he night is your time. You know these streets like the back of your hand – you should, you’ve been driving them for long enough. Tonight happens to be particularly quiet, with the fares sparse. A shame; you really could have used the extra cash. Guess it’s time to decide between a lotto ticket and smokes — no way you can afford both now. 

A passenger flags you down. He gets in the backseat and tells you to take him to the hospital. He’s shaking. Maybe it’s the cold, or an addiction. Or nervousness. Everybody has something to hide, but some people’s skeletons are worse than others. Should you talk to him? You’re not really sure, but there’s something familiar about him… About his eyes… 

He finally speaks. He tells a chilling tale, about a cold dark night just like this one. A tale about a father and son. A tale of cruelty you’d rather forget than repeat, but with all those vivid details, there’s no way you could. A story like that cuts right to the heart — you can only imagine what the memory must feel like. It might change a man… 

He pays his fare (a meager tip) and gets out. You notice a piece of paper left on the seat, and before you can call out, you notice something else. It’s a newspaper clipping, dated back to that night. The first night the body was found. The one that started the spree. The one that put your life on borrowed time, between a serial killer who’s evading capture and an officer desperate to blame somebody, even you if she has to. 

Was that…? No… but just maybe… Those eyes… 

This is Night Call. 



ight Call is a murder mystery noire game set in Paris. You are a taxi driver, working to earn enough to pay your bills while aiding the investigation by doing what you do best: getting people to talk while you have their attention. 

From the talented teams at Monkey Moon and BlackMuffin Studio comes a game of mystery, drama, and suspense, as beautifully styled as it is viscerally human. It takes inspiration from a wide range of games, movies, books, and TV series, resulting in a dark noire experience that evokes its French roots while hitting you deep in the feels; a sense of frisson, if you will. 



ach character that you meet has something on their mind. Some are willing to share, while others may take a bit of prodding. As a cabbie, you drive people around, but you also listen to those who might need a priest, a confidant, or a friend. You will hear tales of love. Sadness. Redemption. Resignation. Depression. Superiority. Envy. Violence. 

Then there’s the killer. They will absolutely be a passenger at some point — but will you know who it is? It could be one person on one playthrough, and somebody else entirely the next. A person might be innocent in one, and guilty in another. 

And then there are passengers who are… ahem… unique. 


ou only win the game if you identify the killer correctly in time — but your bills are also a priority. You only make so much money per shift, and rent must be paid, gas purchased, cab fees deducted. So many hands dipping into your pay; fail to keep up, and it’s game over. 

You’re also a smoker, so habits need tending or there may be side-effects. We all know how some people can be when they don’t get their fix. Those lotto tickets could help prop you up — or be just another drain on your limited pay. 

The challenge will be in your keen senses of social deduction. Listen closely, use the right tone, and get the information you need to catch the killer. 


e’ve got some really cool concept art to show you as well, shared by one of the lead illustrators at BlackMuffin Studio. Here’s a time-lapse GIF that shows a little insight into the design process for the character art, with individual details and layers adding style and emotion to the overall composition of the game.


ey, I’m Corentin Brasart, composer & sound designer for Night Call !

In Night Call, our inspirations for sound started by looking at old noir movies and modern thrillers, the main idea was to get the very atmospheric noir sound from the fifties, but done in a more modern and dynamic way, like what you can hear in recent tv shows (The Knick, Mindhunter, House of Cards…). 

The way I approach cues for the game is : « if this track was to be scored to picture, how would I compose it », then I try to transpose it into different looping and transition parts — the vast majority of tracks are responding dynamically to the dialog and how the player advance or interact with some parts of the game. 

Finally, the general mood I’m trying to focus on while writing music for Night Call is how we can feel when being awake in late or sleepless nights : as the game is (almost) always taking place at night, I’m trying to articulate the feeling of stillness and contemplation that it brings to me. 


e can’t wait to show you more about Night Call over the coming months, so be sure to wishlist the game on Steam, follow us on social media, and then come hang out with us and our devs in our Discord! It’s safer than the streets at night. 


Night Call is developed by
Monkey Moon 
BlackMuffin Studio 

More info at