First Class Trouble artwork$14.9979%
Co-op pick

First Class Trouble Trust No One On Board

A 1950s-style space cruise ship, a rogue AI named CAIN, and two killer robots hiding among your co-op friends. Work the shutdown together, then turn on each other over who is lying. Champagne bottles included.

Is First Class Trouble worth it?

First Class Trouble is worth it if…

  • you like co-op games where teamwork slides into betrayal
  • you have a group of co-op friends who love to argue and laugh
  • you want short social rounds full of sabotage and suspicion

Screenshots

Deceive or deduce aboard the ISS Alithea

You and five to eleven other passengers wake up on a luxurious intergalactic cruise ship run by CAIN, a central AI that needs shutting down. Most of you are Residents. A few are Personoids, human-looking killer robots.

Residents gather information, compare notes, and vote with their actions on who to throw out an airlock. Personoids lie, disrupt, sneak through the shadows, and kill when no one is looking. Rounds end when CAIN is shut down or one side is gone, and no two rounds play out the same when your co-op friends start accusing each other.

Accidents, champagne bottles, and bad wiring

This is social deduction with elbows out. You shove, whack friends with rackets by the pool, toss champagne bottles, and nudge suspects a little too close to fires, icy floors, floods, and badly hung chandeliers.

Levels each bring their own themes, items, and ways to get clues or cause trouble, plus oxygen sabotage, scanners, keycards, and gadgets like magnetic boots and water guns. Between rounds you can spend Infinity Coins in the onboard mall on clothes and accessories, or put cash toward your Vruumba. Proximity voice chat does the rest: whispered alliances down one corridor, shouting down the next.

Good to know before you board?

How many co-op friends do you need?

Standard games run with 6 players, and custom games take 4 to 12. It is built for a full lobby with voice on, so bring friends or be ready to matchmake. A half-empty ship with silent strangers loses most of the joke.

What do Residents actually do each round?

You explore the level, pick up information about passengers, use scanners and clues to narrow down suspects, team up to eliminate likely Personoids, and push toward the shutdown of CAIN. Personoids do the same tasks as cover while sabotaging oxygen, breaking equipment, and picking off Residents.

Is it hard to learn?

Yes, at first. Each map has its own items, interactions, clue systems, and hazards to remember, plus the social layer of who to trust. Give it a few rounds with the same group and the loop clicks: check alibis, watch hands near fires and airlocks, and never follow a polite smiling friend into a small room.

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