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Red Handed: Crime Scene

Six of you walk in. One is the killer, and the game knows it, because they actually did it on the server. Everyone else gets one shift to build a case that holds. Prove it, or watch them walk.

What makes it different

01

The murder is real

Nothing is scripted. One player chooses the moment, the place and the method, and the server records what actually happened: every footstep, every object touched.

02

Accusing is not winning

Naming the right person does nothing on its own. You win by filing a chargesheet that survives a check against the recorded truth of the match.

03

The killer plays too

They are in the room the whole time, reading the case file and handling evidence with you. Telling one lie is easy. Keeping it straight for a whole shift while pretending to help is not.

The chargesheet

Five pillars, or it collapses

Each pillar has to be evidenced on its own. Miss one and the case is thrown out; there is no partial credit.

Pillar I

Motive

Why this person, and why this victim. Dug out of testimony and the things people keep.

Pillar II

Opportunity

They could have been there. Timelines, sightings, and the gap nobody can account for.

Pillar III

Means

The weapon, and their access to it. Recovering it is rarely the hard part.

Pillar IV

Physical link

Something of theirs at the scene, or something of the scene on them. Prints, traces, transfers.

Pillar V

Consciousness of guilt

The cover-up. A wiped surface, a moved body, a statement that stopped matching the room.

Every pillar you file is checked on the server against what really happened. The game is not judging how convincing your case sounds. It knows, and it will tell you which pillar you made up.

One shift

A case takes twelve minutes

00:00 — 03:00

Prologue

Everyone is a colleague. Someone is choosing.

03:00 — 10:00

Investigation

Work the scene, take statements, run the traces — with the killer standing next to you, doing the same.

10:00 — 12:00

Chargesheet

File it. Live with it.

Solo playable

Bots fill any empty seat, so a full case runs with one player. You never sit in a lobby waiting.

Nobody breaks the case

If someone leaves mid-match the case stays solvable. No piece of evidence depends on one person staying online.

Join by code

Share a six-character room code. No accounts, no port forwarding, no setup.

Screenshots

[Screenshot — the scene]
[Screenshot — case file]
[Screenshot — chargesheet]

Play an early build

We'll email you for playtests, and when the wishlist page is up.

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