NOIR TOTAL: Deadly Party is finally available!
Hello everyone!
The big day is here! Noir Total: Deadly Party launches today! To celebrate, we’re offering a 20% discount on the game all week long! Grab your copy, take out your friends from the comfort of your couch (discreetly, of course), and support the game and the team! Thank you in advance!
A little look back at the project’s history
Where the concept came from
This project began three years ago! Back then, I was learning to develop games with Unity and C# in my spare time. As a huge fan of party games from the indie heyday, such as TowerFall: Ascension and Stick Fight: The Game, I quickly started coming up with increasingly wild party game ideas.
For Noir Total, the idea came from one question: how could I bring the feeling of “holding cards your opponents can’t see” into a party game? In board games and card games, it’s very common to hold important information in your hand, hidden from your opponents, that can decisively affect the outcome of a confrontation. That leads you to anticipate your opponents’ options, bluff, and engage in all sorts of mind games.
To recreate that feeling, players somehow needed to share the same screen without having access to all the information about one another. In practice, each player would need to receive different information that wouldn’t appear on screen. Not so easy, right?
After giving it some thought, I found THE solution: the screen needed to reveal as little information as possible, and players would have to piece things together themselves using:
Their memory of their own actions—the inputs they make on their controller, which only they can feel.
Controller vibrations.
The natural answer was the concept behind Noir Total: a map plunged into darkness, where everyone moves through the shadows. You’ll also find some of Screencheat’s DNA in the game—another game I think is incredible.
Development
Fairly quickly—after about four months of work, perhaps—I had a first prototype ready to test with my friends. Even though the controls and character movement were still very basic, my friends enjoyed the concept and had plenty of laughs. So I decided to keep working on the project and release it.
Of course, there was still a long road ahead. I had so much left to learn, and I knew very little about some pretty important subjects, such as marketing, market research—which I probably should have done before starting—or even color theory and art direction. Those gaps made development difficult, with several rounds of code rewrites and visual reworks.
In 2025, the game was nearly finished, so I launched a marketing campaign to accompany the launch of the Steam page and get a better sense of how the game might perform.
The results, however, were disappointing—and that was my fault. I struggled to sell people on the game’s visuals and its very stripped-down look, which partly stems from the concept itself. This took a toll on my morale, and I put development aside for several months, especially as my professional life was also changing at the same time […].
Conclusion
Still, I returned to the project this year, in 2026, determined to see it through. I resumed development, fixed bugs, and added the final features I wanted for release! So today, I’m proud to announce the launch of a game that has already gathered more than 500 wishlists!
If you’ve taken the time to read this wall of text, thank you, and I hope you enjoy discovering the game! If you encounter any bugs or have any requests about the game, feel free to contact me, start a thread on the forum, or reach out however you prefer! You can send your questions directly to:
Thank you to everyone, and especially to:
MEGAS MUSIC, for composing the game’s incredible original music and for the support!
Thomas MASSE, for contributing to game design, level design, and communication on X!
Jade BERGÈS, for her incredible 3D models!
Wenart, for the incredible illustrations!
All the developers and studios whose Unity assets I used during development!
