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Release date TBA·Enginar Games
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Co-op psychological horror for 2-4 players. You're all in the same room — but you don't all see the same room. Describe what you see, find the anomalies, seal them before time runs out. When the portal opens, it judges each of you alone.

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About Who Is Wrong

About This Game

You're all in the same room. But you don't all see the same room.

Two to four of you wake in the same place. Same corridors, same furniture, same silence.

But your realities have split.

Your valve is red. Your friend's is blue. Your cabinet has three drawers. Everyone else's has two.

You can hear each other. You cannot see each other's world.

Words are the only tool you have.

How many are yours?

Open the chest. Count your seals.

However many stones you hold, that's how many anomalies are hiding in your layer.

Someone might have two. Someone might have none.

Now tell the others — and start arguing about whose room you search first.

The majority is the truth

Three of you see red, one sees blue?

Then red is real. And the one seeing blue is carrying an anomaly.

No vote. No consensus. Just the majority — and the cold arithmetic of being the odd one out.

Silence until the end

Place a seal and nothing happens. No light, no sound, no confirmation.

Push it, drag it, take it back — until you press Done.

You won't know if you were right. Not for fifteen minutes.

The portal judges you alone

When the majority is ready — or when time runs out — everyone is pulled back to the room where it started.

The seals activate one by one. On every screen. The right ones flare and fade. The wrong ones stay dark.

Green portal: you walk out. Red portal: something walks in.

Your friends will watch it happen. And for the first time all game, you'll see each other.

Features

2-4 player online co-op — voice isn't a convenience, it's the core mechanic
Asymmetric perception — every player sees a different version of the same space
Shared clock, separate fates — fifteen minutes for everyone, but everyone's problem is their own
Rotting anomalies — the longer one goes unsolved, the worse it gets to look at
Abandoned locations with shifting lock layouts and hundreds of object variants
Persistent progression — contracts, equipment, and an anomaly catalogue

Who is wrong?

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