene's mentor Yves will step in if you run dry, though your report card takes the hit. The friction is real, though, and worth naming clearly. The English translation was rough at launch, and while post-launch patches improved later chapters noticeably, early stretches still have moments where a clue reads ambiguously because the original French intent didn't fully survive the crossing. The game is enormously text-heavy - every character can testify on every topic, generating dozens of transcript fragments to cross-reference. That scope is admirable and also exhausting: the game can run 10 to 15 hours, and some of that time is spent re-reading long blocks of dialogue hunting for the one sentence the game considers the right anchor for a string connection. Walking between locations without fast travel adds further drag. These are not fatal problems for the right player, but they are the difference between a cult recommendation and a wider one. What stays with me is the craft underneath the friction. The art, backgrounds painted by Mathias Loughlin and character designs by Manar Lamrani, has the warmth of an old Tintin album seen through a more melancholic lens. The score knows when to go quiet. Eugene grows up across the chapters and the world grows with him - that is not a common thing in any medium, let alone a small indie detective game built on a Kickstarter. Pierre Feuille Studio made something genuinely original. They just needed another pass at the puzzle logic and a map with fast travel. If you can hold the patience for slow, text-dense investigation and you read in English rather than French, go in knowing the rough edges are part of the texture, not a reason to stay away. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or Later
- Memory
- 4 GB RAM
- Storage
- 900 MB available space
- Graphics
- GTX 1650
- Processor
- Intel Core i3 or equivalent (64 bit)
Reviews & Ratings
No ratings available
Game Info
- Developer
- Pierre Feuille Studio
- Publisher
- Zugalu Entertainment
- Release Date
- Jan 29, 2024