There’s No Debate: Gnosia Is a Unique and Fascinating Social Deduction Game

There’s a sort of mindset that the structure of visual novels impose, where the player is merely an observer watching events unfold. Sure, every now and then there’s a decision to make, but these choices often just move the story to another route, and ultimately the narrative remains intact.
It’s this structure that Gnosia takes advantage of, lulling the player into a routine before completely upending their understanding of the game and what’s possible in it. Part visual novel and part social deduction game, Gnosia experiments with both genres to see what’s possible, and manages to create experiences that feel unique despite their similarity. What starts as a game of Among Us with AI transforms into one between close friends, where the stakes aren’t who gets the best hit of dopamine but rather which of these characters that you’ve grown to know and care about can—or should—be saved.
Gnosia begins by throwing the player right into the action with them being informed by a character, Setsu, that either her or one of the other two crewmates on board your spaceship is actually a gnosia. The gnosia are briefly explained to be an indeterminable alien species hellbent on the eradication of human life that can infect and control hosts, and it’s up to the crew to suss them out.
It’s at this point that one would expect an investigation or evidence gathering phase. But instead, the player is immediately thrust into a debate on which crewmate is the gnosia. Each of these debates ends with one of the crewmates being sent into cryogenic sleep with the hope that they are the gnosia. In between debates, the gnosia can pick off a crewmate. This introduction ends when either the gnosia is put to sleep, or there’s an equal number of the aliens and crewmates left.
Regardless of this outcome, the game loops right back to the beginning, with the added bonus of more characters on board the ship. Each subsequent loop sees more characters join the crew and different roles—some on the side of the crewmates, another on the side of the gnosia, and even one renegade that seeks to destroy everyone— introduced. Before long, there are 15 crewmates about the ship, all of whom are better at debating than you are.
Like, way better.
I was practically a bystander to the game for nearly 20 loops, unable to get a word in without being labeled the gnosia. Each debate in Gnosia only lasts five turns, during which the player can choose to doubt another character, cover for them, or let someone else talk. When others talk, you can also choose to agree with or rebut what they’re saying. It’s a massive reduction of the social deduction genre, boiling it down to its core aspects of pointing fingers and shifting blame away from yourself. But the latter is nearly impossible in the early game. Talk too much, and your crewmates will literally tell you to shut up and cast their ire upon you. Talk too little, and you paint a target right on your back.