A suburban disaster simulator
Worst
Roommates.
Shared house. Private grudges.
Make it look like an accident.
HOME
SWEET
HOME
ALIBI.
How to play
- Every contract names its targets 🎯. You pick who you are ★: one roommate with a toxic personality, a job and skills. You only control yourself; the targets live their own lives, and they're out to get you too. If you die, it's over.
- Click objects, the other roommates or graves to tell your character what to do. With free will on, you look after your own needs when idle.
- Earn your murders. Your job pays per shift (catch the bus at the front gate, or work from home at the computer). Rent is due every midnight ($40 on the normal difficulty): miss it twice and you're evicted. Being at work is a watertight alibi for whatever happens at home.
- Skills (cooking, handiness, charisma, chemistry, logic) come from practice at the bookshelf, vanity, computer and telescope. They get you promoted, and some jobs need them: fraying wiring takes Handiness 3.
- Listen in: speech bubbles react to personalities and household disasters. Leave a passive-aggressive note for a smaller, pettier crisis. Adjust volume, ambience and bubbles with ⚙.
- Use the toolkit at the bottom (or click an object) to sabotage things. You walk over and do it yourself, and it costs cash. Contracts pay 🪙 crypto for the black market: new tools, characters and upgrades.
- Difficulty (on the contracts board): 😈 Brat gives you more money, more time and a gentler house; 🗡️ Plotter is the game as intended; 💀 Total Chaos means tight money, less time, fast police and roommates who strike first. Stars and personal bests are kept per difficulty.
- Housemates. Some contracts come with people who aren't on your list: a 🛡️ guardian who watches over the target and undoes any sabotage they catch you at, a 💢 hater who'd happily look the other way, a 🤫 peacekeeper who breaks up fights and turns the music off. Send them out for pizza, win their trust, or tell them what the target "said" about them. Killing them costs suspicion; keeping them alive pays a bonus.
- They have plans too. Humiliate someone and they may decide to get even: Vincent heads for the toilet brush, Nermin reaches for her slipper, hotheads want a fight, the sneaky ones set a trap where you're most likely to walk into it. Anyone who hates you starts hunting you, using what they've seen you do most. A close call makes people careful: they steer clear of whatever nearly got them. Their thought bubble and person card give it away. Apologise, send them out, or stay out of reach until they cool off.
- People learn. Nobody takes a second "special" drink from the same person, the same trick works less each time until they see straight through it, and anyone you keep pestering starts walking away when they see you coming. Mix it up.
- Witnesses. Someone who sees you at it thinks about who it's for. If they hate that person (and not you), they cover for you. If they hate you both, they either want hush money (pay, haggle, promise them the death they want, or call their bluff) or call the police, depending on who they hate more. Anyone else calls the police (charisma can talk them round). The police check the story: if the evidence is still there when they arrive, you're arrested, so wipe it away fast. Get caught red-handed by a police officer and you're cuffed on the spot. Turn your roommates against each other and they'll look the other way.
- Risky-but-normal actions cause accidents: a clumsy sim cooking, a novice fixing wiring, a bath with the radio on the edge.
- Suspicion rises when someone sees you sabotage, and when deaths look like murder (poison, drowning with no ladder, starving behind a brick wall). At 50 everyone gets careful. At 100 you're exposed and the contract fails. It slowly fades over time.
- Be the worst roommate: blast the stereo at 3am, tickle or air-horn people awake, barge in on the loo, trash the kitchen, reheat fish, stop washing. Sleep-deprived and rattled sims are confused, and confused sims have accidents.
- Visitors and neighbours remember. Gas or stink out a visitor and they never come back. Slam doors, egg houses or blast music at night and the neighbours' patience runs out: they sell up, and somebody new moves in.
- Nobody is safe. Visitors, neighbours, firefighters and inspectors get caught by traps, fire and explosions too, and poking at your sabotage can blow up in an inspector's face. Every death that wasn't on the list brings far more suspicion. A 🏍️ flyer in the mailbox summons a biker gang that beats up everyone, you included.
- Fires spread until a neighbour calls the fire brigade. Suspicious deaths bring Inspector Gumshoe 🕵️, who searches the house for evidence: tidy up first with 🧹, or keep him busy with a coffee.
- ⚔️ Sim vs Sim: pick who you are and who you'd most like to see dead. Your nemesis moves in with all their own talents (Vincent's toilet brush, Pete's fireworks, Gus's chili) and hates you from day one. Asraa and Daniel are immortal and never on the list, but you can play them.
- 🚨 The getaway. If the last target dies with loose ends lying around (evidence that would sink you, or a witness whose story checks out), the police come before you can call it a win. The HUD lists what's left: clean it up with 🧹, click a witness to 🤫 get your stories straight (pay them, talk them round or pin it on another housemate), or 🏃 run for the front gate before the squad car parks (half pay, but you're gone). Wiping evidence in front of the police is tampering, and gets you cuffed. A clean accident ends at once.
- Kill every target before the deadline without getting caught, and stay alive. Any death counts and scores points (new ways of dying and quick combos score more). ★ Killing them the way the client asked and ★ finishing quickly earn the other stars, and a clean job pays extra points.
Drag / WASD: pan · Right-drag or Shift-drag: turn and tilt · Wheel: zoom · Q/E: rotate · C: camera (isometric, 3D, follow, first person) · First person: WASD walks, drag to look · Space: pause · 1-3: speed · Tab: find yourself · R: roof