The story
Six specialists pulled off a heist together, as one crew. Back at the safehouse they celebrated and put the loot in the safe. Its code has six digits, and each of them keyed in their own digit alone while the others waited outside, so nobody knows the whole code. In the morning they woke up to find the safe open and the loot gone. Every door and window was still locked, so the thief, and the loot, are still inside the house. Nobody is going to confess, so every game you question the others until you can name the thief, how they cracked the safe and where they hid the loot.
The job was clean. The split wasn't.
Why we made it
We grew up on the deduction game in the box. We wanted the same puzzle on a phone, with friends who live in other cities, in the twenty minutes before dinner, without a board to set up. So we kept the three hidden cards and the one accusation, and built everything else for playing online.
Who we are
NoHonor is made by a small team of four. CHECK · names, roles and photos for the team cards.
NoHonor facts
| What it is | A heist deduction game inspired by Cluedo (Clue) |
| Price | Free; a free account is needed to play |
| Where | In a web browser, on phones, tablets and computers |
| Players | 3–6 per table, with optional bots (Easy, Normal, Hard); a two-player mode is coming soon |
| Modes | Play online · With friends · Vs bots · Learn by playing |
| Game length | About 15–25 minutes with four players |
| Status | CHECK · in development / open playtest / launched, with date |
| Contact | hello@‹domain› |
Get in touch
Press, creators and players: hello@‹domain›. For art, logos and screenshots, see the press kit.
Notify me: Leave your email and we'll write once, when NoHonor opens to everyone.





