Set in London in 1948, The Red Pearls of Borneo casts the player as a clairvoyant investigator following the psychic echoes of a tragedy on a remote Borneo plantation. The story reaches back to December 1941, when the estate descended into chaos as the Japanese Imperial Navy approached. Rather than presenting the past as a straightforward sequence of events, the game asks players to sort through competing accounts and uncover what happened that night.
Investigation combines old photographs, a plantation map and the ability to step into the past. A non-linear timeline lets players move among witnesses and moments, while the Mind’s Eye provides a node-based system for tracking guests’ movements and connecting who was where, and when. Players can also take notes across characters, places, objects and clue text, building a personal record as they test their deductions. An interactive glossary adds historical context about Borneo on the eve of the Second World War.
The store lists the game as single-player, and its deliberate, note-taking structure is designed around one investigator weighing evidence at their own pace. Its appeal rests on reconstructing a tangled night through perspective shifts, spatial reasoning and accumulated clues.