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Product Documentation

Feign Deduction Tracker Documentation

Built for the social deduction game Feign Interactive Overwolf overlay companion Manual input with visual deduction support

Feign Deduction Tracker is an interactive Overwolf overlay for Feign that turns live deduction into a fast visual workflow. Instead of relying on memory or loose notes, players can track claims, record night actions, inspect contradictions through a visit map, and narrow remaining role possibilities through a dedicated deduction panel while staying inside the flow of a match.

Overwolf companion behavior, modular windows, multi-monitor support, and customizable hotkeys are part of the documented product direction.

01

Overview

The tracker is positioned as an analytical hub for Feign, not as a generic note-taking tool. Its job is to keep the state of deduction visible during a live game: who has claimed what, which players are suspicious, which actions were reported, and which roles still remain plausible.

The overlay format matters to that goal. The application is designed to stay close to gameplay through Overwolf, using a clean native interface, modular windows, and lightweight interaction patterns that reduce cognitive overhead rather than adding more friction in a pressure-heavy match.

  • Built specifically for Feign as an Overwolf overlay companion.
  • Optimized for quick readability during active rounds.
  • Supports multi-monitor setups and customizable hotkeys.
  • Uses confidence-based role labeling and live suspect tracking.
02

Controller Bar

The Controller Bar is the compact command center for the entire overlay. It sits at the top of the screen and gives the user global control over the match state and panel visibility without forcing navigation through deeper menus.

This top-level layer is responsible for the actions that affect the whole tracker, especially when a round advances or when a completely new game starts. It keeps the workspace in sync with the current timeline phase rather than leaving each panel to be managed independently.

  • Toggles the visibility of the overlay panels.
  • Changes the current timeline phase, such as moving to Night 1.
  • Resets the entire tracker when a new match begins.
  • Keeps global match controls in a single compact surface.
03

Player List

The Player List is the main lobby management panel. It is the stable roster view for the match and the place where players are registered, organized, and monitored as new information appears throughout the game.

Instead of keeping role reads and survival state in free-form memory, the user maintains them directly on the roster. That gives every later panel a cleaner operating context and makes it easier to read the state of the table at a glance.

  • Supports adding and tracking up to 15 players per match.
  • Allows players to be arranged by seat order.
  • Tracks life status, suspicion, and claims as the match unfolds.
  • Explicitly uses the alignments Innocent, Killer, and Neutral.
04

Detail Panel

The Detail panel is the deep-dive view for an individual player. When a user selects someone from the Player List, this panel becomes the main input area for the actions and interactions that later drive the tracker's logic.

The documentation is explicit that this data is entered manually. The application does not read the screen or detect gameplay events automatically. Instead, the player records night actions and received interactions directly so the rest of the overlay can reason over that information.

  • Shows actions a selected player has taken.
  • Shows actions a selected player has received from others.
  • Acts as the main manual input area for night actions.
  • Feeds the logic used by Visit Map and Roles in Play.
05

Visit Map

Visit Map is the visual contradiction detector in the system. It parses the claims entered through the Detail panel and turns them into a directional map of interactions between players, giving the user a clearer view of where stories do or do not line up.

The point is not decoration. The map exists to make complex chains of claimed visits easier to inspect in seconds, which is especially valuable when multiple players reference the same target or when the table conversation becomes too noisy to track mentally.

  • Draws directional arrows between players based on entered claims.
  • Makes conflicting visit claims easier to spot quickly.
  • Highlights contradictions such as duplicate claimed targets.
  • Transforms raw entries into a readable visual relationship map.
06

Roles In Play

Roles in Play functions as the tracker's automated deduction engine. As role claims and recorded actions accumulate, this panel narrows the possible set of remaining roles and helps distinguish truthful information from misleading claims.

This is why the project should not be described as simple note-taking. The overlay combines manual inputs with a structured deduction layer that actively updates the space of plausible roles as the match develops.

  • Tracks claimed roles dynamically as the game unfolds.
  • Monitors confirmed roles remaining in the setup.
  • Calculates possible roles still in play.
  • Supports faster truth-versus-lie evaluation during discussion.
07

Match Workflow

The intended workflow starts with match setup and then moves through repeated cycles of input, visualization, and role narrowing. Each panel has a narrow responsibility, but the panels are designed to reinforce one another rather than act as isolated widgets.

A standard round begins by preparing the roster, advancing the timeline with the Controller Bar, recording claims and night actions, checking the Visit Map for contradictions, and consulting Roles in Play to see how the set of remaining possibilities has changed.

  • Reset the tracker when a new game begins.
  • Add the lobby to the Player List and arrange players by seat order.
  • Advance timeline phases such as Night 1 from the Controller Bar.
  • Manually input claims and night actions in the Detail panel.
  • Use Visit Map and Roles in Play to inspect contradictions and remaining role possibilities.
08

Constraints and Stack

Several constraints in the source materially shape how the product should be documented. The tracker is built for the Overwolf ecosystem, it depends on manual data entry rather than automatic gameplay detection, and the roster model is bounded to matches of up to 15 players.

The repository is published publicly as daiViis/Feign_Deduction_Tracker. The noted implementation stack centers on TypeScript with CSS, JavaScript, HTML, Vite, and a modular manifest.json structure. The source also indicates that there are no published releases, so the archive link above should be read as source download access rather than a versioned release channel.

  • Platform target: Overwolf overlay environment.
  • Input model: manual claims and night action entry.
  • Roster constraint: maximum of 15 tracked players.
  • Stack: TypeScript, CSS, JavaScript, HTML, Vite, modular manifest setup.