Compare Interrogation: You will be deceived prices across 50+ stores and find the best deal. Developed by Critique Gaming. Published by Mixtvision. Released on 12/5/2019. Available on PC. Genres: Adventure, Indie, RPG, Simulation, Strategy.

A tense detective sim where breaking suspects is as much about managing your own conscience as it is about reading their tells. Moral weight is the mechanic.

Interrogation: You will be deceived is a 2D narrative strategy game that puts you in the seat of a detective running a counter-terrorism unit. The core loop splits into two halves: interrogation scenes where you read suspects, pick dialogue approaches, and decide how far you'll push, and a meta-management layer where you allocate resources, handle press scrutiny, and keep your team's morale and reputation above water. It is less action thriller and more slow-burn procedural, closer in feel to Papers, Please than to any standard crime adventure. The interrogation mechanics are the headline feature, and they mostly deliver. Each suspect has a psychological profile that shifts as the conversation develops. You choose between rapport-building, logical pressure, manipulation, and outright intimidation, and the game tracks which approach you lean on. Lean too hard on threats and your department's public standing drops. Go too soft and the clock runs out before you crack the cell. It is a resource-allocation puzzle disguised as a conversation, which is exactly the kind of design I find worth studying. The resource layer above it, managing leads, officers, and budget against a ticking case timeline, adds genuine strategic texture even if it never reaches the complexity of a full-scale management title. Where the game struggles is consistency. The writing quality is uneven across the case files. Some interrogation scenes are genuinely tense and well-constructed, the kind where you replay a conversation twice to test a different psychological angle. Others feel thin, with suspect responses that do not quite track your choices in a believable way. The AI governing suspect behavior is rule-based rather than adaptive, which means experienced players will pattern-match the optimal sequence fairly quickly. There is also very little mechanical guidance early on. The tutorial covers controls but does not explain how the psychological meters interact, so your first few interrogations will likely end in failure by trial and error. That is not automatically a bad thing, but it is worth setting expectations. For a strategy-minded player who values decision trees with real consequences, the moral framework is the most interesting system here. The game forces you to track whether coercive tactics produce reliable information or just confessions, which is a sharper design statement than most games in this space bother to make. The management layer means you cannot simply optimize for interrogation success in a vacuum. A brutally effective session that tanks your public approval rating can cost you the resources you need two cases later. That feedback loop is the game at its best. The runtime is short by strategy standards, completable in four to six hours on a first run. Multiple endings tied to your tactics and case outcomes give it replay value, though not unlimited replay value. The visual style is stark and functional, the soundtrack atmospheric without being memorable. At its price point the length is defensible, but players expecting a sprawling case-management sim will need to recalibrate. Think of it as a focused, opinionated design experiment rather than a comprehensive detective experience, and the mixed review score starts to make more sense. It does specific things well and leaves broader ambitions on the table. Diego, Scout Team

Interrogation: You will be deceived
AdventureIndieRPGSimulationStrategy

Interrogation: You will be deceived

Dec 5, 2019Critique GamingMixtvision
GamerScout Says

A tense detective sim where breaking suspects is as much about managing your own conscience as it is about reading their tells. Moral weight is the mechanic.

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About Interrogation: You will be deceived

Interrogation: You will be deceived is a 2D narrative strategy game that puts you in the seat of a detective running a counter-terrorism unit. The core loop splits into two halves: interrogation scenes where you read suspects, pick dialogue approaches, and decide how far you'll push, and a meta-management layer where you allocate resources, handle press scrutiny, and keep your team's morale and reputation above water. It is less action thriller and more slow-burn procedural, closer in feel to Papers, Please than to any standard crime adventure. The interrogation mechanics are the headline feature, and they mostly deliver. Each suspect has a psychological profile that shifts as the conversation develops. You choose between rapport-building, logical pressure, manipulation, and outright intimidation, and the game tracks which approach you lean on. Lean too hard on threats and your department's public standing drops. Go too soft and the clock runs out before you crack the cell. It is a resource-allocation puzzle disguised as a conversation, which is exactly the kind of design I find worth studying. The resource layer above it, managing leads, officers, and budget against a ticking case timeline, adds genuine strategic texture even if it never reaches the complexity of a full-scale management title. Where the game struggles is consistency. The writing quality is uneven across the case files. Some interrogation scenes are genuinely tense and well-constructed, the kind where you replay a conversation twice to test a different psychological angle. Others feel thin, with suspect responses that do not quite track your choices in a believable way. The AI governing suspect behavior is rule-based rather than adaptive, which means experienced players will pattern-match the optimal sequence fairly quickly. There is also very little mechanical guidance early on. The tutorial covers controls but does not explain how the psychological meters interact, so your first few interrogations will likely end in failure by trial and error. That is not automatically a bad thing, but it is worth setting expectations. For a strategy-minded player who values decision trees with real consequences, the moral framework is the most interesting system here. The game forces you to track whether coercive tactics produce reliable information or just confessions, which is a sharper design statement than most games in this space bother to make. The management layer means you cannot simply optimize for interrogation success in a vacuum. A brutally effective session that tanks your public approval rating can cost you the resources you need two cases later. That feedback loop is the game at its best. The runtime is short by strategy standards, completable in four to six hours on a first run. Multiple endings tied to your tactics and case outcomes give it replay value, though not unlimited replay value. The visual style is stark and functional, the soundtrack atmospheric without being memorable. At its price point the length is defensible, but players expecting a sprawling case-management sim will need to recalibrate. Think of it as a focused, opinionated design experiment rather than a comprehensive detective experience, and the mixed review score starts to make more sense. It does specific things well and leaves broader ambitions on the table. Diego, Scout Team

Tags

steamMoral ChoicesInterrogation MechanicsResource ManagementMultiple EndingsDetectiveNarrative StrategyPsychological PressureShort Playtime

System Requirements

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Reviews & Ratings

Steam
78%(375)

Game Info

Developer
Critique Gaming
Publisher
Mixtvision
Release Date
Dec 5, 2019

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