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Full Steam announcements and update articles for this title.
Hello Investigators. We’ve released another patch to fix an issue affecting some of the evidence in "Coin Trail" and "Blood Ties at the Poolbar." For almost everyone nothing should change and you can continue. Those of you who picked up evidence in these two cases and have an active save in those cases and have not completed the associated investigation, you might have to restart the case. On Restarting, the game will fix your run file and you should not encounter more problems with your save. We really want to give all of you a smooth experience which is why we are doing this as soon as it got reported.
Thank you for your continued patience and let's dive into the details:
Continue is now auto selected when you start up the game and you have an existing run
Adjusted leaning behavior to reduce unexpected movement
Added slow movement also to desoldering
Fixed a rare issue with some evidences causing broken saves
Fixed the send mail UI on ultra wide screens
Fixed a very rare issue on falling through the floor when selecting a case. This was already not an issue because a guard system put you right back in the lab but it looked bad for a frame or two
Fixed Markus Feldmann's fingerprint missing one specific minutia
Fixed being able to reveal a fingerprint through an object such as a table in several cases
Removed input hint setting because it was deprecated anyway
Thanks for the Feedback on our discord and in the steam boards!
Hello Investigators! Today is a very small patch with just a few issues that kept bugging some players. We will prepare a bigger content patch coming soon so this one might be the last for this weeks if nothing breaking pops up. We feel that we are very stable now, and your feedback indicates that we are on the right track. Thanks to everyone who submitted bugs, shared their save file or participated in the discussions about the cases and the future of the game.
Let's dive into the details:
Add hook for analysis stations to reset themselves when the current case is changed
Fixed an issue where a Portuguese tutorial would display in Turkish
Fixed a bunch of typos in other languages
Fixed "First Name" translated in some languages to just "Name" causing confusion
Fixed fingerprint in "Barrel Secret" getting wrong person information
Fixed an rare issue where the DNA analysis station was stuck in the processing state after switching the active case
Fixed some achievements not triggering in edge cases
Fixed a text shader having problems in some cases on world placed objects
Renamed "Another Robbery" to "Hotel Burglary"
Removed mention of Stefan Meier from "Smash and Grab" because he has nothing to do with this case
Corrected the rating calculation in "Barrel Secret"
Thanks for the Feedback on our discord and in the steam boards!
Ah Monday. Let's start this week off with our first patch for this week. A lot of little things you reported over the weekend. Thanks to everyone for sending us save files or reporting an issue. Keep investigating!
Removed grey notification bar on the left side. It was confusing for some players
Mails now display evidence attachments so it is clearer where evidences come from
More fluff mails
Added fine Movement to DNA Collection
Fixed several localization issues in Spanish, French, Italian, Portuguese and simplified Chinese
Fixed floating handgun in "Blood Ties at the Pool Bar"
Fixed shower collision in "Coin Trail" and "Misfire and Misdirection"
Fixed Ultra Wide problem in Mail UI
Fixed Steam Cloud Issue. Safes should now sync without problem
Fixed Tool Case Lids needing a double interaction
Adjusted fingerprint Minutiae for Tom Berger and Patrick Vogel
Fine movement in analyse station is even slower
Added more tutorial texts in crime scene onvoarding
Thanks for the Feedback on our discord and in the steam boards!
Last patch before the weekend. We have the feeling everything runs much smoother now. We also have more QoL changes for you, and of course, many more bugs were squashed. Happy weekend and keep investigating!
Let's dive into the details:
Extended the DNA and bullet comparison UI with the checkmark and X icons like in fingerprint
Added fine tuning controls for bullet comparison (controller & keyboard)
Improved controller input for bullet comparison
Added keyboard-only controls for DNA profiling station (WASD & Arrow keys for moving & scaling)
Added fine tuning to DNA profling station (keyboard input only)
Adjusted fingerprint tape visuals to increase visibility in some lighting conditions
Fixed rating expecting the player to capture more than three projectile trajectories in "Parking Lot Retribution"
Enable localization fallback to English to avoid missing localization messages
Corrected some text positioning on LKA posters
Removed glow effect from LKA posters (Text and Images)
Removed glow effect from password post-its
Removed glow effect from evidence boxes and paper bags
Removed glow effect from lab room signs
Fixed crime scene resets after loading a run
Fixed missing tools on resetting cases
Fixed doors being open on resetting cases
Fixed missing words in case "Smash and Grab" mail
Fixed title of earlier case being wrong when referenced in later case
Fixed evidence marker colliders being too large, clipping through fridge door
Fixed fingerprint tape being hard to see in some lighting conditions
Fixed mismatch between visual powder application and resulting quality
Thanks for the Feedback on our discord and in the steam boards!
