Werewolf Fan Meeting Vol.01: the demo that became a feature
On 29 August 2026 we took Photo Werewolf to Werewolf Fan Meeting Vol.01 in Akihabara, a fan event hosted by Werewolf House.
We ran a booth on the second-floor social area, gave a 34-slide talk on the stage, and then played two games live with people from the audience.
The awkward parts of that demo turned into screen mode, which shipped a week after the event. Here is how that happened.
“Could you talk about a photo you have never seen as if it were your own memory?”
That was the title of the talk. Ask anyone to describe Photo Werewolf in one sentence and you end up back at that question.
Everyone in the room loves werewolf games, so roles and setups needed no explanation. That made it more important to open with what makes Photo Werewolf different from the game they already know.
Here is the part that carries the whole game.
Everyone submits one photo for the same theme. So far, ordinary. But the players who become werewolves have their photo quietly swapped with someone else’s. They then have to talk about a photo they have never seen as if it were their own. Villagers simply describe the photo they chose.
The number of werewolves changes every round too: zero, or somewhere between two and (players − 1). Never exactly one. A round with zero werewolves is a peaceful village, and no photos get swapped at all.
Two games, live on stage
The back half of the talk was a demo. People from the audience came up, joined by some of the event staff, and we played together. Joining means scanning a QR code and typing a name, so we went from volunteers to game start in a couple of minutes.
The first game was ordinary Photo Werewolf; for the second we added Photo Werewolf Mission Mode, the physical expansion. Both themes were decided on the spot — “a photo you took recently” for the first game, “something delicious” for the second.
The second game brought out food. We set the theme and everyone opened their camera roll again.
Rice bowls, hot pot and sushi came up on the screen one after another.
In Mission Mode, each player is dealt one mission card after the theme is set, and has to complete it quietly while everyone hunts for the wolves.
That reveal was where the demo got loudest. The room reacts once to who the werewolves were, and then a second time to “wait, that comment was your mission?” The winning side then has to name every teammate’s mission to claim a perfect win, so the round is not over until that is done.
We switched the projector five times per game
Now to the part that matters.
The hardest question when planning the demo was what to put on the screen. Photo Werewolf is played on phones, so projecting the host’s screen would have shown the room everyone’s roles and the photo picker.
So I built a table mapping each phase to a source, and ran the demo off it.
| Phase | On the projector |
|---|---|
| Waiting room | Game screen |
| Choosing a theme | Game screen |
| Picking photos | Slides (never the phone) |
| Role reveal | Slides (absolutely not the game) |
| Discussion | Game screen |
| Voting | Slides (nobody’s vote on show) |
| Result | Game screen → slides |
That is five switches per game. Ten across the two games. Holding a microphone, running the game, and never getting a switch wrong — part of my attention was on that the entire time.
And the switching was not the only problem.
Looking back at the photo, it is pretty rough.
- It is a phone layout on a wide screen. The photos only fill a thin strip down the middle, with gray margins on both sides
- You cannot show everyone’s photos at once. Each one has to be tapped open individually, which puts the pace of the discussion on the host’s fingers
- The whole browser is up there. Menu bar, three tabs I had left open, and the folder names in my bookmarks bar, all visible to the room
The third one is squarely my own fault. But the first two came down to something simpler: there was no screen built for being projected.
So we built screen mode
It was the first thing I worked on after getting home. Screen mode shipped on 4 September.
What we did is not complicated: we built one screen whose only job is to be projected. Open the URL in a browser on a PC, go full screen, and leave it there.
You still run the game from your own phone. Screen mode is display-only and cannot be used to control anything, so nobody watching can touch the game. What I wanted to do on that stage finally works the way it should.
At the booth downstairs
Besides the stage, we had a booth on the second-floor social area.
We ran demos there, sold Photo Werewolf Mission Mode at an event-only price, and had a coupon for half off the first month of a paid plan posted on the table.
Thank you
Thank you to Werewolf House, to everyone on the event staff, and above all to the people who came up on stage with us.
Parts of the demo did not go well, honestly. But every rough edge showed itself in front of a full room, so there was nothing to work out the following week. A problem we hit on stage became a shipped feature within a week.
Photo Werewolf runs in your browser, and screen mode is available on every plan. Try plugging it into a big screen the next time people are in the same room.
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