Motive
Why this person, and why this victim. Dug out of testimony and the things people keep.
Six of you walk in. One is the killer, and the game knows it, because they actually did it on the server. Everyone else gets one shift to build a case that holds. Prove it, or watch them walk.
Nothing is scripted. One player chooses the moment, the place and the method, and the server records what actually happened: every footstep, every object touched.
Naming the right person does nothing on its own. You win by filing a chargesheet that survives a check against the recorded truth of the match.
They are in the room the whole time, reading the case file and handling evidence with you. Telling one lie is easy. Keeping it straight for a whole shift while pretending to help is not.
Each pillar has to be evidenced on its own. Miss one and the case is thrown out; there is no partial credit.
Why this person, and why this victim. Dug out of testimony and the things people keep.
They could have been there. Timelines, sightings, and the gap nobody can account for.
The weapon, and their access to it. Recovering it is rarely the hard part.
Something of theirs at the scene, or something of the scene on them. Prints, traces, transfers.
The cover-up. A wiped surface, a moved body, a statement that stopped matching the room.
Every pillar you file is checked on the server against what really happened. The game is not judging how convincing your case sounds. It knows, and it will tell you which pillar you made up.
Everyone is a colleague. Someone is choosing.
Work the scene, take statements, run the traces — with the killer standing next to you, doing the same.
File it. Live with it.
Bots fill any empty seat, so a full case runs with one player. You never sit in a lobby waiting.
If someone leaves mid-match the case stays solvable. No piece of evidence depends on one person staying online.
Share a six-character room code. No accounts, no port forwarding, no setup.
We'll email you for playtests, and when the wishlist page is up.