Another batch of fixes and improvements for our game. We again improved the onboarding with info graphics in the lab. This is the extension of the poster idea we started to introduce in the last patch. And like always a lot of small fixes to make everything more stable.
Let's dive into the details:
Added a dot to markers 6 and 9
Added mail sending animation
Added more emails that have nothing to do with cases but with the everyday life inside the police
Added new poster content to help with onboarding
Fixed a rare issue where controls are stuck with controller when watching a poster
Fixed being teleported when entering the toilets in "Blood Ties at the Pool Bar"
Fixed Savefiles having no additional info with no active case in loading menu
Fixed visual box size of collected evidence to make to boxes more believable
Fixed awkward marker attachment at rainwater tank in case "Barrel Secrets"
Fixed being able to get the smartphone of fingerprints inside the locked safe in "Coin Trails"
Fixed missing Chinese Localization in Fingerprint analysis
Fixed missing localization for all languages for "open Box" in "Barrel Secrets"
Precision in Projectile Analysis now affects scoring
Made it a bit more forgiving to reach 100% analysis quality in projectile comparison
Thanks for the Feedback on our discord and in the steam boards!
After the first patch and the progression issue under control we focused our work on the first batch of improvements and of course more bug fixes. The Biggest things are holograms of the locked cases to have an indicator what is to come. We also added a better zoom control for the DNA comparison.
This is just the first batch more is to come. Let's dive into the details:
We improved the skybox in Shooting Mishap
Added Hologram Cases to drawer for locked cases to indicate how many there are
Scaling the DNA comparison profile now has its origin on the bottom left of the profile
Improved visibility of fingerprints when using the UV-light
Added in-world police posters procedure
Better Mail UI for clarification on what is read and what is unread
Fixed an issue where you would fall out of the world when picking a case
Fixed an issue with opening the system menu while in intro screen
Added case-solve console command to manually fix save games without wiping the score
Fixed wrong evidence amount in Tutorial 2 summary
Fixed text overflow in polish on case score UI
Fixed "Mousepad Maniac" achievement trigger
Fixed spawn location sometimes being in another place than expected on loading save file
Fixed a few cases of tools not being in their cases in loading and case retry
Fixed a Fingerprint collision preventing a foto in "Barrel Secrets"
We reduce the "case closed " pop up time to avoid confusion when a case is solved
Spoiler Added more flavor texts to phones found in "Whisky and Gunfire"
Spoiler Removed Conclusions from Phone analysis and added them to response email for clarity in "Whisky and Gunfire"
Spoiler Added two new texts for the lost and found phones in "Whisky and Gunfire"
Changed Laptop decryption texts in "Blood ties at the Poolbar" for more suspense
Changed wording for tutorials case summaries to make them feel like part of the world
Projectile comparison precision is now factored into the case scoring
You can now use the tripod camera with the spray can in hand
Thanks for the Feedback on our discord and in the steam boards!
We noticed that a few people have trouble unlocking cases. We found a bug preventing progression in some cases. This patch fixes most issues with that. We will monitor the situation and will react fast with further fixes if needed. All of you should now be able to experience the 4 tutorials and 14 cases we made for the game.
This Patch also introduces the first batch of onboarding changes, more to come. Let's dive into the details:
Added Video Tutorials for Analysis Stations
Tutorial case summaries now list the evidence to secure (and note that real cases won't provide these lists)
Added a status icon and color to the tripod photography UI
Added a shadow to the vacuum pipette in desoldering analysis
Fixed the analysis quality average incorrectly counting non-matching evidence
Replaying a case no longer affects the unlocked-cases list
Fixed incorrectly assigned bullet information in case 10
Fixed the digital analysis results page not fitting all content in case 4
Fixed mismatch of conclusion/solving in tutorial 2
Removed nested pack IDs in the case 10 evidence trajectory prefab
Fingerprint analysis is now more accessible:
Fingerprint quality no longer blocks matching Minutiae
Nearby minutiae are considered when placing
Cases closed without being solved are now marked as "Abandoned"
Thanks for the Feedback on our discord and in the steam boards!
🎮 Available now on PlayStation 5, Xbox Series X|S & PC
Step into the role of a forensic specialist and uncover the truth hidden in the details. Investigate complex crime scenes, collect microscopic evidence, analyze DNA and digital traces in the lab, and help bring cases to a conclusion.
Based on the experience and insights of experts from the State Criminal Police Office Rhineland-Palatinate.
