Main game
4.00 average rating based on 27 ratings
In many ways, a standard pixel graphic, puzzle game that depends on interacting with people and objects to solve puzzles and advance the plot. It takes place in a fictional 19th century setting, a city that seems part New Orleans, part New York City and part London at times. One of the things I really liked about it was the way it lightly suggests a larger world without bothering to over-explain anything; references to a prime minister and a recent industrial disaster being examples I recall. The subtext behind the entire plot is the conflict between an emerging technology and the luddites who recognize its ability to destroy their livelihoods. The fantasy setting allows it to portray genuine racism from the era while also providing space for slightly anachronistic progressivism.
The mysteries are pretty good. One feature that separates this game from other similar titles I've played is that
In many ways, a standard pixel graphic, puzzle game that depends on interacting with people and objects to solve puzzles and advance the plot. It takes place in a fictional 19th century setting, a city that seems part New Orleans, part New York City and part London at times. One of the things I really liked about it was the way it lightly suggests a larger world without bothering to over-explain anything; references to a prime minister and a recent industrial disaster being examples I recall. The subtext behind the entire plot is the conflict between an emerging technology and the luddites who recognize its ability to destroy their livelihoods. The fantasy setting allows it to portray genuine racism from the era while also providing space for slightly anachronistic progressivism.
The mysteries are pretty good. One feature that separates this game from other similar titles I've played is that
I played it on Steam Deck and it worked well there.
Well written, with interesting characters, great voice acting and a worlbuilding with a lot of potential. I love when creators use steampunk as a metaphor for the downsides of the industrial revolution instead of focusing on the "corsets and top hats with valves" aesthetic.
Lamplight City is a good adventure game. Actually, is more like a visual novel that tries to make us think it is an adventure game. It works tho. But there's a problem: its not ambitious enough. The "open ended cases" don't work as great as they ine
You can read my full review in spanish here.

I'm interested in the next game of the designer. Is called Rosewater and is set in the same universe, but in a wild west setting. I think the main character is the sister of on of the protagonists of this one.
(I seem to have posted my review as a status update accidentally a while ago, so I'm moving it to reviews now:)
It's very obvious that the developer is a fan of classic point-and-click adventure games. Since that is not the most alive genre anymore, I was looking forward to something that scratches the same itch, but was honestly a bit sceptical about how it would compare. However, Lamplight City very much stands on its own and is a lot more than just references and nostalgia bait.
More than that, it actually manages to improve some of the more irritating aspects of older point-and-clicks adventures. For one, the puzzles. There's no pixel hunts and no random combination of items (in fact, there's no using an item inventory at all). I admit to looking at a walkthrough once or twice, but where other games often made me wonder how the hell I was supposed to guess that action, here it was more of a "duh, how did I miss that" moment. I very much enjoyed the interactive puzzles and figuring out how certain clues are connected. The downside is that some puzzles might actually be a bit too straightforward at times. …
(I seem to have posted my review as a status update accidentally a while ago, so I'm moving it to reviews now:)
It's very obvious that the developer is a fan of classic point-and-click adventure games. Since that is not the most alive genre anymore, I was looking forward to something that scratches the same itch, but was honestly a bit sceptical about how it would compare. However, Lamplight City very much stands on its own and is a lot more than just references and nostalgia bait.
More than that, it actually manages to improve some of the more irritating aspects of older point-and-clicks adventures. For one, the puzzles. There's no pixel hunts and no random combination of items (in fact, there's no using an item inventory at all). I admit to looking at a walkthrough once or twice, but where other games often made me wonder how the hell I was supposed to guess that action, here it was more of a "duh, how did I miss that" moment. I very much enjoyed the interactive puzzles and figuring out how certain clues are connected. The downside is that some puzzles might actually be a bit too straightforward at times. The game is very forgiving and often just points out the next action for you. While I don't mind it too much, I did wish for some sort of difficulty slider, but can't really expect something like that from a small game like this, so I guess I prefer the way it is to racking my brain over every puzzle.
What's less straightforward is the actual wrapping up of the cases. I love the fact that finding a likely suspect doesn't necessarily mean that you're finished - you might have the wrong person still. Though it usually is fairly obvious when you haven't explored all there is to find, you might just find yourself unable to figure out the real culprit, which in turn affects how the story goes later. In other games, especially classic ones, finding out you messed up and blocked yourself from the correct path is usually really annoying and means Game Over (or worse, just staying in unsolvable puzzle limbo forever). As weird as it might sound, I like the possibility to block yourself from certain paths in Lamplight City. Be rude to the wrong person and you might not get a much needed clue - for the active case or later ones. Behave like an ass and maybe your wife won't actually forgive you. Consequences like that motivate me as a player to keep looking or try a bit harder, without actually being unfair or unbalanced. It's just enough to make the world and its characters feel alive.
Speaking of characters, my last point is: None of the characters ever felt flat. I was actively rooting for the PC and curious about different NPCs' backstories and most of all enjoyed the fact that the PCs personal struggles are as much part of the (main) story as the crimes. Since so many thing are connected between the chapters, I expected the main story to be a bit more interwoven with what we learned in previous cases. Still, the reveal wasn't necessarily a disappointment and I was still hooked until the end.
