Noir social deduction · Free to play

Build the case. Read the room. Survive the verdict.

Verdictris turns a hidden-role match into a living courtroom story. Every seat has a private role and objective, actions can leave uncertain traces, and every public trial asks whether the table can separate evidence from a convincing lie.

Choose a 20, 30, or 40-seat solo case against AI opponents; supported multiplayer builds also offer synchronized matches. Success depends on how well you connect movement, testimony, dice outcomes, resources, and motive—not on reflexes or buying an advantage.

New to Verdictris?

Learn the controls inside a playable case

You do not have to study every role before your first match. Open the game, choose the guided tutorial from the main menu, and take its three short lessons in order. Each lesson uses a live practice match, not a prerecorded result.

  1. Pixel-art characters and action icons illustrating a Verdictris turn
    1. Core Loop Learn the meeting, day decisions, and market before starting a full solo case.
  2. Neon caseboard with connected locations and evidence markers
    2. Evidence & Map Follow the Outcome Feed, then distinguish public clues from private information.
  3. Pixel-art judge, jurors, and witnesses facing a courtroom
    3. Courtroom Practice judging the difference between recorded events, accusations, and a defensible vote.

After the lessons, try a 20-seat solo match with Classic Balanced rules. Keep the first-match checklist nearby and use the evidence guide when the crime map gives you a lead that is not yet proof.

What makes a match different

A deduction game where mechanics become testimony

Roles create different kinds of proof

Investigators build leads, protectors preserve credible voices, attackers create risk, economy roles manipulate leverage, and social roles influence what the courtroom believes. A claim matters only when its timing and results fit the public record.

Actions are contested

Many attacks, defenses, investigations, and interventions are resolved through opposed dice and modifiers, and each action rolls the stat that fits it: Offense to strike, Perception to investigate, Defense to guard, Stealth to work unseen. A miss is not proof of innocence, a success is not automatic proof of guilt, and counterplay can change the story after a declaration.

The city remembers proximity

The crime map, taverns, relocation trails, case files, and forensic profiles turn location into context. Weak clues guide questions; repeated, compatible clues can become a trial-ready case. Your Suspect Board holds only what you file: press Save Evidence on a report you trust, and each crime scene reads as the incident it was, built from the traces actually found. Evil plays it the other way round: press Pin Lead on the street word worth keeping and your Shadow Network reads who has moved on your people, never which role they hold. Anonymous reports hint at the kind of hand behind them, and one in five of those hints is a decoy. When the act behind a report tips a district, the map turns that district to the acting side's colour right there.

The courtroom resolves pressure

Players nominate suspects, present accusations and defenses, weigh admissible public evidence, and vote. Plea bargains can turn a guilty outcome into detention, while an unsupported rush to judgment may hand control to the wrong faction.

In the current build

Every hostile move gets an answer, and the city pushes back

Each match deals 33 roles across the Common Good, Neutral, and Evil factions. These are the systems that decide how a cycle actually plays out.

Five universal reactions

Whatever your role, five universal reactions answer hostile moves, and four of them ride on the stance you pick each cycle: Lay Low braces you against a lethal strike, Hunt readies Return Fire with a usable weapon, Blend in lets you resist a detention or arrest, and Hustle keeps an alibi against a frame. From custody you can File an Appeal against an execution. Each one is a bounded edge in the existing dice contest, never immunity, and the game never picks one for you. With stances turned off, the Defense menu offers the four directly.

Courtroom recourse

A citizen petition can force the Trial Gate open without naming anyone. Any juror can challenge a publicly announced Double Vote once per trial. An offered plea turns a guilty verdict into detention unless a two-thirds supermajority convicts anyway.

The court speaks first

Before any juror talks, Narration reads the cycle's public reports into the trial: an exposé, a filed profile, a scene sighting, a sustained objection. Each report is marked neutral, minor or major for the prosecution or the defense, and one an ability already counted is never counted twice. Then the Jury Clerk calls the seats given the floor, every cycle.

Questions in open court

A question asked of a named seat in public trial chat is an obligation. The seat can answer it, refuse on the record, or let it expire, and the room is told once. A player who has not spoken since the question is never treated as evasive.

The city grows deadlier

Escalation pressures every faction at once. Untreated wounds can turn infectious, stray rounds can hit bystanders, curfew districts close parts of the city later in the match, an open bounty board pays for custody as well as for kills, and posthumous forensics report a death's weapon class two cycles later.

The fence remembers

The Black Market is sealed-bid, and the winner pays one over the next best offer. Everyday protection is priced for the seats with the least cash, and a network can back an ally's bid. You can pawn a market good, pay the fence to hone or reinforce one, or pay to see the back room, where the premium lot waits. Every lot collects at a public drop cell unless you hire a courier, and a gun bought there carries a lot number: when it kills, ballistics can name the night it sold. Above it all, the Common Good, Neutral, and Evil fight for the city's books: every role has one existing ability that moves them, and whoever holds the edge earns more, pays less at the fence, and finds the crowd on its side. A Neutral lead lifts every side a little and Neutral most.

