DMT Games Studio on Creating a Multiplayer Detective Game About Cats
DMT Games joined us to talk about the Meowstery Wisp game, explaining how the idea started, why they chose cats as the main characters, how they achieved the social deduction genre, and what their workflow looked like to bring the game to life.
Introduction
We were watching the indie scene explode with party games and co-op experiences that were, and still are, redefining how people play together. Among these, Social Deduction stood out to us as a genre with immense replayability potential, yet it felt stuck in an iterative loop. It needed a new direction. Our destination was set.
But as we looked at the current landscape, we asked ourselves: Why do most social deduction games fail? Why do many of the indie titles start to feel dull quickly? Is the market saturated, or are the innovations simply stopped within the mechanics? Should we wait for the next iteration or try to define it ourselves?
We saw an opening that wasn't just another fun friendslop game with a different theme, but a fusion of an engaging mystery and a curious way to experience it. By choosing cats as our protagonists and the detective theme at its core, we found the perfect vessel full of intriguing mechanics and a potential for innovation. Today, I'm excited to share the story of DMT Games and the creative and technical odyssey behind our debut title, Meowstery Wisp.
Vision and DMT Games
DMT Games is a group of dedicated people who value the craft above the output. Creativity, freedom, and boldness are the pillars of our vision. In an industry increasingly leaning towards automated production and AI-generated efficiency, we want to stand as a sanctuary for the human touch. and preserve the indie spirit within a friendly work environment.
Dare Mighty Things! This motto inspires all of us. Every team member feels comfortable imagining and expressing their ideas. If you want to make something unique and prominent, you have to take big risks. We embrace "Creative Friction." Every mechanic and every pixel is a result of passionate debate. As an indie team, resources can be tight, but we have the freedom to do things our way.
First Spark and The Hook: Why Cats?
We initially set out to develop a multiplayer investigation game, but the project's core "soul" clicked when we found the binder of our pillars: cats. We realized that cats possess a natural, aloof curiosity that makes them the perfect aesthetic hook. They are reluctant investigators. Characters who didn't necessarily choose it but are forced to navigate this mystery.
In our design, we wanted to capture the "detective feeling" without falling into the trap of static, plot-heavy murder mysteries. We chose to move away from scripted, murder-revolved stories to focus on something more emergent. Instead of handing the player a pre-written plot, we establish a mechanical framework that allows players to author their own stories and experiences.
We noticed a gap for a social deduction experience that moved away from the "kill or be killed" combat mechanics and leaned into something more atmospheric. As a team that already loved cats, they became the natural choice for our mascots. Not only because they were "cute," but because they fit the archetype of the inquisitive, observant characters we needed.
Detective games have always been a beloved staple, yet they feel static in some ways. Now that is a chance to take that beloved theme and let it breathe within a social, non-violent framework. Social deduction games have mystery built into them. We wanted to transform it into a more structured base while leaving plenty of space for players to fill.
By leaning into modern co-op trends, we've created a playground where social manipulation is the primary tool. The real magic happens at the intersection of abstracted detective logic and the chaotic psychological layers, all powered by social deduction. It creates a cerebral gameplay tension that materializes into memorable moments, most of which are exclusive to the player group.
Re-imagining the Social Deduction: Breaking the Elimination Plateau
Social deduction as a genre has always had a high ceiling for replayability, but mechanically, it felt like it hit a plateau. Most titles still lean heavily on the same foundation: someone is "killed," they leave the game, and the remaining group argues. We felt this "Elimination Syndrome" was the biggest hurdle. Once a player is out, the session's social fabric is torn. The very thing that makes the genre fun is removed from that person.
It has its own tension, but there are more engaging ways to do it while encapsulating all the players. We went back to the roots of hidden identity theory to see if we could maintain tension without that "exit." We knew that a theme change wasn't enough to breathe new life into a genre. It needs a structural shift. In Meowstery Wisp, the tension doesn't come from the threat of being kicked out. It comes from how the investigation's reality warps as the players begin to influence the game from a different perspective.