A huge thank you to everyone who supported us on this journey.
And this is only the beginning — we’ll continue improving the game based on your feedback.
Thank you for over 100,000 wishlists and more than 80,000 demo downloads!
We're incredibly grateful for all your feedback and can't wait for the release on July 13th.💛
We are now less than two weeks away from the release of Forensics: Crime Scene Detective.
People often imagine that the final weeks of development are all about adding new features. In reality, they are almost the opposite.
At this stage, our focus is on polishing, refining and, most importantly, communicating.
The Steam Next Fest demo has been incredibly valuable. Watching players experience the game for the very first time highlighted something that every developer eventually encounters. Features that feel obvious after months of development are often not obvious to someone seeing them for the first time.
One of our biggest takeaways has been that players usually understand what they want to achieve. The challenge is making sure the game clearly communicates how to achieve it and why certain actions matter.
That is where much of our current work happens.
We are improving how evidence is placed into laboratory analysis stations. We are refining how forensic tools are used at crime scenes. We are revisiting tutorials to better introduce mechanics that experienced players might consider self explanatory but new players naturally do not.
This is not about simplifying forensic work.
It is about making the intention behind every interaction easier to understand.
One of the core ideas behind Forensics: Crime Scene Detective has always been authenticity. From our very first conversations about crime scene procedures and evidence collection, our goal was never to build an arcade game.
At the same time, realism alone does not automatically create an enjoyable experience.
Every mechanic lives somewhere between real forensic work and good game design. Finding that balance has probably been the biggest challenge throughout development and it remains our focus during these final weeks.
Whenever we make a change, we ask ourselves the same question.
Does this improve the player's understanding without compromising authenticity?
If the answer is yes, it belongs in the game.
The finish line is getting closer, and these final details are often the ones players notice the most. Thank you to everyone who has played the demo, shared feedback and helped us shape a better experience.
We will keep polishing until release.
Hello Detectives,
Over the past weeks, many of you have asked for more details about the development of Forensics: Crime Scene Detective, the technologies behind the game, and how we work together with real forensic experts.
To answer these questions, we recently sat down with members of the development team for an extensive interview covering the game's creation, forensic realism, crime scene investigations, laboratory work, case design, and the road to Early Access.
During the interview, we discusses topics such as:
How the idea for Forensics: Crime Scene Detective was born
The collaboration with real forensic specialists and law enforcement experts
Workshops with forensic professionals and the State Criminal Police Office (LKA)
The challenges of balancing realistic investigative procedures with engaging gameplay
Crime scene investigation and evidence collection
Fingerprint analysis, ballistics, and digital forensics
Laboratory examinations and forensic technologies
Case design and player freedom during investigations
Technical development challenges and features built from scratch
Community feedback and future plans for Early Access
The interview also takes a closer look at several forensic disciplines featured in the game and provides insights into the team's approach to creating authentic crime scene investigations while ensuring an enjoyable gameplay experience.
In addition, the developer shares their thoughts on the recent press event, discuss the biggest development challenges so far and reveal which features they are most excited for players to experience.
Whether you're interested in realistic forensic science, detective gameplay, or the development process behind the scenes, this interview offers an in-depth look at what makes Forensics: Crime Scene Detective unique.
Stay tuned and don't forget to add Forensics: Crime Scene Detective to your wishlist to stay informed about future updates.
See you at the crime scene!
First of all, we'd like to thank everyone who played the Forensics: Crime Scene Detective demo during Steam Next Fest.
The demo was a great success for us, and we've received a huge amount of valuable feedback, bug reports, suggestions, and ideas from the community. Your support and input are helping us make the game better every day.
Because of the positive response and because we still want to hear from as many players as possible, we've decided to keep the demo online after Steam Next Fest.
If you haven't tried the demo yet, you can still jump in and investigate your first crime scene. And if you've already played it, we'd love for you to continue sharing your thoughts with us.
We are still heavily relying on community feedback as development continues. Every report, suggestion, and discussion helps us improve Forensics: Crime Scene Detective and bring the best possible detective experience to the full release.
Feel free to share the demo with your friends and fellow investigators, we're excited to hear what they think as well.
Thank you again for your incredible support. We can't wait to show you what's coming next!
Play the demo. Share your feedback. Help shape the future of Forensics: Crime Scene Detective.
— The Forensics Team
First of all, thank you to everyone who has downloaded, played, streamed, and shared feedback on the Forensics: Crime Scene Detective demo during Steam Next Fest so far. Seeing so many people jump into the game and take the time to tell us about their experience has been great.
