Peering out the window in the dimness, I catch sight of a deceased woman confined to one of the secured hotel rooms. Employing my crowbar, I shatter the glass door and extract a hint from her person – a patch of green fabric.
I hear the bell chime, signaling my fellow players about the intriguing find I’ve stumbled upon. As a curious soul, I can’t help but share the puzzle piece I’ve uncovered with someone.
I make my way towards the hotel lobby, but find myself face-to-face with a man in green walking along the hallway instead. Glancing around reveals no other occupants in the corridor. My pulse quickens as he swings to face me.
Is he a man in green who I consider a friend, or is he the suspect we’re seeking for a crime? My gaze falls on his hands. There’s no obvious weapon visible, yet that doesn’t guarantee he’s innocent.



All of a sudden, a lady with a gun steps out from behind him. Pointing the gun at me, she stands ready as he grabs a club and charges towards me instead.
I launch a smoke bomb, dart outdoors, scamper around the nearest corner, and hide in some shrubbery, praying they run by me. My crowbar may not have much punch against two attackers, but it could still make all the difference between surviving and perishing.
I take a deep breath and quietly overhear their plan as they search for me. Gradually, their footsteps and voices grow quieter until I find myself all by myself once more.
But then the bell rings, and I know that yet another of my fellow lambs has fallen.
I tread cautiously towards the latest crime site, where I gather an important piece of evidence – a tuft of blonde hair, presumably belonging to the woman I’ve recently encountered.
To my relief, upon searching the body, I discover a handgun, but unfortunately, there’s barely any ammunition. As others arrive on the scene, I find myself uncertain about whom to trust. Each one seems shady.
In an attempt to persuade my sheep companions that I have knowledge about two wolves, my claims are challenged. Another sheep, apparently, speaks up and warns everyone else about me being potentially suspicious. Given that I was the initial person spotted at the scene, and I’m carrying a gun, this suspicion arises.






My word has been questioned, and no one believes me. I’m starting to develop trust issues.
It’s up to me, then, to defeat the wolves I’ve detected. But first, I need to purchase bullets.
As I’m cautiously approaching the vendor, I’m unexpectedly fired upon by the man in green who I had previously met.
In an afterlife setting, I find myself in a viewing chamber alongside other slain individuals. Here, we observe and converse about the living participants without their awareness. Now, it has become clear which among them are the wolves and which are the innocents.
A strong feeling of irony swells inside me as I witness those skilled at deceit and manipulation among our group, while the naive ones strive to identify the cunning. Meanwhile, from our vantage point, the dead watch and chuckle, appreciating both smart strategies and missteps made by the living.
As the game neared its end, it boiled down to two innocent lambs and a cunning wolf. The wolf was clever enough not to attack directly, instead he tried to manipulate the lambs into turning against each other. Almost succeeding in his devious plan, the lambs grew wary at the last moment and outsmarted him. In the end, they were declared victorious, and the screen displayed our statistics. We all shared a hearty laugh, reminiscing about the game’s course, but all I could think was, I can’t wait to play again.






In the upcoming game phase, I learn that I am a wolf. This revelation significantly alters my strategy. As a wolf, I have a ‘Sacrifice’ hidden somewhere within the area, and if I spend time hiding it, it becomes more challenging for sheep to detect me.
Later on, I obtained a knife and a sniper rifle. I wait for sheep or people walking alone from concealed spots, either hidden among bushes or perched atop buildings’ second floors.
While concealed, a young sheep accidentally discovers my hideout. In response, I use my knife to defend myself, unintentionally causing harm. Concerned about any potential witnesses, I listen carefully before proceeding to the kitchen. There, I clean the bloodstains from the incident using the sink.
Appearing harmless, I won’t provide many leads. Currently, just three sheep remain here, but there are four wolves lurking among them.
A single lamb dashes by an open window, heading towards the gardens. I can’t help but grin, grab my hunting knife, and the chase resumes.
An addictive social deduction murder game with puzzles that I can’t stop thinking about
IMPORTANT: As of now, there isn’t a confirmed release date for Killer Inn. The demo I had a chance to play may undergo changes before its official launch, so some gameplay mechanics might be altered or improved.
Playing Killer Inn by Tactic Studios, in collaboration with Square Enix, is reminiscent of an exhilarating experience. This is a captivating social murder mystery game destined for PC release. It calls for strategic thinking and leaves you eagerly anticipating the next play, making it hard to resist.
I had the good fortune to catch an early viewing of Killer Inn, and let me tell you, I absolutely loved the 90 minutes I invested in it. To be honest, I find myself constantly preoccupied with this game, so I thought I’d share my thoughts on it with you.
Initially, players select one from the 25 unique characters they wish to embody, each boasting distinct statistics and skills. Upon progressing through the game, characters gain levels, enabling them to acquire additional abilities.
Later, players find themselves in their respective rooms at the named inn, and an announcer informs them if they are a sheep or a wolf.
The game concludes under three scenarios: when all that’s left are the sheep (or lambs), when only the wolves remain, or when the sheep manage to acquire four keys after fighting with guardians (floating golden devices) and use them to open the harbor gate, subsequently cooperating to depart on a big ship.
In simpler terms, wolves possess the ability to distinguish between friends and enemies among humans, whereas lambs lack this capacity. If two lambs engage in conflict, one will be removed from the situation, so it’s crucial for players to choose their battles carefully.
Of course, wolves can use that information to their advantage.








I admire the clever way Killer Inn utilizes proximity voice chat. This feature lets me converse effortlessly with people in close vicinity, or even overhear conversations of those passing by, yet it mutes anything when someone moves too far off.
If you prefer not to engage in conversations with other players, you can utilize emotes and pins as an alternative means of communication instead.
Both Tactic Studios and Square Enix ensured that players wouldn’t get stuck in one place and halt the game’s progression, by designing the game effectively.
Should the wolves cease killing for some time, players have the chance to interact with Non-Player Characters (NPCs) and gather hints, thus transforming the hunted into hunters. Simultaneously, the game advises the sheep to venture out and search for harbor keys, which is a way of encouraging them to explore.
Scattered across the surrounding structures and grounds are a variety of weapons, health restoratives, and protective armors. However, the top-tier equipment is tucked away inside unique treasure chests.


Safe zones filled with non-player characters (NPCs) are strategically placed within the tavern, ensuring that no combat or aggression is permitted inside these designated areas. This prevents predators such as wolves from preying on defenseless sheep during their buying transactions, as they would otherwise be exposed and vulnerable.
As a researcher, I’ve found that these non-playable characters not only equip us with armor, healing items, and weapons, but they also present us with engaging quests to undertake in our journey.
Much like the game Among Us, tasks involve navigating to designated spots where players must either decipher a riddle or complete a mission to receive cash and treasure box keys as rewards. However, being engrossed in a puzzle can cause you to miss out on what’s happening elsewhere, so it’s crucial to stay vigilant.
In summary, the experience at Killer Inn is reminiscent of an expanded version of Mafia or Werewolf, designed for larger groups to relish. The gameplay offers numerous elements that maintain engagement and propel you towards victory, regardless if you’re playing as a wolf or a sheep.
I’m eagerly anticipating diving back into this game upon its release, though I must admit it’s given me a few concerns about trust.
*The thrilling game titled “Killer Inn” is a murder mystery social deduction multiplayer soon to be available on PC via Steam. However, the exact launch date remains undisclosed. If you’re eager to participate, head over to Steam and register for the Killer Inn Beta test.*
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2025-07-23 16:10