KILLER INN: A promising mystery concept buried under weak design, shallow progression, and questionable monetization.
For decades, Square Enix was a name that meant something special to us as gamers. It stood for polished JRPGs, emotional storytelling, and complete experiences that felt worth every hour and every dollar. From the golden era of Final Fantasy and Vagrant Story to later global successes, the company built its reputation on consistency and craftsmanship.
Once upon a time, just seeing the Square Enix logo would give you the confidence to buy a game. However, that trust has gradually diminished. Projects like Marvel’s Avengers and Forspoken demonstrated a company straying from its core values and pursuing “global audiences” and trends rather than strong design and identity.
Profits fell, studios were sold or closed, and Western-focused projects struggled. In that regard, KILLER INN seems less like a daring novel concept and more like another experiment born of uncertainty. You can tell that this is a company attempting to blend popular genres in the hopes that something will stick. Unfortunately, it doesn’t work for Square Enix.
KILLER INN positions itself as a social deduction murder mystery mixed with shooter mechanics.
You are dropped into a mansion with other players. Some of you are wolves, secret killers. The rest are lambs, trying to survive, escape, and figure out who is hunting them. The premise borrows from games like Among Us, Trouble in Terrorist Town, and even Clue, while also incorporating battle royale-style gunplay.
You are invited into a deadly “game” where deception and deduction are supposed to matter. In theory, you are meant to observe behavior, gather clues from corpses, communicate with teammates, and slowly piece together who the killers are. In practice, almost none of that works the way it should.

Once you load into a match, the narrative framework is extremely thin. You are not really given a strong sense of place, motivation, or atmosphere. You are simply told that you are part of a deadly game in a mansion, and that is it. There are NPCs scattered around who give you small tasks, and there is vague lore about being trapped in this place, but it never becomes meaningful.
There are no memorable characters, no evolving story beats, and no sense of narrative progression. Everything exists only to justify the match structure. You are not emotionally invested in escaping, surviving, or uncovering anything. You are just there to play a round, die or win, and move on. For a game built around mystery and suspicion, the lack of narrative depth hurts far more than you might expect.
Gameplay is where KILLER INN should shine, because this is where all its systems come together.
Each match requires 24 players: twelve wolves and twelve lambs. The wolves know who each other are and can see roles above players’ heads. The lambs do not know who the wolves are and are supposed to figure it out. You move around the mansion, completing quests given by NPCs.
These quests are extremely basic. You follow a line on the screen to a room, pick something up, open a door with a crowbar, match symbols, or interact with an object. That is it. There is no variety, no creativity, and no sense of challenge. You are basically doing fetch quests in a multiplayer murder game.
Completing quests gives you gold and/or orbs. Orbs are used to open different types of chests: medical chests, melee weapon chests, and firearm chests. The more quests you complete, the more resources you get, and the better gear you can access.
This system is meant to encourage exploration and participation. Instead, it turns every match into a race. Everyone sprints around the map, ignoring each other, farming quests as fast as possible to get weapons. The supposed mystery element disappears almost immediately.

Once guns enter the equation, everything collapses.
Firearms are wildly overpowered. Revolvers and other weapons can kill you in one or two shots. Wolves can wipe out lambs in seconds. Even lambs rush to arm themselves as quickly as possible, because being unarmed means you are basically helpless. As a result, matches devolve into chaotic firefights. Instead of carefully watching behavior and communicating, you are just running, looting, and shooting.
The idea of gathering clues from bodies is technically there, but it is almost meaningless. You rarely have time to investigate anything properly. By the time you stop to examine a body, someone might already be shooting at you.
Communication is also weak. Many players do not use microphones. There is little incentive to talk. Without active voice chat and cooperation, social deduction games fall apart, and KILLER INN is no exception. What you get instead is a messy shooter where half the players start at a disadvantage.
The combat and assassination mechanics feel unfinished. Shooting lacks weight and precision. Melee combat is clunky. Assassinations are awkward and rarely satisfying. Animations for climbing, vaulting, and object interaction are stiff and unreliable.
You often feel like you are fighting the controls rather than your opponents. Movement feels floaty in some moments and sticky in others. Rubber banding and lag make it worse. Even when your internet connection is stable, the game struggles to maintain consistency.
Because matches require exactly 24 players to start, matchmaking is another major problem. With low player counts, you spend a lot of time waiting. You queue, wait several minutes, finally get into a match, die early, and then repeat the process. If you happen to spawn as a lamb with poor gear and get ambushed, your experience is over in minutes. Over and over again. That loop is exhausting, not engaging.
From a puzzle and combat perspective, KILLER INN does not commit to either side.

