
Demon Bluff
A Roguelike card game where your deck is full of lies
Its coming to steam soon. Please wishlist if you find it interesting :)
(https://store.steampowered.com/app/3522600/Demon_Bluff/)
How it works?
You are dealt a couple of cards. Click on them to reveal their characters.
Most characters, when revealed or clicked, will give you information that helps you find the Evil ones.
Evil characters Bluff (they pretend to be a Good role) and Lie (their information is always wrong, false or not working, but you can still use their lies to work backwards and uncover the truth).
You have 10 health, every mistake will deal 5 damage to you (so you can make only 1 mistakes per round)
Your goal:
Find and Execute all Evil characters.
To Execute someone, click the dagger icon in the corner.
Also join our discord if you want to take part in future playtests :)
(the in game link is currently broken)
Useful notes:
- There usually can only be 1 character of the same role, so if there are 2 same roles it means someone is Lying (or is a Doppleganger)
- Corrupted characters will Lie and their ability will not work.
- Drunk is also always Corrupted
- Puppet created by a Puppeteer will always say truth (but its other abilities like Knights immortality, will not trigger correctly) - this character is probably up for a rework
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Examples:
Gemcrafter (Learns one Good character)
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If Gemcrafter is Good, they might say: “#8 is Good.” → ✅ True
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If Gemcrafter is Evil or Corrupted, they might say: “#7 is Good.” → ❌ False (#7 is actually Evil)
Knight (Cannot die)
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If Knight is Good, they survive being executed.
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If Knight is Evil or Corrupted, they die when executed.
Hunter (Learn how far I am from the nearest Evil)
- If Hunter is #1 and closest Evil is #2 - his info is "I am 1 cards away from Evil".
(When counting cards - Does not include itself, but include the Evil). Lowest step count is 1
______________________________
CREDITS
Code and Art: @uzabiart
Art: @lovesparkley.art
You can follow us for updates:
Discord
Twitter
(Its a newly created Twitter, we will be posting any updates for this or next games!)
Game is highly inspired by social-deduction games, especially the Blood on the Clocktower, go check them out :D
Development log
- Rebalance patch29 days ago
- v 131 Changelogs33 days ago
Comments
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As a BoTC player I love this game! Can't wait for more characters to be added and for this to come out on steam. Question for uzabiart: is every round always "solvable" 100% sure, or is it possible that some setups could require educated guessing/one mistake?
Thanks :D!
I want every round to be 100% solvable. That said, most setups will likely require at least one execution to eliminate certain “worlds” and narrow things down. That’s why we currently include one free execution per round.
My goal is to avoid situations where the round remains unsolvable even after using that execution.
Still, I will play around with that concept, and some rounds might have different mechanics depending on the demon. But overall, I see the free execution as a strategic tool, much like in BoTC when we execute good characters to eliminate sone scenarios.
My Clocktower group has had a lot of fun with this game since one of its members found and sent it our way!! I love this take on "single-player" BOTC-style deduction, and everything about the stylization is just gorgeous. Just wanted to give a heads-up: I was interested in checking out your Discord community, but unfortunately it seems that both the in-game link and the links on the itch page are currently expired :(
Thanks :D! Glad you liked it!
Thanks for letting me know. By mistake I had all links expire after 7 days. Fixed that and updated links on the website.
We are still a small community, but I am finishing new updates and after that we will be reaching out to more players :D.
After playing your game a few more times, I’ve come up with two more major suggestions.
First, this concerns all mechanics that use the word "adjacent" or similar concepts. I think it would be better if these mechanics worked in a consistent and intuitive way everywhere. To achieve this, all such mechanics could follow the format: "Attempt to perform an action on adjacent characters." This way, if an action cannot be performed on a character (e.g., corrupting or curing), it simply won’t happen. I also believe this won’t break the balance. Let’s look at some examples.
