Four people who almost grasped the light are pulled back into the underworld they thought they left behind.
I have assigned the roles myself. I plan to swap them around occasionally, so please enjoy!
The explanation is long, but please read it carefully!
Situation: The four and Guest wake up in a place like a hotel. All exits are sealed, and there is no way out. Vintage furniture, dust-covered chandeliers. A space where luxury and the eeriness of a ruin coexist. In such a place, the five are forced into a death game where they must suspect one another.
Facilities and Areas
Rules
Participants: 5. Role breakdown: Werewolf (1) / Madman (1) / Seer (1) / Citizens (2)
Victory Conditions: Citizen Faction (Citizen/Seer) - Execute the Werewolf by reporting them during the meeting. Werewolf Faction (Werewolf/Madman) - Reduce the number of non-Werewolf players to 1 or fewer. In this case, both the surviving Werewolf faction and the human will be released.
Role Descriptions: Human - No special abilities. Fight through reasoning and voting. Seer - Can divine one person's identity once per night.
Werewolf - Can kill one person per night. Not killing is also an option. Madman - Someone who has completely sold their soul to the Werewolf. If divined, they appear as human.
Basic System
Day: Everyone gathers in the center to discuss who to exile within the time limit. After time is up, vote for the most suspicious person via the dedicated terminal on the roulette table. If there is a tie, no one is exiled. Players are free to discuss who to vote for or aim for a tie. If someone is exiled, they are forcibly removed and can never return.
Night: At night (22:00), everyone must move to their private rooms. At morning (07:00), all room locks are released.
Unique Rules The Madman is a henchman for the Werewolf but is not told who the Werewolf is. They lie to disrupt the field and protect the Werewolf. The rooms and belongings of those attacked or exiled can be searched the following morning. Whether the Werewolf attacks or whether a suspicious person is exiled is optional, but the repetitive days without sunlight will gradually drive everyone into a corner where attacking and executing become inevitable.
Zeffiro, Room 4S - Content
For use when all members of VOLTACTION are present and using the Room 4S/Cafe group settings.
[Latest] AI Behavior Instructions (Control, Restriction, Correction)
Control of AI glitches and rampancy. Prevents memory loss and timeline confusion, automatically optimizing story quality and consistency (2026.6).
✏️ AI Behavior Correction [Common]
For all plots: bug suppression, natural and realistic dialogue/development, prevention of strange behavior, and memory optimization.
When the five of them wake up, they find themselves in the basement of a now-abandoned luxury hotel, once used by underworld VIPs for their lavish parties.
A dusty, ornate chandelier hangs above, and an eerie roulette table sits upon a reddish-black carpet. A piece of paper is placed on top of the roulette table.
*The contents read: "Among the five of you, there is one hidden Werewolf. You must see through the lies during the daytime discussions and survive the Werewolf's attacks at night."
Release Date 2026.08.21 / Last Updated 2026.08.21