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About this game
Features
- Nothing is scripted. Every playthrough generates a block of ~20 citizens with homes, jobs, schedules, relationships, grudges and secrets — and one of them becomes a killer.
- Witnesses who only know what they saw. Interviews draw on each person's own fading memory and secondhand gossip, never the truth. Descriptions blur. Some people lie — not only the killer.
- Real forensics. Dust anything you pick up for fingerprints and match them against prints you take. Every citizen writes in their own hand, with their own habits and misspellings — compare a sample to that unsigned note yourself.
- No quest markers. A notebook, an evidence kit, a city map and a public directory. Accuse someone only when you can prove it: the right person, and at least two pieces of evidence that genuinely point to them.
- The city doesn't wait. Solve a case and tomorrow brings another body. Leave one open for three days and the killer strikes again — often at the witness who saw them.
- A town you learn. The streets stay the same, but which building stands where, how tall it is, what's in its basements and who lives there changes every game. Every building can be entered, from lobbies and apartments to the diner, the bar, lifts, fire escapes and rooftops.
- People who live their day. Citizens walk their schedules through the streets and halls; lamplit windows go dark as the block goes to bed.
- Firearms, with consequences. Seven guns from the grocery's sporting counter, aiming down the sights, recoil and reloads. Shots are heard through the building, and shooting the wrong person costs you.
- Co-op for up to four. Share one city, one case file and one set of evidence.
- Winter neon noir. Falling snow, rain-slick cobbles mirroring the signs, magenta haze, steaming grates, recorded footsteps and a noir jazz score.