First, our famous Pooka. Suppose she tries to poison adjacent characters—if those characters are evil, they won’t actually be poisoned, but the player will perceive their lies as poisoning, which could add extra confusion. Another example involves the Alchemist. He might attempt to cure an adjacent evil, and the evil's lies could similarly mislead the player.
The key takeaway is that all such mechanics should work in a similar way, making the game much clearer overall.
Second, the health system. I feel that being able to kill one villager per level with no consequences is a very big advantage. Situations often come down to 50/50 chances, and having one "safe" kill can be a huge deciding factor. Perhaps the health system could be changed to 1 health pool for the entire run, but with enough health for 3-4 safe kills. Additionally, the more health you have left by the end of the run (if it’s turn-limited), the more points you earn. This makes every kill an important and meaningful decision. The cost of mistakes becomes higher, raising the stakes and tension.
Other than that, I still absolutely love playing your game—it’s incredibly interesting and engaging! Wishing you further progress and a speedy release on Steam!
Thank you for your feedback, I am definitely aiming to fix most of the confusion and spelling in the game so will take it all into consideration.
1 health pool per run is a good call. Currently I wanted to give at least 1 safe kill per round without much drawback and treat it more as a '1 confirmation' per round which is useful or needed in difficult levels. But main mode could be redesigned to fit a health pool that is persistent through out a run, and you are right, kills would be more meaningful then. I am looking into that.
If you do intend for a shared health pool, I would advise some prevention against villages which do not provide much information. I had an early village of:
Lover (1 adjacent evil) / Enlightened (nearest evil counterclockwise) / Medium (#4 is real) / Gemcrafter (#3 is Good) / Confessor (I am Good) / Enlightened (nearest evil clockwise),
which has a 50/50 chance of losing health no matter how good of a logician you are.
Role ideas :)
Mutant (Outcast): Dies if any suspicion is placed on it (a corrupted Judge says the Mutant is lying, a Fortune Teller gets an evil ping on it, etc)
Barber (Outcast): When revealed, all the unrevealed characters have their roles shuffled.
Crone (Outcast): The last character can't be revealed. You can kill the Crone to remove its ability, but it will sacrifice some of your health. (Sort of a good-aligned Witch)
A problem with Crone is that it conflicts with witch
I assume its ability would stack with a Witch's. They're the same role with different downsides. A Witch is hard to find but easy to get rid of once you find it. A Crone is easy to find but risky to get rid of.
i love the concept for this! wondering if you could add color to the text of the character in the call out above the cards? like make "doppelgänger" yellow and "baa" red. i can't remember all the characters yet and it would help distinguish the info so i don't have to keep checking the deck list.
also don't know if it's a bug or intentional but I had a jester say it found 3 evil characters in a game with 2 evil characters... suspicious lol
Thanks! Good call! Working on many Quality of Life updates right now, so will add that one as well!
Yeah that Jester very suspicious.
off the jester thing, just made me wonder if all the lies are like guaranteed plausible lies, which it seems not. i imagine there's a lot of edge cases. but it does make it really easy sometimes
and, does the knitter always count in pairs? i was confused by "3 pairs of evil" when there were 4 adjacent evil cards. based on the card description it seems it should say "4 adjacent evil."
Currently lies can sometimes be obvious for some characters, thats true, I will update it so it will not be that obvious.
The Knitter counts in pairs mostly (Unless there are only 2 Evils adjacent to each other). I need to update its description probably. If there are 4 next to each other he could say '4 adjacent Evil', if there are like 2 pairs he could then say '2 pairs of Evil'. But if there are 3 next to each other and a pair somewhere, it would be difficult to describe, something like '3 adjacent Evil and a pair' (would also be strong?) or just '5 adjacent Evil'? Maybe if all are in a row he then says '4 adjacent', otherwise he will speak in 'pairs'~.
