Ask Me Anything December 2025
[p]Dear Wolves and Lambs,
This is the KILLER INN team. [/p][p] [/p][p]We recently collected questions for our AMA, and the number of responses far exceeded our expectations! We’re truly grateful for the incredible interest you’ve shown in KILLER INN, and the entire development team is deeply moved. [/p][p] [/p][p]Today, we’d like to address some of the topics that received the most attention. [/p][p] [/p][h3]◆When is the next time we’ll get to play KILLER INN? [/h3][hr][/hr][p]We’re sorry to keep you waiting.
Please hang tight just a little longer until we’re able to share more details! [/p][p] [/p][p] [/p][h3]◆Are there plans to rework or rebalance characters in the future? [/h3][hr][/hr][p]Yes—we are actively working on this. [/p][p]Abilities that define each character’s individuality are constantly under review. At the moment, we’re focusing on major revisions and balance adjustments, especially for characters that struggled to shine in the past two closed beta tests. [/p][p]In the last beta, development constraints led to overlapping abilities across multiple characters. Going forward, every character will have two fully unique abilities. [/p][p] [/p][p] [/p][h3]◆Are there plans to adjust weapon and armor balance? (e.g., will the club + stun dominance finally end?)[/h3][hr][/hr][p]Absolutely. [/p][p]All items are subject to balance adjustments, but weapons in particular are under constant review to improve overall game balance. [/p][p]During the second closed beta test (CBT2), we chose not to immediately nerf the club numerically. At that time, we promised not to “paper over” issues with simple damage nerfs, but instead to address them in a more fundamental way—one that makes the game deeper and more fun overall. [/p][p]Please wait just a bit longer until we can share the details of how we approached this. [/p][p] [/p][p] [/p][h3]◆Are there any plans for ranked matches? [/h3][hr][/hr][p]Yes. As you may have noticed, ranked matches are currently shown as locked in the game mode menu, and we do plan to unlock them in the future. [/p][p]Decisions like “Do I trust other players” or “Do I trust my intuition?” carry far more weight when you’re under the pressure of “I absolutely cannot lose.”
Unlike casual matches, this isn’t a place where you can shrug and say, “Oh well, I got turned to stone because of a bad guess. Them’s the breaks.” [/p][p]We’re looking forward to seeing players truly test their skills in that kind of environment. [/p][p] [/p][p] [/p][h3]◆Which characters do the KILLER INN team usually play? [/h3][hr][/hr][p]Kensei: Martial Artist [/p][p]Jesse: Astronomer [/p][p]Dave: Physicist [/p][p]Jaden: Ninja [/p][p] [/p][p] [/p][h3]◆Are there plans to expand or deepen the murder mystery and social deduction aspects of the game? [/h3][hr][/hr][p]Yes! [/p][p]Balancing KILLER INN as a competitive action game is important, but we believe there’s still a long way to go before it fully becomes the “murder mystery action” experience we envision. [/p][p]To heighten the sense of mystery, we need the players to more consistently experience gameplay centered on finding evidence and identifying the culprit. Just as importantly, the motivation to want to identify the culprit should be clearer and easier to feel. [/p][p]To strengthen the social deduction (Werewolf/Mafia-style) elements, we also need to implement systems that support more flexible and accessible communication. Additionally, the game’s pacing must allow enough room for meaningful interaction. [/p][p]This isn’t something that can be achieved overnight, but we plan to refine the game step by step to move closer to our ideal vision of a murder mystery action experience. [/p][p] [/p][p] [/p][h3]◆Are there plan to further explore or share more about the world of KILLER INN? [/h3][hr][/hr][p]Yes, absolutely. [/p][p]Each character in the game has their own backstory. We’ve carefully developed these characters by considering why they joined this “game,” and why they must survive and return alive. [/p][p]These background stories will be available in text form within the game. Nothing would make us happier than having players find characters they resonate with, or ones that make them think, “I can’t let this person die.” [/p][p]In addition, we plan to share more about the broader world setting—such as