Looking for the game itself? Well, look no further! Downloads are in two formats: torrents and direct downloads. If you have a BitTorrent client (and if you don’t, we recommend qBittorrent), we highly recommend the first option – it’s much easier on bandwidth, and downloads are pausable and resumable, too! Of course, if you’d prefer not to get a BitTorrent client, then the direct download link is provided as a second option, too.
(Note: You’ll likely receive a message saying that you can’t open the installer or app file because the developer wasn’t identified. This is normal, and should not be cause for concern. On Windows, click “More info” and then “Run anyway”. On OS X, hold control and click the .app file, and select “Open” from the drop-down menu. After you do that, everything should be fine.)
Windows (276 MB)
OS X (271 MB) (64-bit 10.6 or higher required)
(If you’ve installed a version of MLI on OS X before v1.1, you’ll want to delete the folder “/Library/Application Support/My Little Investigations”, as it’s not used anymore.)
Linux (276 MB)
Believe it or not, we found during development that running MLI via Wine was much easier than any other option, so we’ve opted to make that the officially sanctioned way to play MLI on Linux. Just download from one of the Windows links, install it using Wine, and then it should just work. Easy peasy!
All updates can be downloaded just by running the game normally (shortcuts in Windows should point to MyLittleInvestigationsLauncher.exe, which will launch the updater if updates exist) and clicking “yes” when it asks you if you want to update.
- Fixed an issue on OS X where the game was erroneously relying on preinstalled libraries instead of using the ones packaged in the .app.
- Fixed an issue on OS X where the game was expecting itself to always be installed to /Applications.
- Fixed a bug where going to the select-language page, then clicking “Back” without doing anything, would leave the executable in a bad state where part of it incorrectly thought that the last language in the list had been selected.
- Fixed a bug that could lead to a double-free of an object if an XML file was not found on disk.
- Implemented support for localization: splitting common.dat into a core set of content not needing localization, plus separate files that contain localized content; and splitting the contents of case files to allow a base language and then localized additional/replacement content in other languages.
- Added a Russian localization for the game from the folks at Tolma4 Team – thanks!
- Overhauled the updating process to use scripts to update instead of a executable, in order to enable everything to be updated, including the updater itself and SDL.
- Modified the OS X version to include everything it needs within the .app file itself, rather than installing some files to /Library/Application Support/.
- Modified the OS X DMG file to be a simple drag-and-drop installation instead of having a .pkg file installer.
- Applied bug and memory leak fixes by phantom10111 – thanks!
- Updated SDL distributed with the game from 2.0.1 to 2.0.3 to support the above fixes, which require SDL_DetachThread(), added in SDL 2.0.2.
Note for those working on the source code: This will require you to update your version of SDL if you have a version below 2.0.2. You can do so here: https://www.libsdl.org/download-2.0.php
- Fixed (hopefully) crashes on game loading and text corruptions that were caused by thread-unsafe resource access.
- Pulled all of the hard-coded font paths and text content out of the source code and into an XML file located in XML/LocalizableContent.xml in common.dat. Modifying the contents of this file and replacing common.dat with one with the new XML file (and fonts, optionally) should make localization much easier.
- Improved font rendering such that text is no longer pixelated in fullscreen mode (thanks, mad-mix).
- Changed the text rendering to support any character a font supports, instead of only English characters (thanks, mad-mix).
- Changed all image buttons to be rendered as text rather than images (thanks, mad-mix). Also required a font update, since the fonts previously being used were not free to distribute.
- Added some preliminary keyboard support, though work still needs to be done to make the game fully usable only by keyboard (thanks, meh2481).
- Implemented some OS X optimizations (thanks, MaddTheSane).
- Fixed a crash when combining two items that don’t go together repeatedly.
- Implemented an algorithm to retrieve the largest texture the player’s graphics card can support and to slice up images into multiple textures if the image is larger than the maximum supported texture. This may hopefully fix the black background image for at least some players.
- Dropped the requirement for hardware acceleration, as there was no reason for it – now we attempt to get a hardware accelerated renderer if possible, but don’t fail and exit if not.
- Implemented better error reporting if a failure occurs on startup – now instead of just saying that we couldn’t start, we retrieve the last error from SDL to tell us what went wrong in the message box that’s displayed.
- Implemented [b]much[/b] improved sprite sheet compression, resulting in huge memory requirement gains – the game should now not need more than ~500 MB of RAM at peak usage with this update.
- Implemented a potential fix for the crash when presenting evidence during an interrogation or confrontation – without a local reproduction, it’s hard to say exactly what the problem was, but a crash dump provided by StormRater helped give me at least a theory regarding what was going on there.
- Implemented a potential fix for the empty health circles during confrontations – similarly, it’s hard to know exactly what’s going on without a local reproduction, but I at least had an idea that I implemented.
Note: A previous version of this change went up for a very brief time about an hour ago, but was taken down about ten minutes later after it was discovered that the Town Square sprite sheet on my OS X test machine didn’t load due to being too large. Sprite sheets are now broken up into multiple images after they reach a certain size to account for this. This new version looks as expected on my OS X machine, but please let me know if you see any visual issues with it. If anyone downloaded the update before it was taken down, they’ll need to reinstall MLI and re-download the update. Sincere apologies about the trouble if so.
- Fixed an issue where the text caret during saving was improperly offset in non-fullscreen mode after the change in v1.0.2. Confirmed it should be working in both modes now.
Note: v1.0.3 contained an imperfect fix for this that was caught only after publishing it, so we had to progress to v1.0.4 for the full fix in case anyone had downloaded v1.0.3 in the interim.)
- Fixed a crash introduced in v1.0.1 where a particular string of events can cause us to attempt to re-use the Dialog event that we deleted and set to NULL.
- Fixed a hang caused by an uninitialized variable in DialogCharacter::OneTimeEmotion. (Thanks to cabbage for pointing this out.)
- Fixed an issue where the text caret during saving wasn’t taking screen scaling into account when saving the game while fullscreen.
- Merged some OS X file system handling fixes and improvements from MaddTheSane.
- Added a toggle button in the options screen to enable the ability to skip dialog even when they haven’t seen it yet.
- Fixed a memory leak where Dialog objects were being created but never deleted until the player quits the current case.
- Initial release.