
A vibrant co-op social deduction adventure with roguelike twists, wild abilities, monsters, and nonstop mayhem.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Masters of Mayhem is a free-to-play social deduction game with roguelike twists for 4–15 players. Work together to restore abandoned facilities and contain terrifying monsters — unless you're an impostor, in which case… have fun unleashing mayhem!
At the start of each game, you'll be secretly assigned the role of Innocent or Impostor.
Only Impostors know who the other Impostors are!
Make socially strategic decisions - identify Impostors, or lie through your teeth!
As an Innocent, complete tricky and tactile tasks while being on the look out for suspicious behavior.
As an Impostor, take out Innocents while remaining undetected!
Plead your case in the voting room.
Frame others, share evidence, spread speculations and theories!
Find out the truth as voted out Impostors fall into the abyss - but beware, every Imposter can still influence the game in the afterlife!
Obtain perk rewards every match for taking part in activities or voting correctly.
Disguise yourself as a box, take on the form of another player, blast other players and much much more!
Mix and match, with up to 3 active perks allowed.
Unique perks for Innocents and Imposters.
Complete tasks (or eliminate innocents) before it's too late!
If the number of innocents and impostors becomes equal, a monster is unleashed, eating everyone in sight!
Sow mayhem! Our game is stacked with environmental hazards and tools designed to maximize the mayhem.
Social deduction at its best - read the room, deceive your friends, uncover hidden agendas.
Roguelike perks every run - mix and match abilities to create your own playstyle
4–15 players - host public and private lobbies, or use our matchmaking queue.
Proximity voice chat and text chat supported
2 maps to explore - the frozen Arctic and ancient Temple, each hiding a monster the Impostors are plotting to unleash.
Vibrant characters with unique lore, animations, and personality.
More game modes, characters, and content on the way!
Masters of Mayhem is built by Super Studios, led by industry veteran Rick Ellis (Valve, Team Fortress, Half-Life 2). Join our Discord to playtest, give feedback, and help shape the game.

Genres
Stats
Languages: English
Engagement
Reviews
Themes across 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I know it says I've only put 7 hours into this game, but I also put *300* hours into the playtest. It's my main game on stream. I love this game. It's fun, chaotic, and energetic. I love teaching new players and The devs are responsive to bugs and issues and they're pretty speedy about fixing them. The battlepass isn't crazy expensive. Honestly, I appreciate that it's less than a cup of coffee. This game gets better and better with every update. I'm enthusiastically waiting to see what's coming next.
Running smoothly on my M1 Max Macbook. Never had so much fun spectating others, neat. Last game I played was Left 4 Dead 2 on steam. This made me come back
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Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A fresh take on social deduction/party action with roguelike abilities, cool characters, and dynamic maps.
An absolute joy to play with strangers and friends. The map variety is awesome
Masters of Mayhem is a multiplayer social deduction game that takes the familiar idea of hidden traitors and pushes it toward a more unpredictable blend of deception, environmental danger, special abilities, and cooperative objectives. Developed and published by Super Studios, it is designed for groups of 4 to 15 players, with each match encouraging communication, suspicion, teamwork, and calculated betrayal. Rather than depending entirely on discussion and voting, the game introduces enough mechanical variables to make individual rounds feel more active and chaotic than a conventional social deduction experience. At the beginning of a match, players are secretly assigned to opposing sides. Innocents need to cooperate, perform tasks, restore facilities, and identify the Impostors hiding among them. Impostors know who their allies are and must undermine the group through sabotage, deception, and elimination without exposing themselves. This basic structure is easy to understand, but the uncertainty created by player behavior keeps it interesting. Someone wandering away from the group could be completing an objective, searching for something useful, or preparing an ambush, so even ordinary movement can become suspicious when nobody has complete information. Discussion and voting remain central to determining who can be trusted. Players can accuse suspicious teammates, explain their movements, provide information, or invent convincing stories to manipulate the group. This creates plenty of room for memorable social situations, particularly when playing with friends who are comfortable arguing, bluffing, and misleading one another for entertainment. An incorrect accusation can benefit the Impostors considerably, while a carefully coordinated deception can turn an apparently obvious situation against an innocent player. As with most games built around social interaction, the quality of a match can vary substantially depending on the participants. One of the more interesting additions is the perk system. Players can acquire different abilities and eventually combine several perks, creating a light roguelike element that adds mechanical variety between matches. Innocents and Impostors receive abilities appropriate to their roles, and these can influence movement, combat, deception, survival, and information gathering. Some powers allow particularly amusing tricks, including disguising a character as an object or impersonating someone