
A game of cooperation and betrayal. Gather your party of 4-10 players, but trust no one. Heroes and Villains plot against each other in quick, highly intense matches. Deception is your greatest weapon, and secrecy is the ultimate defense.
Modeled estimate, not a reported figure. How we estimate →
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About
Enter a high-stakes game of social deduction for 4-10 players where your allegiances are tested and your friendships are put on the line. In fast-paced matches of subterfuge, a team of Heroes must work together to complete their objectives while hidden Villains embedded among them attempt to counter their every move. To survive, you'll need to read your opponents, bluff your way out of suspicion, and decide who you can really trust.
Deceive and trick the HEROS in order to sow chaos. Grab nearby weapons to obliterate everyone, until only VILLAINY remains.
Work together to survive. Complete objectives and withstand curses until you discover the villain among you.
Has a wide range of abilities that can turn the tide of any situation. Any character can be the hero, or the villain.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I went through a whole character arc within my first day of playing. Super fun, just not enough players so lets get this game big!
better than among us
If you happen to be looking for a social deduction game that is more fast pace than Among Us and Goose Goose. This is the game for you, matches can go by so fast, one Villain can easily kill multiple people in one swing. So grouping up is far more dangerous. The classes aren't overpowered and some can turn the tide quickly if you happen to be losing. More people playing this game the better, join the Discord group and get some matches underway!
Maybe this game is good, and possibly the three players that have ever played it could chime in on their experiences. Unfortunately, unless you like tossing away your money for the pure idea of a game, I wouldn't recommend buying this. As it stands, I've had this game for a little over a week, and despite joining the game's official Discord, I've had little luck in finding any games being organized. The one game that was organized took place around 5:00 AM my time, and I don't seriously consider this game good enough to go through all that trouble just to play a quirky Among Us clone with a minor twist. If you buy games to actually play them, then don't buy this one. It's not exactly the developers' fault that this game has no players, but it's also nobody's responsibility to buy a game they'll seldom get to play.
A ton of tiny flaws that make a game that I personally don't like, some roles are purely designed for the hero side, both villain exclusive abilities are either unimpactful or too risky for how little they reward you, the closest that you'd get to actually debating or trying to figure out who the killer could be is if all the roles that can instawin you the round are killed off early, and at that point you're better of playing Among Us which is both cheaper and has a free mod which executes a role focused social deduction game infinitely better than this
Among Us if it was good
Villainy is a fast-paced social deduction experience that places human psychology, deception, and improvisation at the center of its design. Developed and published by Studio Rend, the game focuses on small to medium-sized online matches where trust is constantly tested and certainty is almost impossible to maintain. From the moment a round begins, Villainy establishes an atmosphere of tension and unpredictability, asking players not only to understand the rules of the game, but to read intentions, interpret behavior, and decide who deserves trust in an environment designed to punish hesitation and reward bold plays. Each match casts players into opposing hidden roles, broadly divided between Heroes and Villains, though the exact identities remain secret for much of the round. Heroes are tasked with completing objectives and keeping their group intact, while Villains must quietly undermine progress, sow confusion, and eliminate threats without exposing themselves. This fundamental structure creates an immediate psychological push and pull, as every action becomes suspect and even helpful behavior can mask ulterior motives. Matches are intentionally short, encouraging quick thinking and sharp instincts rather than drawn-out planning, and this brisk pacing ensures that tension escalates rapidly instead of simmering slowly. What makes Villainy particularly engaging is how it blends mechanical objectives with pure social interaction. Tasks provide structure and direction, preventing matches from devolving into aimless accusation, but the real heart of the experience lies in player communication and observation. Decisions about when to speak, when to stay silent, or when to accuse another player are just as important as completing objectives. Villains must carefully balance disruption with restraint, choosing moments to act that won’t immediately draw attention, while Heroes must decide whether to rely on evidence, intuition, or group consensus. These shifting dynamics often lead to sudden reversals, where a trusted ally becomes the prime suspect or a quiet player reveals their true nature at the worst possible moment. Visually, Villainy opts for a clean, stylized presentation with a top-down perspective and pixel-inspired art. While the aesthetic is simple, it serves the gameplay well by keeping information readable and action clear, even during moments of chaos. The modest art direction also reinforces the game’s focus on interaction rather than spectacle, allowing player behavior to take center stage. Sound design and visual cues subtly support gameplay without overwhelming it, helping players track events while still leaving room for interpretation and misdirection. Replayability is one of Villainy’s strongest qualities. Because so much of each match is driven by player behavior rather than scripted events, no two games unfold the same way. A group’s tone can shift from cautious cooperation to outright paranoia in seconds, depending on a single mistake or a convincing lie. Playing with friends can create wildly different experiences compared to public lobbies, as familiarity introduces mind games, grudges, and long-term bluffing strategies that carry over between matches. This emergent storytelling is where Villainy shines most, generating memorable moments that linger far longer than the round itself. That said, the game’s reliance on multiplayer interaction can also be its greatest limitation. Match quality is heavily influenced by player count, communication willingness, and overall engagement. Quiet or inexperienced lobbies may feel flat, while full groups of expressive players bring the game fully to life. As a relatively new and smaller-scale release, occasional technical roughness and population fluctuations can affect consistency, though Studio Rend’s active development and community engagement suggest a willingness to refine and expand the experience over time. Ultimately, Villainy succeeds by embracing the unpredictable nature of social play rather than trying to control it. Its mechanics provide just enough structure to create tension, while leaving space for improvisation, deception, and emotional reactions to drive the experience forward. For fans of social deduction games who value quick matches, strong player interaction, and the thrill of outsmarting real people rather than systems, Villainy offers a sharp, engaging experience that thrives on mistrust, clever manipulation, and the uniquely chaotic energy of human competition. Rating: 8/10
Peak, I love the public roles everyone has and how it make each game different on so many levels (players, roles, maps, quests, etc)
i couldnt get into a game with any players so i refunded until the game gets more players to play with :)
very fun! played with my stream the other night and was cracking up at getting caught as the villain. very neat retro fantasy aesthetic.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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