Sinking Island
A slow-burn murder mystery with a genuinely clever evidence system, undermined by repetitive legwork and a cast of suspects you'll grow tired of long before the island goes under.
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About Sinking Island
My first hour with Sinking Island had me genuinely excited. You land by helicopter on a storm-battered tropical island, a rich old man is dead at the base of an Art Deco tower that stretches 22 floors into the grey sky, and ten suspects are trapped with you while the whole thing slowly sinks into the Indian Ocean. That setup is properly cinematic, and from Benoit Sokal, the creator of the Syberia series, you expect it to go somewhere interesting. The game's best idea is the PPA, a Personal Police Assistant that functions as your case file, evidence organiser, and character tracker rolled into one. Rather than just collecting items, you photograph scenes, dust surfaces for fingerprints using graphite powder, compare torn fabric swatches to suspects' clothing, and cross-reference witness statements to unlock new lines of questioning. Progressing through the case means satisfying a series of investigative mandates: structured questions like "Was Walter Jones's death accidental?" that you resolve by dragging the right combination of declarations and physical evidence into the PPA and hitting confirm. When this clicks, it genuinely feels like detective work rather than inventory shuffling, and that's worth crediting. The problem is that the loop wears out its welcome fast. The ten suspects occupy a 22-floor tower with multiple surrounding locations, and chasing them up and down the same staircases to ask the same follow-up questions gets exhausting within a few hours. Jack Norm himself has the personality of a manila folder, and several of the supporting characters lean hard into stereotype without enough wit to make that feel intentional. The translation from French is an ongoing distraction, with some in-game documents reading like they were fed through an early machine translator. Character mouths don't move during dialogue, which is jarring in a game so reliant on conversation. There is also a handful of pixel-hunt moments where the thing you need to examine is visually indistinguishable from the surrounding screen, which is pure frustration with no design payoff. Two modes give you a choice of pace. Adventure mode freezes time between story beats, letting you investigate thoroughly without pressure. Race Against Time runs on a real clock, with the island sinking faster and evidence disappearing as locations flood. Race Against Time is more tense, but the slower mode is the sensible first playthrough because missing a clue window can force a restart. The art direction holds up reasonably well for its era, with animated storm effects giving scenes genuine atmosphere, and the art deco tower itself is a striking visual anchor that never stops feeling like a fitting place for a murder. Who is this for? Puzzle-light mystery fans who want something closer to an interactive Agatha Christie novel than a traditional adventure game will find enough here to finish it. If you need snappy pacing, a compelling protagonist, or puzzles that reward lateral thinking, Sinking Island will test your patience before it rewards it. It's a flawed but functional whodunit that does one thing, the PPA evidence-solving loop, better than most games that try the same genre. Alex, Scout Team
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Game Info
- Developer
- White Birds Productions
- Publisher
- Microids
- Release Date
- Dec 5, 2014