A turn-based investigation. You explore, you question, you gather, you accuse. No dice, no timers, just you against a company that remembers.
Every action is a move you choose. The theatre and its people respond, and the turn counter ticks on.
The current room names its exits and the objects worth a look. Move through the stage, wings, dressing rooms, and house at will.
Characters recall what they have told you and what you have shown them. Catch one in a contradiction and it stays caught.
Everything you examine and collect is logged. The right piece, presented at the right moment, is how a case is made.
A tension reading rises as you press the truth. It is the theatre holding its breath, not a clock running out.
There is no wrong order. Start in the house and work back, or go straight for the dressing rooms; the investigation is yours to run. The company will not volunteer the truth, but it will not cheat you of it either: every alibi can be checked, and every contradiction is real.
When you are ready, you present your case. Name the killer, lay out the evidence that proves it, and the curtain falls on your answer. Misjudge it and the wrong person takes the blame, so be sure before you stand up in the house.
"Take your time. The doors are locked and nobody is going anywhere. The story is already true; you are only the one who has to see it."