the origins of the game the Wolves and Lambs do battle in, and the secret organization behind it—primarily through Discord. We hope you’ll look forward to it! [/p][p] [/p][p] [/p][h3]◆So, what was the original idea behind KILLER INN? [/h3][hr][/hr][p]It’s impossible to talk about KILLER INN without mentioning tabletop Werewolf games and murder mystery games. Both are widely beloved genres, but murder mystery games in particular had a major influence on us. [/p][p]One of the greatest strengths of murder mystery games is the rich, story-driven experience—you feel like you’re stepping directly into a mystery drama. However, because that experience is tightly bound to revealing the culprit and the deception, these games are often described as “one and done.” [/p][p]Just like watching The Sixth Sense for the first time, that shock at the twist ending can never quite be recreated. We found the inherently low replayability of this format frustrating. [/p][p]That led us to imagine “an endlessly replayable mystery where the culprit, motive, method, and outcome change every time the curtain rises.” Put simply, the core concept of KILLER INN is our desire to create a game where players can repeatedly experience the climax of a mystery drama with fresh excitement each time. [/p][p]In Japan, traditional Werewolf games evolved into highly cerebral affairs centered on intense debate, but that complexity can feel intimidating to some players. [/p][p]By basing KILLER INN on action gameplay, we aim to make “fighting an unknown killer” more accessible and enjoyable for a wider audience. [/p][p]Rather than relying on discussion phases and voting to eliminate players like traditional Werewolf games, KILLER INN is a merit-based mystery where conflicts are settled through combat. [/p][p]In mystery stories, when a culprit’s deception is exposed, they often fold immediately, though not before blaming someone else for their actions. But realistically, solving the mystery doesn’t automatically mean victory. [/p][p]If a detective unmasks you, they become someone you must defeat. Even if the most brilliant detective in the world exposes your crime, you should have the power to fight back. [/p][p] [/p][p] [/p][h3]◆What is the development team most excited about with this game? [/h3][hr][/hr][p]Because trust and suspicion are at the heart of the gameplay, KILLER INN tends to make players feel they went through the trenches with those they played with, forging a kind of camaraderie, even after just one match. [/p][p]We’re most excited about having players find new gaming friends through KILLER INN.
And of course, for those playing with friends already, we hope the game helps deepen those bonds—or reveals new sides of one another. [/p][p] [/p][p] [/p][h3]◆Are there any ideas or concepts that didn’t make it into the current version of the game? [/h3][hr][/hr][p]Rather than ideas being “cut,” there are many elements that were part of the original vision but simply haven’t been implemented yet. [/p][p]All of them have the potential to make KILLER INN even more fun. As mid- to long-term goals, we plan to carefully evaluate and incorporate them one by one. [/p][p]We’ll also be sharing these ideas with you through future updates, so we hope you’ll look forward to them. [/p][p] [/p][p] [/p][h3]◆I bought a PC just to play KILLER INN! Will there be another beta test? [/h3][hr][/hr][p]Thank you so much—that really means a lot to us! [/p][p]We can’t share details about the next beta test just yet, but development is progressing. Please stay tuned! [/p][p] [/p][p] [/p][h3]◆If someone is assigned to Wolves or Lambs repeatedly, is there a system to increase the chances of being assigned to the other faction next match? [/h3][hr][/hr][p]We don’t want players to feel stuck thinking, “I’ve been a Lamb ten times in a row...” [/p][p]Extreme imbalances like that can lead to frustration or players leaving matches early. We’ll be looking into ways to make appropriate adjustments so the experience doesn’t skew too heavily in one direction. [/p][p] [/p][p] [/p][h3]◆What do you think about Wolves rushing to arm themselves and hunting unarmed Lambs immediately, without caring about being exposed? [/h3][hr][/hr][p]The tension (threat of being killed) curve from the start of a match to its end is a major design challenge for us. [/p][p]We’ve