blackfieldINTERACTIVE / GAME
The studio
An original moonlit village nestled beneath misty mountains, watched over by a cloaked stranger and a wolf-shaped shadow.

BLACKFIELD INTERACTIVE GAME

EVERY CHOICE
LEAVES A
TRACE.

A secret in the village. A signal in the city. Two worlds that reward a closer look.

Explore our games
TWO ORIGINAL GAMES · COMING SOON
BLACKHAZEL / AFTER DARKWORLD CONCEPT ART

01 / THE LINEUP

TWO WORLDS.
NO EASY CHOICES.

Read the room. Read the streets. Discover what we’re creating next.

The misty pine valley of Blackhazel under an ivory moon

SOMEONE KNOWS MORE THAN THEY SAY

After dark, trust
needs a reason.

The last road out of Blackhazel has disappeared into the fog. By morning, the village will gather again. Some will ask questions. Some will have rehearsed their answers.

WerewolfGame brings hidden identities, careful listening, and difficult votes to the same table—or the same online room. The most important clue might be what someone leaves unsaid.

GENRESocial deduction
SETTINGBlackhazel
STATUSIn development

ONE GAME. TWO WAYS TO GATHER.

BRING YOUR PEOPLE.
KEEP YOUR SECRETS.

A shared device around the table, or separate devices in one online room. Choose the experience you want to explore.

THE TABLE IS YOUR LOBBY

One screen.
A room full of suspects.

Pass the device to reveal each player’s identity privately. Once the night begins, the conversation belongs to everyone. Local mode is a multiplayer gathering on one device, not a solo campaign.

  • Private role reveals as the device changes hands
  • Face-to-face discussion, suspicion, and voting
  • Choose a human moderator or an AI moderator

Planned experience. Player limits and supported devices will be announced.

MODERATOR PREVIEWW / 01

Your table. Your storyteller.

A player guides the phases, keeps the discussion moving, and brings their own voice to the village.

NIGHTDISCUSSIONVOTE

FROM INVITE TO FIRST NIGHT

A clear path into the game.

01

Start with your own room.

The organizer creates a room and chooses how the session will be moderated. The server address and room code become your invitation.

ENGLISH / 中文

Let the night
find its voice.

Automatic online flow is planned with Chinese and English narration for phase changes. Clear prompts leave more room for the players to talk.

“Night falls over Blackhazel. Everyone, close your eyes.”

Browser voice sample. Final in-game voices may differ.

Cairn Reach, an original near-future city built in layers above a rain-soaked harbor

OBSERVE. APPROACH. ACT.

Read the scene.
Own your next move.

In Cairn Reach, old neighborhoods live beneath elevated railways and autonomous infrastructure. When the city’s systems stop telling the same story, a field investigator follows the evidence between them.

ACityPolice is an original near-future tactical action concept. An isometric perspective makes the whole scene part of your decision: sightlines, cover, routes, and the people caught in between.

GENRETactical action
VIEWPOINTIsometric
STATUSIn development

A CLOSER LOOK / GAMEPLAY DIRECTION

A BETTER ANGLE.
A DIFFERENT OUTCOME.

A thoughtful approach to tactical action. These pillars describe the intended experience as the game takes shape.

Original isometric transit depot concept with a server room, rooftop cover, drones and multiple approaches
LOCATION STUDY / TRANSIT DEPOTCONCEPT ART · NOT GAMEPLAY
01

Observe first.

Read patrol movement, sightlines, and the layout before committing. A scanner and the right vantage point can reveal more than a rushed entrance.

02

Find another way.

Service corridors, elevated walkways, and street-level access create different approaches. Choose between a quiet route and a direct intervention.

03

Make your kit count.

Plan a compact loadout around the situation: observation tools, distraction devices, and protective equipment. Preparation should create choices, not erase them.

04

Keep control.

Respond when an alarm changes the scene. Use cover, protect bystanders, and reassess the objective as new information comes to light.

CASE CONCEPT / 001

The last tram
never arrived.

OPEN FILE

A late-night maintenance tram vanishes from the transit record. At the depot, a sealed server room still has power—and someone has rewritten the access log. Follow the missing minutes through a city that prefers to keep moving.

01Trace the signal02Secure the record03Find the missing crew

04 / FIELD NOTES

THE THINKING
BEHIND THE WORLDS.

A few ideas guiding the games. Design notes, not a release log.

THE NEXT CHAPTER

ON THE HORIZON.

Both games are in development. We’re looking forward to sharing more as their worlds take shape. Release dates, platforms, and access details will be announced here.

Questions before the first game?
01

WerewolfGame

COMING SOON

Local pass-and-play · Online rooms · Human & AI moderation

02

ACityPolice

COMING SOON

Near-future investigation · Isometric tactical action

No public build or release date has been announced.

05 / BEFORE YOU STEP INSIDE

A FEW ANSWERS.

Can I play either game right now?

Not yet. WerewolfGame and ACityPolice are in development. Release dates, supported platforms, pricing, and public access have not been announced.

Is WerewolfGame’s local mode a solo game?

No. Local mode means multiple people sharing and passing one device, usually at the same table. It is planned with a human moderator or an AI moderator.

How will joining an online room work?

An organizer creates the room. Other players enter the server address and room code, then mark themselves ready. Sessions are planned to support human moderation or automatic flow with Chinese and English voice hosting.

What kind of game is ACityPolice?

An original near-future tactical action and investigation game, viewed from an isometric perspective. Its direction combines observation, route planning, cover, and choices about how to approach a scene.

Are the images actual gameplay screenshots?

The images on this page are original concept artwork created to explore the games’ worlds. They are not gameplay screenshots. Visuals and planned features may change during development.