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Square Enix and TBS Games have confirmed that KILLER INN — the multiplayer murder‑mystery action game first announced at Summer Game Fest — will host a second closed beta on PC via Steam from October 3, 2025 at 3:00 p.m. PDT / 6:00 p.m. EDT through October 13, 2025 at 2:59 p.m. PDT / 5:59 p.m. EDT, giving players another opportunity to test the title’s blend of social deduction and combat-driven mechanics ahead of a full release. (press.na.square-enix.com, gematsu.com)

Killer Inn: a 24-player murder-mystery game set in a haunted inn.Background​

KILLER INN is a 24‑player multiplayer title built around a hybrid of social deduction and action gameplay: a minority faction of Wolves works covertly to eliminate the majority Lambs, while the Lambs scavenge clues and fight back. The premise and early mechanics were unveiled by Square Enix in June, and the publisher ran an initial closed beta in late July to stress network systems and gather early feedback. Square Enix and TBS Games say they used that feedback to reassess design elements, make balance adjustments and add features for this second round of testing. (press.na.square-enix.com)
The October closed beta (CBT 2) is explicitly positioned as a continuation of that iterative development cycle — an official playtest window intended to surface gameplay edge cases, balance problems, and networking concerns before any broader public testing or retail launch. Square Enix’s press release lists the full CBT 2 dates and system requirements, while outlets covering the announcement have echoed the same details. (press.na.square-enix.com, gematsu.com)

What the October closed beta includes​

Core objectives of CBT 2​

Who can join​

  • Players who participated in the first closed beta are automatically eligible to join CBT 2. New players can request access via the Steam playtest sign‑up and will be notified if selected; Square Enix indicated new registrations will be informed ahead of launch. (press.na.square-enix.com, gematsu.com)

Tokyo Game Show tie‑ins​

  • Square Enix will showcase a CBT 2 preview at its booth during Tokyo Game Show 2025 (September 25–28, Makuhari Messe). Attendees who play the demo at the booth will receive an invitation code for the CBT 2 public test. This is both a promotional opportunity and a direct channel to seed additional testers via an event exclusive. (gematsu.com, press.na.square-enix.com)

Technical verification: System requirements and install footprint​

Square Enix has published CBT system requirements for Windows 10/11 with explicit minimum and recommended hardware targets. These are concrete, measurable claims that players must match to run the beta client:
Minimum (CBT)
  • OS: Windows 10 64‑bit / Windows 11
  • CPU: AMD Ryzen 5 1600 or Intel Core i5‑7500 (or higher)
  • Memory: 16 GB RAM
  • GPU: AMD Radeon RX 5500 XT / 8 GB or NVIDIA GeForce GTX 1060 / 6 GB (or higher)
  • DirectX: 12
  • Storage: 75 GB free (SSD required)
  • Target: 1920 × 1080 @ 30 FPS. (press.na.square-enix.com)
Recommended (CBT)
  • OS: Windows 10 64‑bit / Windows 11
  • CPU: AMD Ryzen 5 5500 or Intel Core i7‑9700K / i5‑10600 (or higher)
  • Memory: 16 GB RAM
  • GPU: AMD Radeon RX 5700 or NVIDIA GeForce RTX 2060 SUPER (or higher)
  • DirectX: 12
  • Storage: 75 GB free (SSD required)
  • Target: 1920 × 1080 @ 60 FPS. (press.na.square-enix.com, gematsu.com)
Both the Square Enix press release and independent outlets reporting the announcement list the same figures, confirming the developer’s stated technical targets. The storage requirement (75 GB) and SSD mandate are particularly notable for a multiplayer test — they suggest a sizeable install and streaming requirements, likely tied to high‑fidelity assets, voice/3D audio systems, and networked state. (press.na.square-enix.com, gematsu.com)

What this means for PC players (performance and hardware considerations)​

Realistic expectations​

  • The 16 GB RAM baseline is consistent with contemporary mid‑range game requirements and reflects modern game asset footprints and voice/communication overhead. Players with heavy streaming/recording workloads may want 32 GB to avoid background paging. (press.na.square-enix.com)
  • The GPU targets place the minimum in the 6–8 GB VRAM class (GTX 1060 / RX 5500 XT) and the recommended in the 8+ GB class (RTX 2060 SUPER / RX 5700). In practice, this means most rigs purchased in the last 3–4 years should be able to run the game at 1080p with reasonable settings, but certain visual features (3D audio processing, physics, or large draw‑distance streaming) may benefit from headroom. (gematsu.com)
  • The SSD requirement and 75 GB install point to significant streaming needs; players using older mechanical drives will experience longer load times and possible hitching. NVMe SSDs are recommended for the smoothest experience. (press.na.square-enix.com)

Optimization and troubleshooting tips (practical)​

  • Update GPU drivers to the latest Game Ready/Adrenalin releases before joining the beta.
  • Free at least 100 GB on your system drive to avoid near‑full SSD performance degradation.
  • Close background apps (especially browsers and recording tools) if you run at the minimum spec; voice and network stacks are sensitive to CPU/IO contention.
  • Use wired Ethernet where possible — large multiplayer tests reveal packet loss and jitter that are masked on Wi‑Fi.

