Riskcuit!

A baker's dozen takes on a whole new meaning when each cookie could be someone's last.

Riskcuit is a dark strategy and deduction game where you play as a village baker hiding a deadly secret. Each day, villagers visit your shop with different resistances and levels of suspicion, forcing you to balance risk and reward. Observe patterns, outsmart the townsfolk, and eliminate the entire village before your Suspicion Meter reaches 100 percent.

How It Works

Days are split between preparation and execution. Nights are for buying supplies and planning your next moves. You can buy Normal and Poisoned Cookies. Days bring five random villagers to your counter, each with their own personality, dialogue, and unfortunately for them, different levels of poison resistance.

The trick? Nobody knows what you're doing. Every villager has hidden stats—how many cookies they typically want, how much poison they can handle before dying, and how likely they are to notice something's wrong. Some people are naturally suspicious. Others will eat anything you give them without question.

Your suspicion meter climbs constantly. Poisoned villagers raise it based on their detection rates. Dead villagers raise it even more—and if multiple people die on the same day, the panic multiplies exponentially. Hit 100% suspicion and you're caught.

The Village

Twenty villagers call this place home, but you'll only see five per day. Miss someone today? They're more likely to show up tomorrow. This creates a memory game within the strategy game—remembering who ordered what, who seemed sick last time, who always asks for extra cookies.

Special villagers make things interesting:

  • The Doctor randomly heals someone each night, resetting their poison levels
  • Critics are naturally suspicious and contribute heavily to your detection meter
  • Gluttons order more cookies than average—perfect for clearing excess inventory
  • Twins share the same appearance, so you never know which one you're serving

Risk and Reward

The economics matter too. Exact orders earn bonus coins. Homeless villagers eat for free. You need steady income to keep buying poison, but you also need to clear your inventory before anyone gets suspicious about why the baker always has so many leftover cookies.

The Psychology

What makes this work is how normal everything feels on the surface. Villagers chat about their morning jogs, complain about the weather, get excited about fresh cookies. The dialogue system gives each person three different possible lines, and you start recognizing personalities:

"Wow so many cookies! So many toppings! Which one...which one is good??!"

Then later: "Something tells me that I should bundle myself up and put myself in bed after this..."

The game becomes about reading people, remembering patterns, and making calculated decisions about who lives and who dies—all while maintaining the friendly facade of the neighborhood baker everyone loves.

Success means eliminating all 20 villagers while staying under 100% suspicion. Failure means getting caught or running out of cookies at the end of the day.

Built for players who enjoy deduction games, resource management, and don't mind a bit of dark humor with their morning coffee.

Sometimes the most dangerous person in town is the one everyone trusts most.

"Bake biscuit. Hide poison. Risk it all."


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