Spyfall is a social deduction game that was originally designed by Alexandr Ushan in 2014. Designed for 3-8 players aged 13 and up, Spyfall has gained popularity across various platforms due to its engaging gameplay. My friends and I chose the Spy app to try it out.
Spyfall is cleverly designed to encourage social deduction. During the game, players need to craft questions that will help them discover who their allies are without revealing the secret location to the spy. Therefore, Spyfall emphasizes fellowship by creating an environment where players gradually share more information with one another. Spyfall provides resources that help players navigate this dance, by suggesting questions that they can ask during the game (Figure 1). As players begin to identify who their allies are, they start to work together towards a common goal. Thus, the dynamics between players shift as the game transitions from a solo to a unilateral gameplay.
However, this carefully constructed buildup of suspense and alliance faces two main flaws that can prematurely halt the game’s progression and undermine its social deduction objectives. For instance, the game’s structure contains a flaw that can expose the spy too early, especially in smaller gatherings of 3-4 players. In such scenarios, it’s very likely that the spy is asked a question first. Without having gathered any prior information about the location, the spy is likely to give a very unconvincing answer. Therefore, It’s especially important for Spyfall to add a rule that ensures that players take turns asking questions. Questioning that follows a sequential order will allow the spy to gather information and build a stronger defense. This solution would prolong the game by leaving more room for social deduction. Instead, our group started interrogating the spy, which helped us win the game quite quickly.
The game also becomes quite hard to play when the spy uncovers the location early, rendering it nearly impossible for other players to pinpoint the spy. Since Spyfall players are confined to the singular action of posing questions, the players’ actions become futile once the spy discerns the location too early and is able to cleverly conceal their role. Therefore, this scenario strips the game of its strategic essence, leaving the players in a perpetual loop of guesswork with no resolution. To counteract this stagnation, Spyfall could introduce a mid-game option to change the location. This solution could add a layer of strategy and unpredictability, maintaining suspense and engagement. Furthermore, it ensures that the core objective—social deduction—remains attainable and exciting, even when the initial conditions significantly shift.
Despite these flaws, the game’s simplicity and flexibility are commendable. We only needed one phone in order to play the game, and it required no internet connection. The game’s simplicity distinguishes it from many other games that demand individual devices and constant connectivity. Moreover, we were able to add more locations to the game that our friend group was familiar with (Figure 2). This flexibility not only amplified our fun but also tailored the game to our unique preferences, using just one readily available device to craft a custom, memorable evening.