Case File 096 · Inside Murder Book
How Real Police Footage Inspired Murder Book
What is confirmed about the real police footage and psychological interviews that inspired Murder Book, and what that does and does not mean.
Murder Book is inspired by real police footage in the sense Gungrounds' own press kit states: the game is described as "a narrative-driven interrogation game inspired by real police footage and psychological breakdowns," and its feature list says it is "Inspired by real police footage and psychological interviews." That is the confirmed extent of what has been published. Inspiration is not the same as inclusion, and the published materials do not say that real cases, real people or real recordings appear in the game. What the materials do show is how that inspiration surfaces in design: a focus on interrogation behaviours such as fabrication and avoidance, an in-game casebook that names and explains those behaviours, and a casebook entry that refers to cognitive load theory. This page sets out what is confirmed, what it means and what has not yet been shared.
Key takeaways
- Gungrounds' press kit says Murder Book is inspired by real police footage and psychological interviews and breakdowns.
- Being inspired by footage does not mean real cases or recordings are in the game, and the materials make no such claim.
- The inspiration is visible in the game's focus on interrogation behaviours such as Fabrication, Avoidance, Narrative Gaps and Emotional Leakage.
- A casebook entry shown in development screenshots links a behaviour to cognitive load theory.
- The team has not yet published details of its research process.
What has Gungrounds said about police footage?
The confirmed statements come from the official Murder Book press sheet:
- The game description: "a narrative-driven interrogation game inspired by real police footage and psychological breakdowns."
- A feature line: "Inspired by real police footage and psychological interviews."
Both statements describe a source of inspiration. Neither names specific recordings, cases, police forces or experts, and neither says footage is used inside the game.
Does Murder Book use real cases or real footage?
Nothing in Murder Book's published materials says that it does. The press kit uses the word "inspired", and this page should be read the same way. Cases in the game should not be assumed to depict real crimes, real suspects or real victims.
Why would an interrogation game draw on real footage?
The following is general context about why this kind of source material appeals to game makers, not a description of Gungrounds' own reasons.
Recorded interviews show something scripted drama often smooths over: real conversations are messy. People hesitate, contradict themselves, go quiet, change the subject or tell a story in the wrong order. For a game about questioning, that texture is valuable. It suggests behaviours worth modelling and reminds designers that an honest person can also sound uncertain.
Psychological interviews and analyses add a second layer. They offer vocabulary and concepts for describing what is happening in a conversation, which a game can turn into readable systems.
There is also a responsibility that comes with this kind of inspiration. Real footage involves real people, and the subject of false confessions is a reminder that interrogations can go wrong. Games that borrow from this world generally work best when they treat behaviour with caution and avoid presenting any cue as proof. For background, see Why Innocent People Sometimes Confess.
Where does that inspiration show up in the game?
Development materials give some clues about how real-world ideas have been translated into gameplay. These are development builds, so details may change.
A vocabulary of behaviours
The press kit says Murder Book focuses on "real interrogation behaviors: Fabrication, Avoidance, Narrative Gaps, Emotional Leakage, and more." Development screenshots show an in-game casebook listing Stonewalling, Stress Response, Avoidance, Acting Emotion, Non-Response, Submissive Gesture, Fabrication and Emotional Fading.
Psychological concepts in plain language
The Acting Emotion entry in the casebook links failing to sustain a performed emotion to cognitive load theory. That is a direct example of a psychological concept appearing in the game's own text. The idea is explained further in What Is Cognitive Load in an Interrogation?
Interrogation approaches
Development screenshots show a technique menu with Build Trust, Futility, Bluffing, Baiting, Demonstration and Confrontation. Only Build Trust has an official description: "fostering an environment where the suspect feels comfortable and secure enough to communicate openly."
Room for "not guilty"
The case select screen in development materials includes a "not guilty" result. That matters for a game inspired by real interrogations: it shows a case can end without the suspect being treated as the culprit. Research finds people detect lies at only about 54% accuracy on average (Bond and DePaulo, 2006), so a design that allows innocence is more faithful to reality than one where every nervous suspect is guilty.
For how these pieces fit together in play, read How Murder Book Turns Interrogation Into Gameplay.
Is Murder Book a true-crime game?
Based on published materials, it is better described as a fictional interrogation game with real-world inspiration than as a true-crime game. Players interested in the overlap may also like Mystery Games for True-Crime Fans.
When can you play Murder Book?
Murder Book asks players to examine unreliable stories, behavioural changes, narrative gaps and contradictions, drawing on ideas from real interrogations without claiming any behaviour is a reliable sign of lying. It is in development for PC (Steam) and mobile, with release currently planned for the end of Q2 2027. For an overview of the game, start with What Is Murder Book?