You are watching. Move with W A S D, Space and Shift.
HEALTH 100
1Hands
2Empty
0
Enter: chat
MYSTERY CASE
One in six is a murderer. One is the detective. Nobody knows who the murderers are.
YOUR RECORD
Level 1
CONTROLS
W A S D walk, Shift run, Space jump
Water: walk in and you float and swim; swim against the bank to climb out
Mouse look, click use what you hold
1 hands, 2 your item, Q swap
E doors, clues and chairs
P see yourself from behind
Enter chat, Tab case notes and everyone's outfit
Esc menu, F full screen
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.
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.
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.
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