Hm, either way, will update something about Knitter, he can be confusing
i can't decide if this is more confusing or not but what if it was worded like "4 Evil characters have Evil adjacent" to mean either 4 all in a row or 2 pairs. so it only counts how many evil characters have an evil adjacent, a single pair would be "2 Evils have evil adjacent." or tbh make it only count pairs. i kinda like that.
another quality of life thing: it is annoying sometimes how the description of the card that appears when you hover over it covers the other cards on the bottom/top of the circle. maybe a toggle to turn that off? or move that info to a static location to the side and update it on hover? idk.
i found one thing, killing an enemy reveals it but killing an enemy with the slayer does not reveal it
What's the difference between "On Start" (Doppelgänger) and "Game Start" (Poisoner and Counsellor)?
Thanks for pointing that out.
Thats my inconsistency in naming things, will be fixed :D
How is the mutant going to work?
I see it in a gif under the game but I'm curious
I have few ideas, nothing concrete yet tho, you will see ;)
You could have it where the mutant bluffs as another role and is killed if it is discovered to be lying (for example, by the judge)
just checked new patch. I very like your game. But i think it was okay to pooka be so powerfull. I mean, if there are only 1 demon (and it is pooka) it is okay.Demons are like bosses, or smth. It must be powerfull mb. Also ty for new jester! He is more useful. For druid is good update too. Ty to make info about drunk clear. But may be it is good to stay "my info is random".
New slayer, btw, super cool. I think, he is just a little bit imbalanced. May be if he corrupted or lying, he will kill vilagers. One thing i just wanted to say is don't be affraid to make game hard. Just try to make every card usefull, so the players tried to analyse every info to find every sungle lie. Yesterday i found 4 evils with 1 old pooka, and that was amazing feelings. Also deckbulding mode is super cool. I'm so into your game. I want to plaay it more.
Thanks!
I will unlock Advanced mode next update, it will have all current characters and more scenarios. Basically all hell let loose~.
I also love hard puzzles so having a way to play very hard challenges is also a must for me :D!
And you are right the last level in standard mode should also be very hard, I will probably revert Pooka to previous form.
I also am not sure about new Saint tho, seems quite strong when we also have a Confessor around. Will see.
U right, new saint is strong. I also imagine my game, when a lot of card are saints in deck build mode. It isn't just my imagination, because i made one deck, where half of my vilagers was confessors (someone was drunk, someone copied by dop etc).
I have an idea about card effect btw (may be for saint or smth else). Other cards cannot lie about this card. But i think in will be hard to do this technicaly. Also saint effect is too equal with knight effect.
About wretch. I think good idea to describe his effect as "valigers, who learn evil, learn him as evil". So it will be more clear. For example druid do not learn evils, so it is okay to register wretch as outcast, not the evil.
And another 1 thing, may be puppeteer is strong enough to make him demon?
you are right, I will adjust these things
Really cool game! It's really fun to play. If you can, add a little screenshake when you kill a good guy, so you feel extra bad doing so!
if you can add a way to flag people as safe and make it so if you hover someone it highlights who they are referring to please do so because I have the memory of a goldfish and i mess up often when looking for someone. thanks!
that would be nice
I enoyed the game a lot. A nice way of making the mechanics of a social deduction game work for singleplayer.
My main issue is that difficulty seems swingy. Even for the same ascension level. I feel its mostly because poisoned (or equivalent) shifts the scales too much. One game I had 7 out of 10 chars lying due to 3 evil, 1 drunk and 3 poisoned. Specially when combined with the multitude of non binary answers made getting the evil guys a shoit in the dark. However other games of the same ascension can be relativelly easy.
Thanks, glad you like it!
The swingy difficulty is being worked on, so should be improved next update~
I had fun with this one - good job!
Some thoughts:
Glad you liked the game and thanks for feedback!
1. That is true, Puppeteer turns a random adjacent Villager into a Puppet. Currently Confessor always says 'I Lie' if he is either Evil or Poisoned. So as a Puppet, even if he must be truthful he will tell you 'I Lie' cuz he is Evil. His description and ability will be fixed in todays update.
