Investigation procedure
No 'choose a response option.' You work the case as a real investigator would: from the first folder to the verdict.
The case starts with a folder of documents: crime scene report, medical examiner's findings, bank statements, correspondence, photos. Some files are classified — they unlock as you investigate, when you find the right lead or ask the right question.
Seven suspects — and you talk to each one in your own words, freely. No scripted dialogue options. A suspect may clam up, invoke their lawyer, go silent — or slip up on a detail they shouldn't know. Cross-reference what one says against another.
Documents and interrogations unlock evidence: exhibits, financial trails, testimony. But beware — some are false leads, deliberately pointing you in the wrong direction. To file an accusation, you need at least four pieces of evidence that directly implicate a specific person.
The finale. Pick a suspect, mark the evidence that supports your accusation — and receive a detailed verdict on the case. Did the pieces come together, or did you send an innocent person to prison? Several suspects are red herrings — it's easy to get it wrong.
This is what the platform looks like
You write a question — the suspect answers live, right in front of you. If their testimony contradicts the case facts, the system highlights the slip and you can confront them.
This is a demo recording. The questions here are pre-scripted just to show the interface. In the real game, you ask the questions in your own words and in any order, and the suspect responds live to each one.
Under the hood
Suspect responses are generated by a real-time language model — nothing is scripted in advance. That's why you can ask anything in your own words, and every interrogation plays out differently: the model maintains the character's personality, biography, and secrets. Ask the same thing twice — hear different answers. This is a core mechanic, not a gimmick: the investigation is what matters, and live dialogue makes it real.