been working to reduce early-game pressure, but even in CBT2, we don’t believe our countermeasures were sufficient. Adjustments are still ongoing. [/p][p]As for players not caring about exposure, we also plan to address that. We don’t want reckless, identity-agnostic play to be the optimal strategy. Identifying Wolves—and being identified—should have clearer and more meaningful consequences in gameplay. [/p][p] [/p][p] [/p][h3]◆What is the ideal win rate between Wolves and Lambs? [/h3][hr][/hr][p]We’re currently aiming for 50:50 (±5%). [/p][p]We believe both factions should have roughly equal chances to win. [/p][p] [/p][p] [/p][h3]◆Are you considering any long-term progression or “grind” elements? [/h3][hr][/hr][p]Of course! (But we can’t say anything yet.) [/p][p] [/p][h3]◆A friend said they like the core gameplay, but they’re very bad at shooting and found it difficult to enjoy. Since there are few ways for such players to contribute, they stopped playing after a day. Are there plans for game rules that remove shooting elements (e.g., assassination-only rules)? [/h3][hr][/hr][p]This is something we’re very interested in exploring. [/p][p]Providing ways for players to contribute even if they aren’t good at action games is one of KILLER INN’s goals. Expanding the variety of playstyles and rule sets is something we think would be a very positive thing. [/p][p] [/p][p] [/p][h3]◆What’s inside Sunny’s backpack? [/h3][hr][/hr][p]Her favorite keyboard and mouse. [/p][p] [/p][p]🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑[/p][p][/p][p]From here on, we’ll be sharing content from the Dev Diary – Dec 2025, which was introduced during the official live stream LIVE CHECK-IN. [/p][p] [/p][h2]📜Dev Diary - Dec 2025 / Currently in Development [/h2][p] [/p]
[/p]
[/p][p] [/p]
[/p][p] [/p][p]That’s all the information we have for now! [/p][p]Development on KILLER INN is steadily progressing as we work toward delivering an exciting experience for all of you.
Be sure to follow our official Discord and X account for the latest updates.
And don’t forget to add the game to your wishlist! [/p][p] [/p][p]—The KILLER INN Team [/p]
This is the KILLER INN team. [/p][p] [/p][p]We recently collected questions for our AMA, and the number of responses far exceeded our expectations! We’re truly grateful for the incredible interest you’ve shown in KILLER INN, and the entire development team is deeply moved. [/p][p] [/p][p]Today, we’d like to address some of the topics that received the most attention. [/p][p] [/p][h3]◆When is the next time we’ll get to play KILLER INN? [/h3][hr][/hr][p]We’re sorry to keep you waiting.
Please hang tight just a little longer until we’re able to share more details! [/p][p] [/p][p] [/p][h3]◆Are there plans to rework or rebalance characters in the future? [/h3][hr][/hr][p]Yes—we are actively working on this. [/p][p]Abilities that define each character’s individuality are constantly under review. At the moment, we’re focusing on major revisions and balance adjustments, especially for characters that struggled to shine in the past two closed beta tests. [/p][p]In the last beta, development constraints led to overlapping abilities across multiple characters. Going forward, every character will have two fully unique abilities. [/p][p] [/p][p] [/p][h3]◆Are there plans to adjust weapon and armor balance? (e.g., will the club + stun dominance finally end?)[/h3][hr][/hr][p]Absolutely. [/p][p]All items are subject to balance adjustments, but weapons in particular are under constant review to improve overall game balance. [/p][p]During the second closed beta test (CBT2), we chose not to immediately nerf the club numerically. At that time, we promised not to “paper over” issues with simple damage nerfs, but instead to address them in a more fundamental way—one that makes the game deeper and more fun overall. [/p][p]Please wait just a bit longer until we can share the details of how we approached this. [/p][p] [/p][p] [/p][h3]◆Are there any plans for ranked matches? [/h3][hr][/hr][p]Yes. As you may have noticed, ranked matches are currently shown as locked in the game mode menu, and we do plan to unlock them in the future. [/p][p]Decisions like “Do I trust other players” or “Do I trust my intuition?” carry far more weight when you’re under the pressure of “I absolutely cannot lose.”
