Testimony: Live Logic

Testimony: Live Logic

by Burak Gocegoz

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  • Released
  • Updated
  • September 9, 2026
  • September 9, 2026
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About

Three to six people give testimony, one statement at a time. Each of them is either always truthful or always lying — never a bit of both. Your job is to press the button the instant their statements can no longer all be true together. Not when you suspect someone. Not when you have worked out who is lying. The moment the story stops holding. WHAT MAKES IT DIFFERENT This is not a puzzle you solve at your own pace. Statements arrive on a clock, and the contradiction can appear on the third line or the ninth. You are reading and reasoning at the same time, and that is the whole game. Two things make it stranger than it sounds. A speaker can take back what they said. The moment they do, their earlier statement stops counting — so a contradiction can open and then close again. Press after it closed and you were right about the wrong instant. And about one round in four never contradicts at all. In those, the correct move is to press nothing and let it run out. There is no "press near the end" strategy, because near the end is often exactly when nothing is wrong. BEFORE EACH ROUND You are shown the case, the people, and every arrangement they could be in — all eight of them, or sixteen, laid out as a board. Nothing is crossed out for you. Handing you the board is help; doing the reasoning would be the game. AFTER EVERY ROUND The review screen does not congratulate you. It shows the shape of what happened: which statements formed the contradiction, how many possible worlds were still standing after each one, where a retraction reopened the story, and how far your press was from the moment it broke. The number falling 16, 8, 4, 2, 0 down the side of the screen is the game's real subject. FOUR ROUNDS TO LEARN IT A short guided run teaches the rule, the retraction and the self-referring statement one idea at a time, with nothing at stake. There is also a practice mode with no clock at all. THREE KINDS OF HELP More time on the statement in front of you. A hold that stops the clock so the whole board can be read again. And a skip, for a round that got away from you. You earn them by playing — on promotion, on a three-round streak, and every twelfth round — or you can watch a short video for one. No hint ever narrows down who is lying. A hint that leaked the answer would not be a hint, it would be the ending. HOW IT TREATS YOU The difficulty follows you. Win consistently and the rounds get longer and less forgiving; struggle and they ease off. It never announces this, and there is no difficulty menu, because the game is already doing it more precisely than a menu could. Nothing on screen ever hints at the answer. Every statement looks the same, sounds the same, and is timed the same way, whatever it does to the logic. If the game feels unfair, it is because the reasoning was hard — not because something was hidden from you. A pace setting is there if you want more reading time. It changes how long each statement stays on screen and nothing else; the puzzles are identical at every setting. Seven languages: English, Turkish, Spanish, Portuguese, German, French, Russian. No account and no sign-in. Your progress stays on your device. The game is supported by adverts, which need a connection; everything else works offline.
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September 9, 2026

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