
Death Trick: Double Blind
A circus murder mystery that puts genuine resource pressure on your deduction, if you treat every Action Point like it matters, the 11-hour clock bites hard and the twists land harder.
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About Death Trick: Double Blind
My first instinct when I see a visual novel tagged 'Strategy' is skepticism, because that label usually means nothing harder than picking a dialogue option. Death Trick: Double Blind actually earns it. The core loop is built around an Action Point economy: both protagonists, Jackie the undercover magician and Jones the amnesiac private detective, start each in-game hour with five AP. Moving between locations costs a point, examining a space costs a point, and pressing a suspect with a contradicting piece of evidence costs a point. That budget is tight early on, which forces exactly the kind of prioritization I find interesting in any resource-management game. Who do you need to corner before the hour flips? Which lead is a dead end dressed up as a clue? The XP-based AP expansion system, where completing objectives nets you extra actions, adds a mild progression layer that makes smart early play feel rewarding rather than arbitrary. The cast is where the game punches well above its two-person development budget. Eight suspects populate Morgan's Traveling Circus, each with a schedule that moves them around ten locations across the eleven-hour window. Characters like Aideen the fire dancer and Echo the puppeteer have distinct personalities and their own agendas that are not all connected to the murder. That distinction matters: a lot of what you uncover is personal history, not evidence, and separating the two is the real cognitive work the game asks of you. The dual-perspective structure compounds this nicely. Jackie and Jones have access to different people at different times, so information gathered on one side only becomes useful when the other side can act on it. Managing that information flow across alternating turns is the closest this gets to genuine strategic planning. The criticisms are fair ones. Some players who gravitate toward harder mysteries will read the room early and find the culprit before the game intends. The contradiction mechanic, where you present inconsistent statements to crack a witness, can feel underexplained, and a small number of scenes loop dialogue in ways that pad the runtime without adding anything. There is no text-skip function for second playthroughs, which stings given that the game has multiple unlockable character endings tied to choices within each run. A handful of late-game typos and pronoun errors are minor but noticeable. None of these are dealbreakers, and the Steam community, which sits at 84% positive across 200-plus reviews, clearly agrees. On PC the performance issues some Switch reviewers flagged simply do not exist. The hand-drawn art style and period-appropriate soundtrack, blending 1920s americana with vintage circus atmosphere, hold up at every resolution. Runtime across a single playthrough lands around six to eight hours for most players, meaning this is a focused, self-contained experience with replay value proportional to how completionist you are about character endings and the 32 achievements. Experienced mystery readers who want a grueling, open-ended case should look elsewhere. Anyone who wants a tight, emotionally resonant puzzle with real structural cleverness underneath the warm presentation will find this worth the session. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows 7 or greater
- Memory
- 2 GB RAM
- Storage
- 3 GB available space
- Graphics
- Intel HD 4000
- Processor
- Intel i3 Quad-Core
Recommended
- OS
- Windows 10
- Memory
- 2 GB RAM
- Storage
- 3 GB available space
- Graphics
- Intel HD 7950
- Processor
- Intel i5 Quad-Core
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Game Info
- Developer
- Citreat Studio
- Publisher
- Neon Doctrine
- Release Date
- Mar 11, 2024