ROUND0:00
PLAYERS LEFT0 / 0
You are watching. Move with W A S D, Space and Shift.
HEALTH 100
1Hands
2Empty
0

THE MAP

▲ you   ● coin (dim: coming back)   ✕ victim's mark   ■ dropped net launcher

■ door (pale: open)   ● tree   ■ water   North is up   M closes

💧 into the sewers   ▤ vent: press R there to hide (Engineer only)

THE SEWERS

Nobody can see you, stamp you or net you down here. Press a number to come up in that water, or R to come up where you went in.

Enter: chat

YOUR CHARACTER

Clues describe what the murderer is wearing, so everybody's clothes matter.

SETTINGS

HOW TO PLAY

Each round everyone gets a secret role. Nobody can see anyone else's.

  • The murderer carries a big rubber stamp. Stamp a player and they pop out of the round. Take it out only when nobody is looking, because everyone can see what you hold. Stamp everybody before the time runs out to win. You can also take clues away. There is one murderer for every six players. They are a team against everyone else: they know each other, see each other's names in purple, and nothing they do can put another murderer out.
  • Three kinds of murderer, drawn by luck. The Shifter presses R to look like another player for 15 seconds, and whoever they stamp then, that player gets the blame. The Ghost presses R and nobody can see them for 8 seconds, even while they stamp, so nobody knows who did it. The Blade has an iron sword in place of the stamp, with no rest between swings, and can pick up a dropped net launcher and fire it with no loading (R changes between the two).
  • The detective wears a coat and hat everyone can see, and has a net launcher that never runs out, but each net takes 3.5 seconds to load. Catch every murderer and the round is won. Net somebody who did nothing and you are both out, and the launcher is left on the floor for someone else.
  • The assistant is the detective's helper, in a waistcoat and flat cap, with three nets. There is one from five players up. The detective and the assistant are a team too: their nets fly straight past each other.
  • The inspector is secret, like an innocent, from six players up. Whoever a murderer puts out leaves a tricky mark where they fell: a riddle about the one they saw. Only the inspector can read a mark (E); a murderer can rub one away. The inspector's Tab opens a page of every player, with BACK at the top right to go back to the game: click a player and they glow for the inspector, with their name over them, so they can be seen from any distance and through walls, until the inspector picks someone else (35 seconds between picks); and Tell detective + assistant sends them both a tip: the player named glows for them for 20 seconds. Careful: a Shifter's borrowed face makes the riddle point at the wrong person, and a Ghost leaves only the length of a name.
  • Empty places are filled again. When the detective is put out, the assistant becomes the detective. When the assistant or the inspector is put out, the detective chooses who takes the place (Tab, then a player, within 40 seconds, or leave it empty). When the detective and the assistant are both out, the inspector chooses both. Nobody choosing knows who the murderers are: a murderer who is chosen stays a murderer and gets the place's tools. As the detective or the assistant they have a launcher (3 changes to it) to net anyone with; as the inspector they can send false tips, and read marks and then rub them away.
  • Innocents collect coins and look for clues. Each clue tells everyone something about the murderer: their shirt, their trousers, their hat, their name. Eight coins earn you one net of your own. There is one coin spawner (a gold ring on the floor) for every player in the round: when its coin is taken, a new one turns up a few seconds later.
  • M shows the whole map from above: you, the coin spawners, the marks and a dropped net launcher.
  • X on a player marks them as the one you think is the murderer. Only you see your mark (over their head and in Tab). If they really are a murderer, they are warned that someone suspects them, never who. Computer players mark whoever they come to suspect too.
  • Super kick (Runner). Run first (Shift twice and hold), then click with empty hands: whoever you kick is slung to the wall, and flying more than 7 blocks puts them out. Then 15 seconds to reload. Kick out someone who is not a murderer and you are out too.
  • Kickers are fair game. Once a player has kicked someone, anyone may kick or net them for the rest of the round without being put out for it.
  • Tab in a round opens the page of every player: click one (or ◆ Secret suspect on their card) to make them your secret suspect. Nobody else is told, not even them, and a murderer marked this way gets no warning. Click them again to take it off.

The innocents, the detective and the assistant win if every murderer is caught, or if anyone is still in when the clock reaches zero. Doors open with E, and some walls and bookcases are doors too.

Players who are out fly around and watch. Nobody is hurt in this game: a stamped player is just out until the next round.

TOP PLAYERS

LOBBY

VOTE FOR THE MAP

CLICK TO PLAY

YOU ARE OUT

Watch the rest of the round, play again, or leave.

3D is not available

This browser could not start WebGL, which the game needs. Try another browser or turn on hardware acceleration.