I'd definitely recommend the game if you're a fan of classic point-and-clicks but want something a little more in-depth and character-focused. The little details and nods to classic games made me smile, but even someone not used to adventure games at all would be able to enjoy this. That said, if you're looking for a light-hearted game to play with your family, or intense difficulty and action, this might not be it.
Another great point click adventure centered on detective work and conversations, even though there are a couple of fun puzzles. The best part is the way you can really mess up your cases and get real consequences for it.
Doesn't systemise being a detective incredibly well, preferring to be a twist on old point and clicks. However, a good degree of choice, strong characters, story, soundtrack and art make a good buy.
Appalling spate of littering.
Systemising detective work in games is difficult to do well. That's why my interest was naturally piqued when hearing of City's absence of a failure state. I've enjoyed various other games experimenting with text entry and linking/contradicting evidence to allow the player to truly embody the role, so the ability to 'fail' was suggestive of a promising amount of player agency. Playing Lamplight City remains a joyous experience, but it isn't so much in its systems that it entertains, but its presentation, stories and characters. As a modern take on the 90s point and click it truly thrives.
You can indeed mess up cases and be forced to settle on the only suspect you have remaining or even give up, but as far as I'm aware, with one exception, this is down to misjudging a dialogue selection (wherein you would usually have had a one in three chance regardless). Characters can take offence, become unreceptive and hold back a crucial lead you can't …
Doesn't systemise being a detective incredibly well, preferring to be a twist on old point and clicks. However, a good degree of choice, strong characters, story, soundtrack and art make a good buy.
Appalling spate of littering.
Systemising detective work in games is difficult to do well. That's why my interest was naturally piqued when hearing of City's absence of a failure state. I've enjoyed various other games experimenting with text entry and linking/contradicting evidence to allow the player to truly embody the role, so the ability to 'fail' was suggestive of a promising amount of player agency. Playing Lamplight City remains a joyous experience, but it isn't so much in its systems that it entertains, but its presentation, stories and characters. As a modern take on the 90s point and click it truly thrives.
You can indeed mess up cases and be forced to settle on the only suspect you have remaining or even give up, but as far as I'm aware, with one exception, this is down to misjudging a dialogue selection (wherein you would usually have had a one in three chance regardless). Characters can take offence, become unreceptive and hold back a crucial lead you can't recover from losing. It's not consistently so. For some characters, you can successfully roll through all the reasons they should divulge, say, an address, with no repercussions. That means you can truly blitz through those cases without any resistance. Naturally, I was hoping failure might come in the form of time pressures, wrongly connecting evidence, following bad leads, etc, etc, but that's just not the kind of game this is. Of course, you get to choose your suspect when multiple are viable, but I don't think too many people will be trumped by the options.
The reality is, City is less a detective simulator of any sort and more just an excellent lateral thinking adventure game of old. You won't be connecting evidence unless you're reasoning through the suspects at the end, but you will be solving puzzles as to how to get past various obstacles or finding information to use for dialogue to further the case. It's stripped away the classic inventory 'drag to environment' system for one in which you passively have items and automatically use them if you select what they interact with or need them for dialogue. It may sound like oversimplification, but this successfully shifts the game from being an object hunt to more of an information hunt. More often than not, the real puzzle will be one of jumping around various people to use their informational nuggets, which does require deduction at times. For instance, you can deduce that if you want to work out which anti-steam terrorist best to pursue, you might ask a steam-supporting scientist if they received any threats and cross-reference that with police records. Or if you know a police officer in your way is new to the force and likely to help a woman in need, you could ask your wife for a favour. Of course, you can eventually brute force most of these by doing your rounds and clicking like a maniac, but more often than not the thought is needed. They can make for some satisfying puzzles.
I can't not see an ecstatic skull finding its brain.
The actual cases are all very distinctive and excellent stories that are fun to unfurl in themselves. I love that you can read the newspaper upon the next case and see the consequences of your last arrest. Sometimes the clues seem a little obvious and the route through said clues a bit bungling and overall lucky. One character even comments in incredulity at one point 'you found me from my name on a calendar?!' The more adventure game puzzle trappings of 'you scratch my back and I'll scratch yours' with various characters and even traditional puzzle activities like a minigame wherein you fix a boiler are a welcome aside, but can feel like they mess with the verisimilitude. It's all good fun, though.
It may not be the detective game I wanted, but I was otherwise hooked. The soundtrack from Mark Benis is both incredible and incredibly varied with around forty tracks detailed to the level of piano notes coinciding with the flickering of a street lamp. It feels like every new location is lent a unique feel. Known previously for collaborations on various fan projects, he's really delivered something here that gives the whole production a cinematic edge. It will be a while before any of the tracks leave my head.
