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Summary of game
In the roadside town of Cryptwood, lost among forests and forgotten by everyone except the locals, a murder has occurred. The victim — a man. The weapon — a female dildo with an engraving. The death was strange. Too strange to be accidental.
A lone hunter takes on the investigation — a detective who is used to working alone. But the deeper he digs, the clearer he realizes: each of the eight suspects has a second life. And these aren't just secrets.
By day they are a barista, a waitress, a sheriff, a gas station attendant, a nun, and a rich heiress. By night — monsters. Frankenstein's monster, the Headless Horseman, an amphibian, a succubus, a cow-centaur, and a vampire. Each hides her true nature. Each knows more than she says.
Could the murder be revenge? Or is someone trying to hide their true nature? Or maybe it's not as simple as it seems...
In the game, a clue is not just an object. It is the key to a hot scene that reveals a character's true nature, her fetish, her past, and her motive.
All clues are detailed 3D objects that can be examined from all sides. Rotate, open, study. The truth is hidden in the details.
Morgan — a goth femboy barista. Frankenstein's monster. Assembled from parts. Sells forbidden elixirs.
Daphne — a rich heiress. A vampire. Loves to tie up her partners. And drink their blood.
Velma — a genius analyst. Her secret is not revealed until the finale. Her true nature is the key to the mystery.
Sheriff Rachel — young, ambitious. The Headless Horseman. Her head is separate. And she sees what she shouldn't.
Cassie — a waitress. An amphibian. The murdered man's former lover. She has his child. And gills.
Sister Agnes — a nun. A succubus. Practices what she preaches as sin. Feeds on life force.
Jess — a gas station attendant. A cow-centaur. Sees everything through the gas station cameras. And knows more than she says.
Inspector Crane — came to "help." A human? Or something worse?
Plus Kevin "Beaver" — a local stalker who is absolutely innocent but remains a suspect until the very end.
Explore the town — from the gothic coffee shop to the church basement.
Solve puzzles — code locks, jigsaw puzzles, sound sequences. Behind each one is a clue.
Interrogate suspects — fully voiced dialogues. Present evidence, watch their reactions.
Expose — in the finale, fill in the blanks in sentences, proving guilt. Like in the best detective stories.