One of the main reasons we participate in events like Steam Next Fest is simple: watching players interact with our game teaches us things that no internal playtest ever could.
Since the demo of Forensics Crime Scene Detective became available , we have received a lot of valuable feedback.
One topic came up again and again in your comments, videos, and discussions: the desoldering station.
The good news? Most players didn't dislike the mechanic itself.
The objective was clear: carefully remove a chip from a damaged phone and secure it as evidence. The challenge was understanding exactly what was happening while doing it.
The process was relatively straightforward. You place a damaged phone into the workstation. Then apply hot air to the chip. A thermal camera view in the top left corner displays the chip temperature. Messages on the left side of the screen inform when the chip has become detached or when it has been destroyed.
Once detached, you select the vacuum tool and place the chip into the evidence container. On paper, all required information was available. In practice, many players struggled with the process.
After reviewing gameplay footage, comments, and direct feedback, several recurring issues became apparent.
Many players found it difficult to judge the chip's temperature, see exactly where the hot air was being applied, or understand when the chip was getting close to being damaged. Some also felt that the chip overheated too quickly.
What all of this feedback had in common was communication. The mechanic itself was working as intended, but the game wasn't providing enough clear visual feedback to help players understand what was happening.
Our first goal was to make temperature easier to understand at a glance.
We introduced a new thermal color scale:
Blue tones now clearly indicate that the chip is still too cold
Red shows the ideal temperature range for an extraction
Orange, yellow, and white tones warn that the chip is becoming dangerously hot
A new LED indicator on the hot air tool makes it much easier to see exactly where you're aiming.
To make temperature management more forgiving, we adjusted the cooling behavior. Very hot chips now cool down faster than before, allowing you to recover more easily from overheating situations.
We also reduced the heating area of the hot air tool, making it easier to target specific components with precision. Finally, we expanded the successful extraction window. You now have a larger margin in which a chip can be safely removed after reaching the correct temperature.
The desoldering station is a perfect example of why public demos are so valuable. As developers, it is easy to become familiar with systems we have worked on for months. What feels obvious to us is often not obvious to someone experiencing the mechanic for the very first time.
Player feedback helps us identify these blind spots. The goal is not simply to react to every suggestion. It is to understand the underlying problem and improve the experience in a way that benefits everyone.
In this case, the feedback was not really about temperature values or destruction timers. It was about communication. And thanks to the players who tried the demo and shared their experiences, the desoldering station is already significantly better than it was yesterday.
We’re looking forward to hearing more from you during Steam Next Fest. Happy investigating!
We're excited to be participating with Forensics: Crime Scene Detective and you can play the free demo right now!
Investigate crime scenes, analyze evidence, connect the clues, and uncover the truth behind every case.
We can't wait to hear your feedback. Happy investigating! 🕵️♂️🔬
Uncover what others miss and reconstruct the truth. 🔍
Step into the role of a forensic specialist in a realistic crime lab simulator. Investigate crime scenes, collect microscopic evidence, and identify perpetrators through DNA testing and digital forensics. 💻
Based on the experience and insights of experts from the State Criminal Police Office Rhineland-Palatinate. 👮♂️
🔗 Release Date Trailer:
Anyone who has ever opened an empty 3D scene in a game engine knows the problem: technically, everything is there. The walls are up, the furniture is placed, and the lighting works. And yet the space still feels sterile and somehow wrong. Real places don’t look like that.
That’s exactly why, in the development of Forensics: Crime Scene Detective, we spend a surprisingly large amount of time “dressing” our scenes. This step is especially important for our crime scenes. After all, we don’t want players to feel like they’re moving through a level, but rather like they’re investigating a real location.
A good example of this is the apartment crime scene from our tutorial, shown in the current screenshots.
At the beginning, the apartment only contained the essential elements: walls, doors, windows, and the furniture relevant to the case. Functionally, the scene was already playable. However, that alone is not enough to create a believable crime scene.
The next step is what we call cluttering. This involves scattering a large number of small objects throughout the environment: books on shelves, cables behind furniture, half-empty coffee cups, remote controls, mail on the dining table, or a pair of shoes in the hallway. Most of these objects have no relevance to the actual case. And that’s precisely why they matter.
In reality, a room is never made up only of things that are relevant to an investigation. People leave behind countless small traces of their everyday lives. These details help make an environment feel believable.
It’s not just about the number of objects, but also about how they are placed. Spaces quickly feel artificial if everything is perfectly aligned and neatly arranged. That’s why we deliberately introduce small imperfections. A chair is slightly askew, a stack of magazines isn’t perfectly parallel to the edge of a table, or a charging cable disappears halfway under a cabinet.
