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The Incident Room

A 2–4 player cooperative supernatural horror investigation about intervening in recorded tragedies. The opening chapter unfolds in a fog-shrouded 1700s coastal town, where players inhabit different townsfolk and act within a relentless final hour before the outcome becomes irreversible.

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About the Game

History records a tragedy.
You arrive before it becomes inevitable.

The Incident Room is a 2–4 player cooperative supernatural horror investigation game where you do not analyze events after they occur — you step directly into the final moments before a recorded tragedy is sealed into history.

Each chapter places players inside a different historical incident, at the point where belief, fear, and ritual have already begun to shape an outcome.

Chapter 1: The Last Witch

The first chapter unfolds in a remote 1700s town, during the final 60 minutes before a documented tragedy known only as The Last Witch.

The town is awake.
The people are certain.
What must be done has already been decided.

Rituals are in motion. Beliefs are entrenched. Midnight is approaching.

This is not a crime to solve.
It is a fate already unfolding.

There are no resets.
If you fail, the tragedy resolves exactly as history remembers it.

CORE GAMEPLAY

  • Asymmetric Co-Op Roles (2–4 Players)

    Each player inhabits a different townsfolk connected to the incident — doctor, priest, lighthouse keeper, librarian, fisherman, drifter — each starting in separate locations with unique access, authority, and blind spots.

    No single role can perceive the full truth. Coordination is mandatory.

  • Distributed Investigation

    Critical information is scattered across:

    • NPC testimony and interrogation

    • Forbidden texts and ritual practices

    • Environmental signs and unnatural disturbances

    Understanding emerges only through communication, contradiction, and interpretation.

  • Real-Time Countdown

    Time never pauses. Events progress whether you act or not. Miss key moments, and the town continues toward its recorded outcome.

  • Adaptive Narrative System

    Each session is guided by a responsive narrative framework that reshapes events, NPC behavior, and supernatural escalation based on player actions — ensuring every playthrough unfolds differently while remaining internally consistent.

  • Psychological & Occult Horror

    Manage panic and sanity, evade manifestations that should not exist, survive escalating pressure, and make decisions under moral uncertainty as midnight draws near.

WHAT MAKES IT DIFFERENT

  • You Play Before History Is Written
    You don’t uncover what happened. You arrive while it is still becoming inevitable.

  • Failure Is Canon
    There is no restart loop. If the ritual completes, that outcome becomes the historical record.

  • No Perspective Is Reliable
    The town lies to itself. NPCs believe what they say. Players must decide which reality to oppose.

  • Built for Replayability
    Shifting belief structures, ritual logic, and player-driven outcomes ensure no two incidents resolve the same way.

SESSION DETAILS

  • Players: 2–4 Online Co-Op

  • Session Length: ~60–90 minutes

  • Setting: 1700s coastal settlement

  • Genre: Psychological Occult Horror / Supernatural Investigation

  • Perspective: First-Person

  • Focus: Communication, tension, consequence

CONTENT WARNING

This game contains graphic horror themes, including violence, supernatural imagery, and intense psychological situations. Content intensity options are available.