Francisco's artwork is gorgeous in its own right and as a realisation of a bygone approach with its lower resolution pixel art. With its commitment to this style, I think you have to accept some of the foibles of presentation. You can never tell exactly what a character looks like until you're presented with a more detailed appearance in the dialogue window, for instance. Sometimes they look remarkably unalike! It's the same occasionally with dialogue. Over fifty voice actors and there isn't a weak link in there, but you will have to contend with a heated exchange suddenly turning very cordial or positive exchange doing a 180 to dismissive when the inflexible, default farewells kick in. Getting it fullscreen isn't immediately intuitive either. I found 'Direct3D, my screen resolution and fullscreen-fit' worked in the end.
Check any interrogation manual. Sneezing. It works.
Perhaps the main source of joy is the main characters. Miles is an incredibly well humanised and balanced a protagonist through his constant interactions with his wife and the voice of his dead partner, Bill. By having the usual protagonist's magnification glass explanation of an object taken over by the witty, disembodied partner, it's made oh so much more interesting and the game a much less lonely one. Annoying at first, but quickly endearing. One of, if not the most, interesting subplots is that of Miles' relationship with his wife, Adelaide; especially since you can shape it in various ways. Perhaps it's simply more mature a relationship than I'm used to seeing in a game, but it's incredibly captivating in itself. Nice to see a bit of good relationship practice promoted!
Thankfully I'm its audience, but it's very relentlessly a socially progressive game. Bill can be a bit of a broken record - using every item in a rich person's abode to cut them down. For good reason in-game, of course. Leveraging anti-worker consequences from fantastical Steampunk machines in an otherwise Victorian setting, it's an interesting way to have our two worlds meet socially and technologically. I like that it sticks to its political guns and does it so creatively. We need more clear political messages in games.
Lamplight City doesn't systemise being a detective incredibly well, preferring as it does to offer a twist on the point and clicks of old. More than redeeming this is its good degree of choice, strong characters, story, soundtrack and art. Both sometimes trapped in its old school wrapper and amazing for it, overall I can only highly recommend it.
It's very obvious that the developer is a fan of classic point-and-click adventure games. Since that is not the most alive genre anymore, I was looking forward to something that scratches the same itch, but was honestly a bit sceptical about how it would compare. However, Lamplight City very much stands on its own and is a lot more than just references and nostalgia bait.
More than that, it actually manages to improve some of the more irritating aspects of older point-and-clicks adventures. For one, the puzzles. There's no pixel hunts and no random combination of items (in fact, there's no using an item inventory at all). I admit to looking at a walkthrough once or twice, but where other games often made me wonder how the hell I was supposed to guess that action, here it was more of a "duh, how did I miss that" moment. I very much enjoyed the interactive puzzles and figuring out how certain clues are connected. The downside is that some puzzles might actually be a bit too straightforward at times. The game is very forgiving and often just points out the next action for you. While I don't mind it too much, …
It's very obvious that the developer is a fan of classic point-and-click adventure games. Since that is not the most alive genre anymore, I was looking forward to something that scratches the same itch, but was honestly a bit sceptical about how it would compare. However, Lamplight City very much stands on its own and is a lot more than just references and nostalgia bait.
More than that, it actually manages to improve some of the more irritating aspects of older point-and-clicks adventures. For one, the puzzles. There's no pixel hunts and no random combination of items (in fact, there's no using an item inventory at all). I admit to looking at a walkthrough once or twice, but where other games often made me wonder how the hell I was supposed to guess that action, here it was more of a "duh, how did I miss that" moment. I very much enjoyed the interactive puzzles and figuring out how certain clues are connected. The downside is that some puzzles might actually be a bit too straightforward at times. The game is very forgiving and often just points out the next action for you. While I don't mind it too much, I did wish for some sort of difficulty slider, but can't really expect something like that from a small game like this, so I guess I prefer the way it is to racking my brain over every puzzle.
What's less straightforward is the actual wrapping up of the cases. I love the fact that finding a likely suspect doesn't necessarily mean that you're finished - you might have the wrong person still. Though it usually is fairly obvious when you haven't explored all there is to find, you might just find yourself unable to figure out the real culprit, which in turn affects how the story goes later. In other games, especially classic ones, finding out you messed up and blocked yourself from the correct path is usually really annoying and means Game Over (or worse, just staying in unsolvable puzzle limbo forever). As weird as it might sound, I like the possibility to block yourself from certain paths in Lamplight City. Be rude to the wrong person and you might not get a much needed clue - for the active case or later ones. Behave like an ass and maybe your wife won't actually forgive you. Consequences like that motivate me as a player to keep looking or try a bit harder, without actually being unfair or unbalanced. It's just enough to make the world and its characters feel alive.
Speaking of characters, my last point is: None of the characters ever felt flat. I was actively rooting for the PC and curious about different NPCs' backstories and most of all enjoyed the fact that the PCs personal struggles are as much part of the (main) story as the crimes. Since so many thing are connected between the chapters, I expected the main story to be a bit more interwoven with what we learned in previous cases. Still, the reveal wasn't necessarily a disappointment and I was still hooked until the end.
I'd definitely recommend the game if you're a fan of classic point-and-clicks but want something a little more in-depth and character-focused. The little details and nods to classic games made me smile, but even someone not used to adventure games at all would be able to enjoy this. That said, if you're looking for a light-hearted game to play with your family, or intense difficulty and action, this might not be it.