In a forensics game in particular, this creates an interesting challenge. On the one hand, we want to build realistic, lived-in environments. On the other hand, important clues must remain clearly readable for gameplay. Too much clutter can easily cause players to miss relevant evidence or become frustrated.
That’s why we always try to strike a balance for each crime scene. The environment should feel believable without obscuring the readability of the actual evidence. You could say: the apartment should look like someone actually lived there, not like a level designer carefully placed every object for the camera.
The tutorial apartment is a good example of this process. Many of the objects in the current screenshots were added relatively late in development. They don’t change the gameplay or the solution to the case. And yet they play a crucial role in making the apartment feel like a real place.
And that is ultimately the goal: before players secure their first piece of evidence or analyze their first fingerprint, they should feel like they are stepping into a real crime scene.
Crime scene investigators work with precision, teamwork, and professionalism to secure evidence, document every trace, and reconstruct events piece by piece. Because at a crime scene, even the smallest detail can make the difference between unanswered questions and justice served.
Become a forensic specialist yourself in Forensics: Crime Scene Detective!
In collaboration with the State Criminal Police Office Rhineland Palatinate 🤝
Together with the State Criminal Police Office (LKA), we conducted several workshops to design our gameplay mechanics as closely as possible to real investigative procedures. The focus was to understand how investigative work actually functions when evidence must hold up in court.
One of the key takeaways was the strict order of investigative steps: a crime scene is not simply “worked through,” but systematically read and analyzed. Many actions only make sense — or are even legally permissible — if they happen in the correct sequence. In the end, this determines whether evidence remains admissible under the German Code of Criminal Procedure (StPO), meaning it can contribute both to incriminating and exonerating a suspect.
What we specifically learned during these workshops:
How crime scenes are systematically documented and “read”
Why order, documentation, and precision are critical
How small mistakes or shortcuts can affect the admissibility of evidence
The importance of standardized procedures to ensure cases remain traceable and understandable later on
A large part of the workshops focused on the practical handling of evidence: we learned how fingerprints are revealed, collected, and processed, and which details truly matter during the process. This includes working with lighting, contrast, powders, lifting tape, and above all the question: what do I document, when, and how?
Evidence photography was just as important — not as a “nice to have,” but as the foundation for reconstructing a crime scene later on. In the game, crime scene photography is therefore not just a feature, but a core mechanic: you can still collect and use evidence without photographing it first, but altering the scene before proper photo documentation comes with consequences.
In real forensic work, there is no “scoring system” in the sense of losing points. Instead, evidence may become unusable, or the evidentiary value of a trace may significantly decrease. In the game, we translate this concept into a rating system because it makes the principle easier for players to understand and rewards proper investigative work.
What is directly reflected in the gameplay:
Crime scene photography before altering the scene
Marking evidence and maintaining proper documentation
Fingerprint visualization and collection as a process, not a simple “one-click” interaction
Consequences for improper investigative order (represented through gameplay evaluation)
We would have loved to share photos from the workshops, but they took place inside the facilities and staged training apartments of the Police University. This means that many details are not intended for public release due to security and contextual reasons.
Even so, the knowledge we gained was invaluablea and the workshops helped us design cases that feel realistic.
Our conversations with investigators, officers, and forensic specialists were not only professionally insightful, but also shaped our understanding of what “forensics” really means: often quiet, methodical, patient, and full of details.
For us, Forensics: Crime Scene Detective is therefore a deliberately slow-paced experience. It is about careful observation, critical thinking, and precise work. You gradually dig deeper into a case step by step, rather than rushing through it.
And this direct collaboration with the LKA is one of the reasons why the project feels so special to us.
DNA analysis is a key part of forensic investigations. DNA, found in nearly all human cells, is unique to each individual. At crime scenes, it can be collected from blood, saliva, hair (with roots), or skin cells. In the lab, experts create a DNA profile, which can then be compared to databases or suspects. A match can strongly link a person to the evidence.
🤝 In collaboration with the State Criminal Police Office Rhineland-Palatinate.
For forensic experts, it’s an essential part of their daily work.
Dactyloscopy is used to identify or rule out people based on their unique fingerprints.
Fingerprints are made visible at the crime scene, collected, and compared with databases.
If characteristic features match, a person can be identified as the source of the evidence.
🤝 In collaboration with the State Criminal Police Office Rhineland-Palatinate.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Forensics: Crime Scene Detective, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Forensics: Crime Scene Detective statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.