Crowds cut both ways

The crime map has 22 location types, and every cell carries one of 5 street conditions, from deserted to seething. A crowd is a witness and a disguise at once: a busy square is likelier to notice you and less able to pin you down, and the tile readout says both before you commit.

Stances, hideouts, and contracts

Eight stances shape each cycle, from Lay Low and Hunt to Prepare for Work, which turns your job into a contribution to the city's economy, fear, confidence, or district influence. Every role also has one stance that reshapes its own signature ability, and no two roles share that trick: a Sheriff on the Hunt rides down a Spotted target, a Cleaner who relocates can keep a charge after a Critical clean. The proposing ally network votes in private on a hideout, and an approved base serves that network alone, not every network on its side. Hitman, Body Guard, Bounty Hunter, Jailer, and Informant work from contracts held in escrow until Payout.

AI that reads what you type

Computer seats read plain-language chat through the same public text a human sees, reply in ordinary sentences, and never see hidden roles. When a faction is cornered, its AI seats take bigger risks instead of fading out, but only among moves that were already legal.

Readable on every screen

The Outcome Feed tells a resolved cycle one beat at a time, with a readable window for every message, and a street fight plays out on a small city card where anyone you have not identified stays a silhouette. Every role, ability, item, and location has its own pixel icon, Colorblind Mode adds ring patterns to identified alignments, and the layout adapts to phone, tablet, and desktop, with keyboard shortcuts on desktop.

Diagram of the Verdictris cycle moving from information and declarations through actions, outcomes, and trial
A Verdictris cycle creates a public record in layers: players meet, declare intent, choose stances and actions, review outcomes, then decide whether the evidence is strong enough for court.

A first-cycle example

One event can support several honest explanations

Imagine that Rowan moves near the river district, declares an investigation, and later appears beside a suspicious incident. The outcome feed shows that the investigation produced only a weak lead, with personal effect details and an expandable full record. Another player argues that Rowan caused the incident; Rowan says the movement was necessary to investigate it.

A careful table does not treat proximity as a conviction. It asks whether Rowan's declared target matched the route, whether the weak lead is consistent with the claimed job, who else had opportunity, and who benefits from forcing an early vote. On the next cycle, a second compatible clue may strengthen the case—or reveal that the first accusation was a frame.

This is the core Verdictris rhythm: actions create signals, signals create competing stories, and trials test which story accounts for the most public facts with the fewest convenient exceptions.

From private role to public verdict

  1. Review your role and objective. Learn what your seat can prove, what must stay private, and which outcomes advance your win condition.
  2. Read the meeting. Record claims and motives before dice results tempt the table into rewriting earlier positions.
  3. Choose a stance and action. Balance safety, evidence value, position, resources, and the explanation you may need to give later.
  4. Interpret outcomes carefully. Separate public facts from private knowledge and probability from certainty.
  5. Build or challenge the case. Use repeated evidence, consistent timelines, and motive; do not substitute personality for proof.
  6. Vote with the win condition in mind. Convicting the wrong helpful player, acquitting a repeated threat, or exposing your own role too soon can each decide a match.
Diagram showing nomination, accusation, defense, deliberation, vote, and verdict in a Verdictris trial
Trials are structured decisions, not interruption screens. The strongest case states the event, the evidence, the likely motive, the alternatives, and the cost of waiting.

Choose how you want to learn the city

Solo and guided play

Learn at your own pace with AI seats that operate through the same visible-state and legality boundaries as human players. The guided tutorial introduces the interface and follows the match into a real trial.

Multiplayer availability

Supported multiplayer releases synchronize matches while keeping public lobbies and leaderboards separate from local results. If the original host disconnects, the match waits for them to return so private information remains seat-specific and the case does not continue from an incomplete snapshot.

Presets and optional systems

Classic Balanced is the clearest first match. Other presets and optional systems alter pacing, the market, stances, and courtroom pressure without changing the principle that public decisions should be based on public evidence.

Separate account levels

Supported standard releases award completed-match XP to separate singleplayer and multiplayer tracks. Each reaches a difficult level-30 cap with its own badge path; competitive match-score leaderboards remain separate.

Continue with the guide that answers your next question

Learn Verdictris

A complete walkthrough of setup, phases, dice, evidence, the map, market, trials, pleas, verdicts, and a first-match checklist.

Role Encyclopedia

Every current role, grouped by alignment, with its public purpose, signature tools, risks, and counterplay.

Trial Handbook

Build fair nominations, test accusations, answer with a timeline, deliberate, vote, and understand plea-adjusted verdicts.

Evidence and Crime Map

Separate private leads from public proof and connect routes, witnesses, traces, profiles, and case files.

Black Market Guide

Value bids, buy-now weapons, cash reserves, equipment slots, uses, timing, and the evidence a purchase can create.

Dice and Contest Guide

Read Good Luck minus Bad Luck, opposed totals, margins, modifiers, defenses, and honest probability claims.

Every guide is listed with suggested reading paths on the guides page, recent changes to the game are on What's new, and About Verdictris explains who makes the game and how the guides are checked against it.

Verdictris is intended for teens and adults and includes social deception, crime themes, simulated trials, and non-graphic violence.