The players and their hidden agendas. Players will have various playstyles. We wanted to keep everyone at the table until the very last second. But this new idea needs a structure and a narrative to be set in stone. The premise is that the cats lived together in peace until this disturbing curse appeared. It claimed some of the cats to guard this spell, so the trust is now broken. To cleanse it, a ritual has to be done as per research the cats have done before the start of the game.
But then, to perform it, players need to find 5 artifacts in the map to reach the finale. This necessity naturally sets the scene for a dramatic final, and the split-phase structure for each round builds upon the familiar day/night cycle of social deduction games. In 5 rounds, either the players collectively find and claim the artifacts or fail to do so, and the spies win. Should they reach the ritual phase, the climactic finale gets to stage. Together, by voting to use which artifacts players perform the ritual.
However, a new dimension truly takes shape here. The occultist, who wanted to get this power, was planning to sabotage the ritual in his own way. As the ritual proceeds step by step, only now might a vote for elimination occur. The ritual wants a sacrifice, and the occultist wants to be the one who sacrifices, in a Lovecraftian manner. If players pass this obstacle and complete the ritual, they win. If they fail, the spies win, and if the occultist can channel it to their advantage and deceive others, they can grasp a win.
Meowstery Wisp: A Fresh Take on the Genre
The challenge was to build a multiplayer mystery in which the "clues" are the players and their behaviour. Of course, the genre is built on this very idea, but most of it stems from pure social interaction. Hence, its roots lie in board games. Yet video games are quite different in this regard, and they can handle tedious details and display to open up a more in-depth design space. So instead of going for a PC counterpart of a board game, we trade the heavy focus on social interactions for indirect digital dynamics within the game's reality.
We want the detective work to be a layered experience, with players on one side and mechanisms that allow them to manipulate and interact indirectly on the other. As depth increased, information flow and certain elements had to be done in an emergent way to balance cognitive load. It's a balance of identities. We wanted to give players meaningful choices in their playstyles so that roleplaying isn't just a "flavor," but a survival strategy.
By establishing a strong mechanical foundation in which indirect manipulation is as powerful as confrontation, we created a space where the mystery feels organic. You aren't just looking for someone suspicious. You're navigating a social minefield, trying to figure out the tactics and choices in each moment. Roleplay is viable and important, but the idea is that while everybody stays in the game, the tension rises perpetually, and different dimensions start to collide.
We also use a strange clock mechanic in the real-time game phase, which is called the Exploration phase. In the narrative, an unknown and insidious curse has taken over and even affected some cats who are now working to maintain it, albeit in secret. The curse disrupts time and creates illusions. So instead of a normal timer, we have a track that triggers with certain actions and traps. You cannot predict the exact time, and it creates real fun chaos while giving players an option for strategy.
But these take place as players spread. The other phase is the Analysis phase. Players come together and discuss in the lead of a head detective to form a group and decide which events will play out. There are many more details and dynamics, but at the surface level, Meowstery Wisp is something different.
The World and The Art: Defining a Visual Identity
Many indie games go with their own style. The visual identities are vital for games, which becomes more prevalent as the market gets crowded. We define our aesthetic as "Weird Whimsical." It's a delicate line to walk. The world needs to be inviting and "cozy" enough to draw you in, but eerie enough to make you second-guess the shapes. Set in a Victorian-era-inspired, cat-themed fictional world, this world has plenty of potential for expansion, and gradually increasing exposure will surely pique players' interest.
Level design isn't just about the layout. It's also about supporting what the game delivers and setting the scene and the tone. We designed our environments with specific sightlines that directly serve the game's core mechanics. It applies to the other scenes, like the Analysis phase, as well.
Setting the frame meant sticking to our pillars: cats in a world that feels both familiar and compelling. Most importantly, we wanted the "collaborative joy" of our team to be visible.