It is not deep enough to be a real deduction game, and it is not polished enough to be a satisfying shooter. The puzzle elements are shallow. The combat is unbalanced. There is no strong middle ground. When you are supposed to feel clever for outsmarting opponents, you instead feel lucky for surviving. When you are supposed to enjoy gunfights, you are frustrated by cheap deaths and awkward mechanics.
Progression is tied directly to quest grinding and chest opening. You do not earn meaningful long-term upgrades through skill. You earn them through repetition. You run the same routes, do the same tasks, and open the same types of chests every match. There is no sense of mastery developing over time. You are not unlocking new strategies or learning complex systems. You are simply getting better at rushing objectives and avoiding early death.
Monetization makes things worse. KILLER INN is relatively cheap at entry, but it also includes a battle pass and an in-game store. Having aggressive monetization in a multiplayer game with low player counts feels out of place. You are being asked to spend extra money on cosmetics and passes in a game that is struggling to maintain full matches. It sends the wrong message, especially to loyal Square Enix fans.
Instead of focusing on improving balance, fixing technical issues, and building a community, the game already feels designed around extracting more money.
Some players have called the battle pass and DLC practices especially frustrating. Paying more than the base game price for extra content in such an unfinished experience feels unfair. It reminds you of the worst tendencies in modern live-service gaming: launch early, monetize fast, fix later. The problem is that many games never get to the “fix later” stage, especially when player numbers are already low.
Visually, KILLER INN is disappointing. The character designs are bland and inconsistent. None of them stand out in a positive way. They feel like generic “modern audience” templates rather than thoughtfully designed personalities.

You rarely feel attached to the character you’re playing. Environments are serviceable but unremarkable. The mansion has some nice ideas, but it lacks atmosphere and personality. It sometimes feels like a late PS2 or early PS3 game, and not in a nostalgic way.
User interface elements are also weak. The HUD feels neither stylish nor intuitive. Important information is easy to miss in chaotic moments. Combined with visual clutter, this makes already-confusing matches even harder to read, and at this point, it just feels like I am bashing the game, but this is genuinely how it plays out.
One of the worst aspects of the game is its sound design. The sounds of footsteps, climbing, and interacting with things are low-quality and repetitive. The sounds of weapons don’t have much of an effect. Voice lines don’t always sound right; they sometimes change accents or sound out of place.
In a game where listening for enemies and reacting quickly should matter, poor sound design is a serious flaw.
in-game butPerformance issues add another layer of frustration. Lag spikes, rubber banding, and unstable connections are common. Animations sometimes desync. Audio cuts out. These problems might be tolerable in a beta, but when combined with monetization and full-release marketing, they feel unacceptable.
After spending several hours with KILLER INN, you are likely to feel more tired than entertained. Whether you play as a wolf or a lamb, the experience rarely changes in meaningful ways. Both roles involve running quests, grabbing weapons, and hoping you survive long enough to matter. There is no strong emotional payoff for winning.

What hurts most is that the core idea is not terrible. A mansion-based deduction shooter could work. With better balance, stronger communication tools, meaningful progression, and a clear identity, this could have been interesting. Instead, Square Enix and its partners delivered a confused product that tries to please too many trends at once.
When you look at Square Enix’s history, this feels especially disappointing. This is a company that once prioritized complete, carefully crafted experiences. KILLER INN feels rushed, fragmented, and overly monetized. It reflects a broader struggle within the company to define its direction in the modern market.
Low player counts only reinforce these problems. With peaks struggling to reach even a thousand players, maintaining healthy matchmaking is nearly impossible. Multiplayer games live and die by their communities, and KILLER INN does not have one strong enough to survive long-term in its current state.
In the end, KILLER INN feels like a warning sign.
When a company focuses more on trends and monetization than on solid fundamentals, you are left with a game that looks unfinished and asks for more money than it deserves. Unless major changes are made, it is hard to see the game becoming anything more than a forgotten experiment, and if you end up paying for this, you’re being the lamb not only in-game but also the sacrificial kind.