2.Baron changes an adjacent Villager into a specific random Outcast that is not currently in the village yet. So it will change a character into one of these: Drunk, Doppelganger, Plague Doctor, Saint etc.. Also there can not be duplicates of Outcasts in the Village, if there are, it means one of them is Evil. And yes if he turns an Alchemist, the Alchemist 'curing' ability will not trigger and his role will be changed.
3. The Baker (if not Poisoned and not Evil) should always duplicate into another unrevealed character. If he gets duplicated into a Poisoned character he will stop duplicating. I will check him again, maybe there are some edge case issues with him, but he should always copy.
4. Good idea!
5. This will be added in the next update, that is a constant complain :D
6. This is being worked on as well :D!
so cool and amazing
Mediums can call out drunks, not sure if that's intentional
Outcasts like Drunk, Doppelganger or Plague Doctor are also Good characters (even if they are not Villagers), so Medium should call their real roles (and not the bluffed ones)
It seems Evils bluffing as Enlightened can't lie if the truth is equidistant. I can't tell if they lie by flipping the direction they would've said, or if they just aren't coded to lie about that. Likely a bug, but very helpful and somewhat intuitive with a bit of thought.
I haven't seen how poison affects things, but it could go either way.
When is it going to be on steam?
Demo will be released at the end of this month.
Full release around October, but its not official and might change~
will it be free?
This is one of my faves! Is there a way to reset progress?
I am adding this option in the next update, thanks!
I added an option to reset progress in newest update
awesome!
This game is honestly my favorite I have seen on itch thus far. I do have a question. Say I activate a bluffing jester's ability. I select three cards at random. If the jester says one of them is evil, and is bluffing, then are two of them evil? Or is the number the jester chooses random?
Great game with great art, can't wait to see where it goes in the future.
Thank you!
Currently bluffing/lying jester will say a random number that is not true. So if jester picked 2 Evil, he will say a random number out of 0, 1 or 3. etc.
In one of the future updates there will be a panel in game explaining every character ability for different cases like Poisoned or Evil etc.
This is really fun! Have you considered allowing the player to add marks next to a character (like definitely good) to help keep track of their logic?
great idea! will consider to add this option. Thanks!
Very good. I ran into a couple of times the Minion/Outcast/Demon categories were incorrect (like learning that among 3 cards which included a 'saint' that no outcasts were present, and a bishop warning me that between #4 and #5 there was a Minion when the round had only 1 Demon. Both leading me to execute innocents.)
Is drunk considered poisoned?
yes, he is considered poisoned
well what if the drunk is poisoned, Wouldnt they be sober? or would they just stay poisoned
oh, that is a good point, currently Drunk always self Poisons, if he gets poisoned again it won't stack nor negate his ability.
Its actually currently impossible for drunk to be healed (since Alchemist heals only Villagers), so his info will always be wrong.
can that possibly be implemented as a rare chance where the drunk is like a doppelganger but actually says something true?
hm possibly, his ability could read then as 'I have a 50%~ chance to get Poisoned' or something along those lines. I feel like Drunk should stay consistently Poisoned, but I will experiment with him.
Anyway I plan to reduce <Poison> statuses in game, In large amounts they feel very unfair.
*Insert thumbs up emoji
Maybe you've heard of One Night Ultimate Werewolf; it's my favorite board game ever. The thing is, it requires a group of people, and it can be hard to find one... I really love how this is essentially a singleplayer version of ONUW! The social deduction mechanics work perfectly as logic puzzles, and it's just a super fun game to play. The art is great as well, feels really original and cool. I really look forward to the full thing, and thank you for making this (intentional or not) singleplayer adaptation of social deduction!
Just wait 'till you hear about Blood on the Clocktower, the game that inspired this one...
Yes, its one of my favorites too!
Played a bunch of them, ONUW, Secret Hitler, Avalon, Spy Fall, ofc Mafia.
But the most complex one is Blood on the Clocktower, as someone mentioned it. Demon Bluff was heavily inspired by that game :D. You should check that one out if you like Social Deduction games.