Unlike casual matches, this isn’t a place where you can shrug and say, “Oh well, I got turned to stone because of a bad guess. Them’s the breaks.” [/p][p]We’re looking forward to seeing players truly test their skills in that kind of environment. [/p][p] [/p][p] [/p][h3]◆Which characters do the KILLER INN team usually play? [/h3][hr][/hr][p]Kensei: Martial Artist [/p][p]Jesse: Astronomer [/p][p]Dave: Physicist [/p][p]Jaden: Ninja [/p][p] [/p][p] [/p][h3]◆Are there plans to expand or deepen the murder mystery and social deduction aspects of the game? [/h3][hr][/hr][p]Yes! [/p][p]Balancing KILLER INN as a competitive action game is important, but we believe there’s still a long way to go before it fully becomes the “murder mystery action” experience we envision. [/p][p]To heighten the sense of mystery, we need the players to more consistently experience gameplay centered on finding evidence and identifying the culprit. Just as importantly, the motivation to want to identify the culprit should be clearer and easier to feel. [/p][p]To strengthen the social deduction (Werewolf/Mafia-style) elements, we also need to implement systems that support more flexible and accessible communication. Additionally, the game’s pacing must allow enough room for meaningful interaction. [/p][p]This isn’t something that can be achieved overnight, but we plan to refine the game step by step to move closer to our ideal vision of a murder mystery action experience. [/p][p] [/p][p] [/p][h3]◆Are there plan to further explore or share more about the world of KILLER INN? [/h3][hr][/hr][p]Yes, absolutely. [/p][p]Each character in the game has their own backstory. We’ve carefully developed these characters by considering why they joined this “game,” and why they must survive and return alive. [/p][p]These background stories will be available in text form within the game. Nothing would make us happier than having players find characters they resonate with, or ones that make them think, “I can’t let this person die.” [/p][p]In addition, we plan to share more about the broader world setting—such as the origins of the game the Wolves and Lambs do battle in, and the secret organization behind it—primarily through Discord. We hope you’ll look forward to it! [/p][p] [/p][p] [/p][h3]◆So, what was the original idea behind KILLER INN? [/h3][hr][/hr][p]It’s impossible to talk about KILLER INN without mentioning tabletop Werewolf games and murder mystery games. Both are widely beloved genres, but murder mystery games in particular had a major influence on us. [/p][p]One of the greatest strengths of murder mystery games is the rich, story-driven experience—you feel like you’re stepping directly into a mystery drama. However, because that experience is tightly bound to revealing the culprit and the deception, these games are often described as “one and done.” [/p][p]Just like watching The Sixth Sense for the first time, that shock at the twist ending can never quite be recreated. We found the inherently low replayability of this format frustrating. [/p][p]That led us to imagine “an endlessly replayable mystery where the culprit, motive, method, and outcome change every time the curtain rises.” Put simply, the core concept of KILLER INN is our desire to create a game where players can repeatedly experience the climax of a mystery drama with fresh excitement each time. [/p][p]In Japan, traditional Werewolf games evolved into highly cerebral affairs centered on intense debate, but that complexity can feel intimidating to some players. [/p][p]By basing KILLER INN on action gameplay, we aim to make “fighting an unknown killer” more accessible and enjoyable for a wider audience. [/p][p]Rather than relying on discussion phases and voting to eliminate players like traditional Werewolf games, KILLER INN is a merit-based mystery where conflicts are settled through combat. [/p][p]In mystery stories, when a culprit’s deception is exposed, they often fold immediately, though not before blaming someone else for their actions. But realistically, solving the mystery doesn’t automatically mean victory. [/p][p]If a detective unmasks you, they become someone you must defeat. Even if the most brilliant detective in the world exposes your crime, you should have the power to fight back. [/p][p] [/p][p] [/p][h3]◆What is the development team most excited about with this game? [/h3][hr][/hr][p]Because trust and suspicion are at the heart of the gameplay, KILLER INN tends to make players feel they went through the trenches with those they played with, forging a kind of camaraderie, even after just one match. [/p][p]We’re most excited about having players find new gaming friends through KILLER INN.