else. These abilities make eyewitness testimony less reliable because seeing a particular character somewhere does not always prove that the actual player was responsible. Environmental threats make the situation even less predictable. Maps contain hazards, traps, fires, dangerous locations, and monsters capable of disrupting both teams. A particularly entertaining mechanic occurs when the surviving Innocents and Impostors reach equal numbers, potentially introducing a monster that attacks everyone. At that point, the conflict becomes more complicated because surviving the immediate threat can temporarily become just as important as identifying enemies. These systems give matches a deliberately disorderly character in which a carefully prepared plan can collapse because of an unexpected hazard or badly timed encounter. The available environments provide different settings for these encounters, including an Arctic facility and an ancient Temple. Each location has its own arrangement of objectives, routes, hiding areas, dangers, and monster threats. Learning the geography is important because experienced players can use knowledge of routes and objective locations to judge whether someone's explanation sounds believable. The current selection is not especially large, however, so players who spend many hours with the game may eventually become extremely familiar with the layouts. Additional maps and scenarios would significantly strengthen its long-term variety. Communication is another major component. Proximity voice chat is especially appropriate because conversations are influenced by where characters are physically located. Hearing someone nearby, losing contact with a teammate, or encountering two players together can generate information that affects later accusations. Text communication is also available, while public and private lobby options make it possible to play with friends or enter sessions with other players. A coordinated group is likely to get the most entertainment from the game because the mechanics become much more effective when everyone actively participates in discussion and deception. Elimination has also been handled more creatively than simply forcing defeated participants to watch the rest of the match. Eliminated Impostors can retain ways of affecting events from beyond the grave, keeping them involved after their initial defeat. This is a useful design decision for a party-oriented multiplayer game because being removed early can otherwise lead to extended periods of inactivity. Keeping more participants engaged helps preserve the chaotic atmosphere through the later stages of a round. The visual presentation uses colorful, stylized 3D characters and environments rather than pursuing realistic horror. This lighter approach fits the game's personality because its betrayals, disguises, monsters, and unusual abilities are intended to generate humorous situations as much as tension. Character customization, individual personalities, animations, and cosmetic elements provide additional identity, while achievements give completion-focused players secondary goals beyond simply winning matches. The main consideration is that Masters of Mayhem remains an evolving multiplayer experience, so its ultimate longevity depends heavily on continued development and an active player population. More characters, perks, maps, modes, scenarios, customization options, and balancing improvements could greatly expand what is already a promising foundation. The existing mechanics contain enough interesting interactions to distinguish the game, but repetition may become noticeable for players who consume the available content quickly. Steam Deck compatibility should currently be approached cautiously. The game does not have an official Steam Deck Verified or Playable rating, so compatibility cannot be guaranteed. Its multiplayer focus, communication features, interface requirements, and evolving Early Access development also mean that handheld behavior may change between updates. Players primarily interested in Steam Deck play should therefore regard support as unverified rather than assume a fully optimized experience. Overall, Masters of Mayhem succeeds by turning social deduction into something more mechanically chaotic. Perks, disguises, monsters, environmental dangers, proximity communication, sabotage, and post-elimination involvement create plenty of opportunities for unexpected situations. Its content selection still has room to grow, but groups that enjoy bluffing, accusations, cooperative tasks, and unpredictable multiplayer encounters should find an entertaining foundation here. Rating: 8/10
Awesome time with friends or random lobbies. Perks are a great touch and allow for many different play styles, which makes being an innocent just as fun. Devs are super responsive to bug reports and listen to feedback, which is awesome to see. The maps and characters/skins are also incredible - you can tell a ton of time and detail went into crafting them!
one oif the best Deduction games in recent time awesome community and players are fun to hangout with some stuff are fast like the new map addicted as ♥♥♥♥ to thy game
Loving the game so far. Very cool community!
I have no notes for this game! Having played this game during playtests, I have come to see the game evolve over time! This game is definitely a fun social deduction game to play with friends! Even better if you are in the discord, since that is where you are able to meet plenty of the fun community! Overall, this game definitely is worth playing and I would recommend it to others + ITS FREE!
Like Among Us but even more fun. I played a bunch on the playtest, super excited that its out!
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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