Level-5’s long-gestating detective RPG Decapolice is no longer expected in 2026. The game is now planned for 2027, extending a wait that began when the project was first revealed in 2023. The revised window arrives alongside a new trailer that puts the game’s central hook back in focus: solve crimes in a troubled city by stepping into a virtual duplicate of that city, where the residue of old cases can still be examined.

When it eventually arrives, Decapolice is set to launch on PlayStation 5, Switch 2, and PC. A specific 2027 date has not been detailed. After multiple shifts in its schedule, the new year is best read as a release target rather than a guarantee of a particular season, month, or day.

For the moment, the trailer gives prospective players more to chew over than a calendar change. It reinforces that this is not simply a game about inspecting a few clues and selecting the least suspicious-looking suspect from a line-up. Decapolice is framing its mysteries around a city, a simulated mirror of that city, an evidence-management system, interrogations, optional cases, and monster battles for the occasions when a conversation becomes considerably less conversational.

Broadstone has crimes; Decasim has their memories

The story centers on Harvard Marks, a young detective who leads a rookie team within the Special Investigation Unit. His work takes place in Broadstone, a metropolis plagued by crime. The key tool available to Marks and the SIU is Decasim, a virtual version of Broadstone built as a precise replication of the real city.

Decasim’s practical value is stranger than simple virtual sightseeing. It holds memories connected to crimes that happened in Broadstone. That makes it a place where investigators can revisit reconstructed scenes, look for details obscured in the real world, and use what they find to move an investigation forward. The concept gives the game a useful division between its settings: the real city is where the consequences and suspects exist, while its digital counterpart can supply the information necessary to understand what occurred.

Of course, data is not always stable. Decasim can be altered, and those changes can dramatically affect how its inhabitants appear. The latest footage includes an especially memorable example: Marks can be transformed into a cat mascot. That image is amusing on its face, but it also communicates something meaningful about the premise. The virtual environment is not merely a clean, frozen replay of reality. It can be manipulated, potentially making it both an investigative resource and another complication for detectives trying to establish the truth.

Marks will not be conducting every inquiry alone. His fellow SIU members include Carl Oxford, described as both Marks’ friend and a negotiation specialist. A detective story built around a team has room for different forms of expertise, and Carl’s stated role is particularly relevant given the game’s approach to confrontations. The objective is not automatically to overpower every criminal; talking an opponent into surrendering is also part of the process.

A case board, profiles, accusations, and the occasional Crime Beast

At its core, Decapolice is structured around resolving mysteries. Players will inspect crime scenes recreated in Decasim, gather and organize evidence, profile suspects, make accusations, and confront the people believed to be responsible. The cases are not limited to the main story, either: optional mysteries are also part of the design. That could make Broadstone feel more like a functioning setting with its own ongoing problems rather than a straight corridor of plot-critical investigations.

Related coverage includes Decapolice Delayed Again, Level-5's Detective RPG Now Set for 2027.

The evidence board is central to that loop. Rather than presenting detective work as a passive sequence of cutscenes, the game asks players to manage the material they have assembled as a case develops. Profiling suspects and deciding when to accuse them places emphasis on connecting evidence to people and motives. The details of how demanding those deductions will be, how much guidance the game provides, and how cases can be failed or revisited have not been established, so players should avoid assuming the precise structure of its investigation systems.

Confrontation has two potential paths. Detectives may succeed through discussion and persuade a suspect to give up. If that approach does not work, the situation can escalate into a turn-based fight. The opponents in these battles transform into monsters called Crime Beasts, giving the game’s detective fiction a decidedly heightened RPG flavor. It is a sharp tonal switch, but one that fits a premise where the search for truth already involves entering a mutable simulation full of preserved memories.

The available description does not spell out party composition, combat progression, elemental systems, or the full scope of Marks’ abilities in battle. What is clear is that turn-based combat is not presented as the only answer to every standoff. Negotiation has a stated place in the design, making the choice between a peaceful resolution and a fight part of the game’s detective-and-RPG identity rather than an incidental menu option.

Puzzle expertise is involved in the case concepts

Level-5 has partnered with Scrap on Decapolice’s case concepts. Scrap is known for puzzle and escape-game work, including Do Not Play. That collaboration is notable because mysteries live or die on the strength of their underlying questions. A detective game needs clues that feel legible in hindsight, twists that do not arrive from nowhere, and enough variety that solving a case remains more satisfying than simply clearing a checklist.

It would be premature to infer exactly what Scrap’s participation means for individual puzzles or the difficulty of the final game. Still, bringing in a developer with escape-game experience is a sensible fit for a project focused on examining locations, reading evidence, and unpicking crimes. The partnership suggests that Decapolice’s investigations are being treated as a major component rather than just scenery between RPG battles.

Why the delay matters

A move from a 2026 window to 2027 is significant, especially for a game announced in 2023 and delayed more than once since then. A new trailer can reassure fans that the project remains visible and actively represented, but it cannot erase the fact that the game’s path to release has been longer than originally expected. The important practical update is simple: anyone holding out for Decapolice this year will need to reset expectations.

There is also a platform angle to the new timing. Decapolice is planned for PS5, Switch 2, and PC, putting it across current console and computer audiences rather than tying its detective work to a single hardware ecosystem. For readers following another PS5-and-PC project with a similarly wild transformation premise, Stupid Never Dies is also targeting those platforms with monster-oriented action, albeit in a very different genre and tone.

Decapolice’s situation also arrives during a busy stretch for its developer’s broader catalogue. Professor Layton and the New World of Steam, another forthcoming Level-5 title, has received a December launch date. The two games are not interchangeable—one is associated with the long-running puzzle-adventure series, while the other combines futuristic investigations with turn-based clashes—but both speak to Level-5’s continued interest in games driven by mysteries and problem-solving.

What remains to be seen before 2027

The latest trailer and release-window revision establish the broad picture, not every remaining detail. Decapolice still lacks a precise launch date within 2027. Further information would be welcome on how large Broadstone is, how freely players move between the city and Decasim, the number and scale of optional cases, and the degree to which evidence-board decisions shape an investigation.

Combat also has plenty of room for clarification. Crime Beasts give the game a visually distinct way to turn criminal confrontations into RPG encounters, but footage and descriptions so far do not settle the wider questions around strategy, character roles, progression, or how frequently fights occur. Equally, the negotiation option could become one of Decapolice’s most defining mechanics if it offers meaningful detective-driven choices rather than a simple alternate route to the same result.

For now, the clearest takeaway is that Decapolice remains a notably unusual game: a futuristic crime drama where a rookie unit investigates the memories stored inside a virtual city, a case can lead from an evidence board to an accusation, and a detective may be turned into a cat mascot before a suspect turns into a monster. That combination will have to wait until 2027, but the new trailer makes clear that Broadstone’s strange cases are still on the books.