Every handcrafted easter egg and unique skin is a small victory against the tide of AI-generated assets. We believe players can sense when a world has been built by hand. There's a specific "warmth" in the imperfections that an algorithm just can't replicate. We define our aesthetic as "Whimsical Horror." It's a delicate line to walk. The world needs to be inviting and "cozy" enough to draw you in, but eerie enough to make you second-guess a shadow in the corner. For us, level design isn't just about the layout; it’s about supporting the social paranoia.
We designed our environments to be "pressure cookers" with specific sightlines and hiding spots that directly serve the deduction mechanics. Setting the frame meant sticking to our pillars: cats in a world that feels both familiar and alien, and a detective vibe that doesn't feel like a caricature. Most importantly, we wanted the "collaborative joy" of our team to be visible. Every handcrafted easter egg and unique skin will perpetuate our motivation.
We believe players can sense when a world has been built by hand. There's a specific "warmth" in the imperfections that AI just can't replicate. Our philosophy is simple: Logic drives the game, but art sells the soul. We operate on a "Creative Friction" model. We don't avoid arguments during development. We invite them. We believe the best ideas are the ones that survive a "battle" on our boards.
The Workflow and the Pipeline
Our pipeline is a loop: a sketch in a physical notebook travels to Procreate/Photoshop, some of it goes into Spine, and is finally implemented in Unity. Our process starts in Miro, which serves as our visual nerve center. This is where we brainstorm, build our moodboards, and map out ideation. While we maintain technical documentation, we are a visually-driven team. We prefer to "draw" the logic and the vibe before a single line of code is committed.
It's a dynamic battlefield of sketches, references, and logic flows where we challenge each other's ideas, ensuring that every mechanic and artistic choice serves the narrative or something palpable in the game scene. Our technical pipeline is built for high-fidelity control and collaborative freedom:
- The Brain (Miro): Everything starts here. Brainstorms, moodboards, and logic flows. References, notes, and examples. If it works in Miro, it works in the game.
- The Soul (Art & Animation): Our visual style and aesthetic choices shape the art. We use Spine for 2D animation. This allows us to keep the integrity of our hand-drawn textures while achieving a fluidity that static sprites could never reach.
- The Body (Unity 2D): Implementation happens in Unity, managed through a flexible cloud workflow. We use a branch structure to ensure that while the artists are experimenting, levels are handled separately, and the "game" remains stable.
Social Media and Community: Cultivating the Indie Soul
We don't see marketing as a separate task. It's part of the development. We like to keep things transparent and show our progress, no matter how messy it may be. Because we are also players, and we know that players aren't just people looking to throw money around. We love our project, and we want that love to be seen and shared by people. We share our "grassroots" journey, the mistakes, messy drafts, updates, and the joy of our dream coming true day by day, with our community.
Most of the time, being an indie team means working with an extremely tight budget, and we are no different. However, we believe that this is simply the indie spirit: to go as long as you can for your dreams, even if the situation does not seem to be in your favor. Of course, like any other team, we want our game to succeed, but we want it to happen while showing our support for other indie teams, in accord with the indie spirit.
Past experiences, combined with research, taught us how important marketing your game really is. It's how people come into contact with you. It's how you keep the interest alive. It's one of the best ways to see how people feel about your game before you even drop a demo. That's extremely important because it helps you see if the emotions you intended reached the recipient. For us, marketing is genuine moments we share with our audience, other devs, and people who are simply interested in what we do.
We pride ourselves on constantly getting feedback and laying it on the table to talk. Every word, every contribution matters to us. Of course, we still want our audience to be big. We still want to reach thousands and thousands of people and say, "Hey, look! Look at our game!", and just get that visibility we feel our game deserves. But we also believe that just being authentic is the best way to show who we are and what we do.
We believe in growing our community organically, one cat-loving detective at a time. We still try to make memes, get on top of trends, but we make sure that we do it in a way that doesn't feel inauthentic or fake to us. Because if we can't even believe in what we post, why would players? That's also why we don't do AI-generated content about our game. What the players see is and always will be what we see.