A first-person murder mystery · solo campaign & 6-player social deduction
SCAPEGOAT
Everyone lies. Even the innocent.
You’re Grey, hired by the Duke to learn why trade caravans keep vanishing in Deepwood Valley. You’ve barely stepped inside the local inn when a man turns up dead — and your contract says every incident gets investigated, like it or not. One of the residents killed him, every one of them is lying to you, and someone innocent is already being set up to take the fall. See the right person answer for it — and clear the scapegoat.
In development · the cast already runs offline, on your machine
The case, played
Watch a full narrated investigation
The premise
You don’t collect evidence. You collect confessions.
The clues are built to deadlock — three point one way, three the other, and the tie never breaks. What ends the night is getting the real killer to say it out loud. So work the inn however suits you: interrogate them, befriend them, or terrorize them. Each resident gives way to a different thing — the truth, a kindness, hard proof, a threat — and to nothing else. Find the door into a person, and mind you don’t condemn the one being framed.
The suspects
Six people. One of them did it.
Known only by color and trade — no names, no faces to read, nothing to go on but what they’ll tell you. Hover a suspect to hear how they lie.
// the killer is chosen fresh every game. this page won’t tell you which one either.
Grey — you. The stranger asking the questions. The only one at the inn with nothing to hide.
How it’s made
Made by people. Improvised by AI.
Every character, every turn of the story, and every piece of art in Scapegoat was authored by human hands. The AI doesn’t write the game — it lets the cast improvise: staying in character, remembering what you’ve said, and answering you in the moment, inside personalities and a story that were written, not generated. The craft is human; the AI only makes the inn talk back.
What makes it tick
A cast that actually thinks.
No scripts. No dialogue trees.
Each suspect is driven by its own mind — memories, motives, a temperament, and a secret it will bend the truth to keep. Say something new and you get a new answer. It all runs offline, on your own PC, no account and no connection required.
Just talk to them.
Type your questions, or hold a key and say them out loud — speech recognition runs locally on your machine. Interrogation, the way it should feel: you asking, them dodging.
A different killer every game.
The murderer is drawn fresh at the start of each round, and the evidence is written so the guilty and the innocent look exactly alike. Learn the tells and they’ll still fool you.
Deceive alone, or together.
Play the single-player mystery against the AI cast — or drop into a six-player round where the liars across the table are human, and one of them is quietly steering you toward the wrong neck.
A night at the inn
How a case actually breaks.
Make the rounds.
The six pieces of the story live in what people say, scattered across the whole cast. Nobody hands you the picture — you assemble it, room by room.
Find each person’s key.
Red gives way to the truth. Yellow to gentleness. Green only to hard proof. Bring the wrong approach and the door stays shut — bring the right one and it swings open.
Catch the confession.
Press the right suspect the right way and the ground goes out of them. It’s the one thing the evidence can never do for you, and the only thing that names the killer for certain.
Name the killer — and clear the scapegoat.
Accuse on evidence alone and you’ll condemn the innocent one it was built to frame. It takes the truth to hang the guilty and free the falsely blamed. Be sure.
Coming soon
The inn is open for its first guests.
Scapegoat is in active development and being handed to early testers now. Follow along for the release, playtest invites, and the first look at multiplayer.