Gameplay design: Blend of deduction and action — early validation and potential friction​

Strengths and innovations​

  • Hybrid gameplay loop: KILLER INN markets itself as a murder mystery that requires combat, not just voting. Lambs gather forensic clues from bodies and scenes; Wolves must both murder and cover tracks — an unusual combination that moves social‑deduction into a higher‑action space. This creates emergent drama that favors both stealthy deception and direct confrontation. (gematsu.com)
  • Scale and pacing: A 24‑player match with an 8:16 Wolves:Lambs split produces high‑tension scenarios where information asymmetry is meaningful but not overwhelming. Larger player counts can create memorable multi‑stage rounds where investigation and combat interplay. Early reporting about the July beta emphasized these dynamics. (novacrystallis.com)
  • 3D spatial voice and immersion: The inclusion of 3D positional voice chat (with closed‑room privacy mechanics) is an important fidelity upgrade for social deduction titles, where spoken cues and subterfuge are central. This can deepen emergent storytelling and roleplay. (gematsu.com)

Points to watch (potential friction)​

  • Balance between action and deduction: The more violent, action‑oriented the Wolves can be, the harder it may become for Lambs to reliably gather and process evidence. If the combat toolkit heavily favors Wolves (weapon lethality, stealth avoidance), the core social deduction loop could be undermined. The developer’s promise of balance adjustments post‑first beta targets this, but it’s the central tension for the game’s long‑term identity. (press.na.square-enix.com)
  • Match size consequences: 24‑player matches look exciting on paper but increase the complexity of matchmaking, latency impact, and social moderation. Larger matches widen the window for griefing, metagame collusion, or communication abuse unless strong systems are in place. (gematsu.com)
  • Learning curve: Complex mechanics (forensics, traps, gear upgrades, and class‑like character abilities) risk creating a steep ramp for casual players. Early betas must reveal whether new players can meaningfully contribute without an extended tutorial or progression smoothing. (novacrystallis.com)

Community and moderation considerations​

KILLER INN’s core loop depends on social interaction; without robust tools and clear enforcement, the player experience can degrade quickly. Key areas the developers must prioritize during CBT 2:
  • Voice moderation and reporting: Spatial voice is powerful but also opens avenues for abuse. Real‑time moderation features, voice flags, and swift ban/report workflows are essential.
  • Cheat and exploit mitigation: Any social deduction game is vulnerable to exploits that reveal player roles or circumvent mechanics. Network anti‑cheat and post‑match forensic logs will be necessary to identify bad actors.
  • Matchmaking quality: Avoiding repeated match repeats with the same bad actors requires smart queuing, region prioritization, and behavioral queues (e.g., avoid players with prior sanctions).
  • New player onboarding: Implementing an interactive tutorial or sandbox for new users can reduce early churn and help preserve the intended tension between Lambs and Wolves.
These are standard concerns for social games, but they take on extra gravity when deception is the central mechanic — players’ trust hinges on demonstrable fairness.

How to join CBT 2 (step‑by‑step)​

  • Visit KILLER INN’s Steam page and opt into the Closed Beta / Playtest sign‑up. New registrations will be considered and selected participants notified prior to the test period. (press.na.square-enix.com)
  • If you participated in the first closed beta, confirm your Steam account access — Square Enix has stated prior testers are automatically eligible for CBT 2. (gematsu.com)
  • If attending Tokyo Game Show 2025, play the demo at the Square Enix booth to receive a CBT 2 invitation code handed out to attendees. Redeem that code on Steam once CBT 2 access opens. (gematsu.com)
  • Ensure your PC meets the published minimums (particularly the 75 GB SSD install requirement). Back up any critical files and free disk space ahead of install. (press.na.square-enix.com)

What testers should prioritize during CBT 2​

  • Network and matchmaking stability: Testers should record instances of disconnects, region mismatches, reconnections and queue behavior. These are high‑priority issues for multiplayer launches.
  • Balance edge cases: Note weapon/skill combinations that feel overtly dominant or underpowered, including whether Wolves can reliably avoid detection after kills.
  • Forensic systems: Test the clarity and usefulness of clues (hair, fingerprints, clothing) — do they resolve meaningful leads, or do they overload players with noise?
  • UX flows: Onboarding, item acquisition, and in‑match indicators (how clear is who can perform what) should be evaluated for clarity.
  • Abuse and griefing: Provide timestamps and logs for any toxic behavior; reproducible reports help developers act faster.
Players who provide structured, timestamped feedback and short video clips of bugs or exploit conditions will be the most helpful to developers.