And of course, for those playing with friends already, we hope the game helps deepen those bonds—or reveals new sides of one another. [/p][p] [/p][p] [/p][h3]◆Are there any ideas or concepts that didn’t make it into the current version of the game? [/h3][hr][/hr][p]Rather than ideas being “cut,” there are many elements that were part of the original vision but simply haven’t been implemented yet. [/p][p]All of them have the potential to make KILLER INN even more fun. As mid- to long-term goals, we plan to carefully evaluate and incorporate them one by one. [/p][p]We’ll also be sharing these ideas with you through future updates, so we hope you’ll look forward to them. [/p][p] [/p][p] [/p][h3]◆I bought a PC just to play KILLER INN! Will there be another beta test? [/h3][hr][/hr][p]Thank you so much—that really means a lot to us! [/p][p]We can’t share details about the next beta test just yet, but development is progressing. Please stay tuned! [/p][p] [/p][p] [/p][h3]◆If someone is assigned to Wolves or Lambs repeatedly, is there a system to increase the chances of being assigned to the other faction next match? [/h3][hr][/hr][p]We don’t want players to feel stuck thinking, “I’ve been a Lamb ten times in a row...” [/p][p]Extreme imbalances like that can lead to frustration or players leaving matches early. We’ll be looking into ways to make appropriate adjustments so the experience doesn’t skew too heavily in one direction. [/p][p] [/p][p] [/p][h3]◆What do you think about Wolves rushing to arm themselves and hunting unarmed Lambs immediately, without caring about being exposed? [/h3][hr][/hr][p]The tension (threat of being killed) curve from the start of a match to its end is a major design challenge for us. [/p][p]We’ve been working to reduce early-game pressure, but even in CBT2, we don’t believe our countermeasures were sufficient. Adjustments are still ongoing. [/p][p]As for players not caring about exposure, we also plan to address that. We don’t want reckless, identity-agnostic play to be the optimal strategy. Identifying Wolves—and being identified—should have clearer and more meaningful consequences in gameplay. [/p][p] [/p][p] [/p][h3]◆What is the ideal win rate between Wolves and Lambs? [/h3][hr][/hr][p]We’re currently aiming for 50:50 (±5%). [/p][p]We believe both factions should have roughly equal chances to win. [/p][p] [/p][p] [/p][h3]◆Are you considering any long-term progression or “grind” elements? [/h3][hr][/hr][p]Of course! (But we can’t say anything yet.) [/p][p] [/p][h3]◆A friend said they like the core gameplay, but they’re very bad at shooting and found it difficult to enjoy. Since there are few ways for such players to contribute, they stopped playing after a day. Are there plans for game rules that remove shooting elements (e.g., assassination-only rules)? [/h3][hr][/hr][p]This is something we’re very interested in exploring. [/p][p]Providing ways for players to contribute even if they aren’t good at action games is one of KILLER INN’s goals. Expanding the variety of playstyles and rule sets is something we think would be a very positive thing. [/p][p] [/p][p] [/p][h3]◆What’s inside Sunny’s backpack? [/h3][hr][/hr][p]Her favorite keyboard and mouse. [/p][p] [/p][p]🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑🐺🐑[/p][p][/p][p]From here on, we’ll be sharing content from the Dev Diary – Dec 2025, which was introduced during the official live stream LIVE CHECK-IN. [/p][p] [/p][h2]📜Dev Diary - Dec 2025 / Currently in Development [/h2][p] [/p]
- [p]New Character-Unique Abilities [/p]
- [p]New Upgrades to Be Introduced
We’re working on developing new upgrades to give melee weapons more customization options. [/p]
- [p]Item Balance Will Be Fine-Tuned
We’re making adjustments to various gameplay elements. [/p]
- [p]Something New Is Cooking... [/p]
Be sure to follow our official Discord and X account for the latest updates.
And don’t forget to add the game to your wishlist! [/p][p] [/p][p]—The KILLER INN Team [/p]