At first glance this is an Among Us clone, but while it's inspiration is clear, I definitely think this game has its own identity. I think the main point of separation is that this game does not have a separation between the talking phase and the roaming phase. Talking is always open via proximity chat, killing is possible anywhere, and so on. The other major point is that any side can kill at any time. The defectors (impostors) are as capable of doing any of the tasks the cultists (crewmates) are doing, meaning it's impossible to truly verify someone as innocent. The only way to determine if someone is a defector is if, in your judgement, it seems they are acting against the cult's interest, and/or if the dead players (defectors included, mind you) seem to be signaling to them via lights and possessions, which are quite difficult to read given that you do not know the allegiance of any given ghost.
This goes into some of the problems I have with this game, the main one being that I think in the game's current state, it's not really a Social Deduction game. In this game, you're rather unlikely to have large discussions with the group about who the killer is, since the game is designed for everyone to be busy doing their tasks, and there's no dedicated talking phase unless the players decide to do one themselves (all while the Defector resurrection timer ticks down.) It's much more likely that you will simply figure out who the defectors are when they start attacking you. Defectors have their own private communication channels, but the only use of this I ever found was to coordinate kills/ghost moves, not to set up any elaborate lies, alibis, or other ruses.
The other point I'd make is that I dislike this game's combat. It's top-down WASD movement with left click for a light attack and right click for a big one. The controls feel rather cumbersome (especially if you're trying to use push-to-talk at the same time). Defectors have no combat advantage other than potentially getting the first strike, and even then, there's nothing really stopping a particularly paranoid cultist from doing that instead. The combat also has friendly fire, meaning any attempts at ganging up on someone, using possessed bats to assist an ally, etc. can easily backfire if your ally just walks to close to your target to get a swing of their own in. Worst of all, the combat is prone to stunlocking via the strong attack, making it feel like a more unsatisfying version of an instakill. All's this to say that the process of killing another player in this game feels less like a Social Deduction game's kill button and more like Minecraft Hunger Games combat.
I think the game has potential, and definitely hits the "fun with friends for a couple hours" spot, but it does not hold up to Among Us for me. Still, this is getting updates, so it's worth keeping an eye on.

Reviewed on Apr 12, 2024


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