Risks to the project and mitigation strategies​

Commercial and retention risks​

  • If the balance tilts too far to action (wolf power) or confusion (obscure forensic cues), retention could suffer; players either quit from frustration or exploit matches for quick wins.
  • Monetization timing and model: No release date has been announced; any future monetization model (cosmetics, battle passes, paid expansions) must avoid undermining the integrity of competitive play. Transparency around progression and monetization will affect goodwill.

Technical risks​

  • Server scalability: 24‑player matches multiply server authority overhead; scaling issues observed in many modern multiplayer titles can delay or sour launches.
  • Anti‑cheat integration: Strong anti‑cheat systems can cause compatibility problems or driver/kernel conflicts on Windows; careful vetting is necessary to avoid early‑launch friction.

Social risks​

  • Collusion and meta‑gaming: Friends exploiting external communications channels to collude will harm fair play unless matched by in‑game anti‑collusion detection and social controls.
  • Toxic voice behavior: Spatial voice, while immersive, can enable harassment that may be hard to police in real time.
Mitigations should include progressive rollouts, clear community standards, and robust telemetry for behavior analysis.

What to watch after CBT 2​

  • Developer response cadence: The speed and specificity of post‑beta patch notes will indicate how tightly Square Enix and TBS Games are iterating on community feedback.
  • Stability metrics: Whether server and matchmaking stability improves over the test period is a leading indicator of backend readiness.
  • Independent reviews and benchmarks: Once the beta ends, press and community benchmarks — particularly around performance on the specified GPU tiers — will validate the technical targets and inform mainstream expectations. (gematsu.com)

Recommendations for players and PC owners​

  • Confirm system compatibility well before October 3: 75 GB SSD space, 16 GB RAM, and DirectX 12 support are the non‑negotiables for the beta. (press.na.square-enix.com)
  • Update GPU drivers, Windows updates, and disable overlays from third‑party tools that commonly interfere with multiplayer clients.
  • Collect diagnostics: If you encounter reproducible bugs (crashes, desyncs), gather logs, timestamps and short video captures to include with your Steam survey responses. Developers favour actionable data.
  • If attending TGS, redeem the invitation code promptly and follow the Steam opt‑in instructions to avoid being locked out by capacity constraints. (gematsu.com)

Final assessment: Why KILLER INN matters — and where it must prove itself​

KILLER INN targets a crowded but hungry middle ground: players who enjoy the mind games of social deduction (Werewolf, Among Us) and the satisfying immediacy of action multiplayer. That hybrid is compelling on paper, and the developer’s rapid iteration between the July and October betas is a positive sign that feedback is being taken seriously. The combination of 24‑player scale, forensic investigation mechanics, and 3D voice is a clear attempt to create cinematic, human‑driven emergent moments rather than abstract vote‑based resolution. (press.na.square-enix.com, gematsu.com)
However, the project’s success hinges on three pillars:
  • Fair balance that preserves the investigative core without rewarding brute force.
  • Technical stability at scale — reliable servers, low latency, and robust anti‑cheat.
  • Community systems that protect social mechanics from abuse while keeping entry barriers reasonable for new players.
If Square Enix and TBS Games resolve those pillars during CBT 2 and respond transparently to tester feedback, KILLER INN has the potential to become a durable social‑multiplayer hit. If those areas lag — especially server stability or balance — the game risks becoming another promising concept that struggles to retain players beyond the early novelty window.

KILLER INN’s second closed beta offers a consequential testing window: it’s the next step in shaping a game that depends on trust, tension, and technical reliability. Testers who can meet the published requirements, provide high‑quality feedback and stress the systems Square Enix highlights will play a direct role in whether this murder‑mystery action experiment becomes a polished addition to the multiplayer landscape. (press.na.square-enix.com, gematsu.com)

Source: Final Weapon KILLER INN Second Closed Beta Test Dates Announced
 

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