There are also some deduction board games like 'Search for planet X', 'Cryptid' or even 'Cluedo', that got me inspired as well
fun but some mechanics need some more explanation i think. it can get overwhelming fast
That is true, Poisoned Drunk should always Lie.
From the POV of the game here, the Drunk lied.
Currently when someone is bluffing as an Alchemist they check how many Poisoned characters are around them and say a number that is opposite to truth (and not how many they cured in fact). So in this case 1 Poisoned Poet is next, so Drunk said 'I cured *0*...'. But its badly worded currently. He either should say he cured someone or say something like '0 Poisoned characters around me'~
I will fix this in the next update.
Yeah, sorry, but it just becomes pure guesswork by like ascention 10, when half the board is evil and the other is poisoned there is no way to logic anything properly
that is true
You'd be surprised; if you keep track of the numbers of Evil there have to be for people to corroborate each other, there are still quite a lot of logical deductions that can be made, it just becomes more mathematical.
I can't stop playing. (This game is awesome!)
I would just like to say this now, PERFECT game, its a rly good game just because it gets you working the mind and making all the links, Thank you So much for making this game Uzabiart
Thank you so much :D! I will be updating it, so it will be a much more polished experience with more characters and different modes :D!
Is there any way that the full release can also be a play in browser? I am using a school Chromebook so I cant really download/pay for games
I will be updating this demo for quite some time until the full release, so there is still more polish and more updates to come here for sure. Full release will probably be mostly on steam, but its still quite far, will see.
Wretch - Shaman is 1 pair, then Shaman - Minion is 2nd pair.
So yes 3 Evils next to each other is registered as 2 pairs.
Maybe Knitter could specify that there are 3 next to each other instead? Or say something along those lines: 'There are triplets'
It should call that arrangement a triple, yeah.
It could count as two pair for other things, but for knitter's info it's kinda confusing.
enlighted ability i didnt understand it
Druid's ability and text needs to be reconciled (2 or 3 chars?) and also it should probably say what happens if both are outsiders.
Poisoned knights should claim they *can* die but be invincible, no?
Neat that evils can hide as outsiders now; makes saint's ability matter.
I mean, knights don't claim anything. They just have an innate ability, so it's safe to execute them immediately unless a drunk or something like that is in play.
You can execute poisoned knights. I don't think that's how it should work, but it does.
They claim "I can't be killed", which is a lie for non-knights and true for real ones, except poison apparently NOT ONLY makes them lie "I CAN be killed" but also reverses the effect (they now die if they are killed)
This game is so cool. I want to play it more.
This game is amazing, already wishlisted.
I've been tickeening with an idea like this, but could never make it work. I'm glad you did it so well.
fun game! It would be nice to see who was poisoned at the end of the round!
Really fun game! I'm not sure if you've already fixed this in the Steam version, but the Druid's ability text says "Outsiders" instead of "Outcasts"
Good luck with the game :D I'm looking forward to its full release.
Thanks!
I haven't noticed the Druid text, even though I looked at it so many times :D. I’ll post the next update here soon with a bunch of fixes and spelling corrections.
Thanks for replying :) Unfortunately, the Druid now says "pick 2 characters" but you need to pick 3 when using its ability.
Yeah, I was messing with him a bit, just threw an updated that also fixed that :D
it seems oracle dosent detect wretch as an evil minion
poison seems to make villagers lie?
i hate poison
ultimate rng character, a poisoned drunk
yeah it does, it probably should be better explained in the game
I think poison inverts how the card works because I killed a poisoned knight once. Poison could definetly be better explained.
yes, you are right. Poison also disables all non-info abilities on a character. So if Knights ability is 'I can not die', then it will no longer work.
what if the wretch gets poisoned then it no longer shows as an imp to other villagers?
this is so fun!
Can someone tell me why Judge lied in this round?
Judge currently recognize all Evil characters (even Puppet), as Lying. Its unintentional, so probably it will be either better explained or changed.
Thanks for pointing this out!