
Liar's Bar
Dive into this multiplayer online experience set in a sketchy bar where the games are as dangerous as the patrons. Join a table of 4 and test your ski
Launched on October 2nd, 2024

Dive into this multiplayer online experience set in a sketchy bar where the games are as dangerous as the patrons. Join a table of 4 and test your ski
Prototype sample data: the rating and review count come from the written sample reviews below, and the follower count is derived from the game's own row so it stays put between reloads. None of it is real user data.
Dive into this multiplayer online experience set in a sketchy bar where the games are as dangerous as the patrons. Join a table of 4 and test your skills in Liar's Dice and Liar's Deck, where lying and bluffing are key to victory. Ready for a night at Liar's Bar?
The original listing, then every content update Liar's Bar has shipped since.

Dive into this multiplayer online experience set in a sketchy bar where the games are as dangerous as the patrons. Join a table of 4 and test your ski
Launched on October 2nd, 2024
Update Apr 22, 2026
Update Dec 18, 2025
Update Dec 16, 2025
Update Aug 15, 2025
Update titles, dates and links are real Steam announcements, captured once and stored with the catalog; routine hotfixes are filtered out. The vote count beside each one is the prototype's own counter, not anything Steam reports. Every game's updates →
The developer's own words about Liar's Bar — the one part of this page that is not derived from the catalog.
No pitch from the developer yet
Everything above is derived from the catalog and the storefront. If you made Liar's Bar, this is where you get to say what it is in your own words.
Based on 24 reviews
Inert in this prototype — nothing you write would be stored.
Reviewers describe this less as a game and more as a device for finding out things about your friends, and most of the five-star reviews are essentially anecdotes about someone at the table who turned out to be an excellent liar. The table read — voice, timing, how fast somebody answers — is praised as far more important than the cards, and the short round length gets repeated credit for keeping everyone engaged. The complaints are consistent: it needs a specific group, it falls apart with strangers or anyone playing without a microphone, and a session can curdle if one person takes losing personally. Several reviewers note the content is thin beyond the core bluff.
Summarized for this prototype from the sample reviews below.
1 review
The cards barely matter. What matters is that you are watching four faces and four voices and trying to work out which one is doing something slightly different from usual, and the game gives you exactly enough structure to make that a game rather than a conversation. Round length is perfect — long enough to build a read, short enough that nobody sulks for long.
It needs everyone on a microphone and it needs everyone to actually be present. One person half-watching something on a second monitor removes the entire read and the round becomes random. The game does nothing to encourage that, and a nudge for the table to actually look at each other would help.
Among Us has the same bones and much more downtime. Here you are never walking to a task, you are always in the confrontation, and for a group that only has an hour that difference is enormous.
1 review
Nobody in our group is good at video games and it has not mattered once. There is no aim, no movement skill, no build — the only thing you are practising is lying to people who have known you for a decade, and everyone starts that at roughly the same level. Our least mechanically capable friend is comfortably the strongest player.
Once the table learns each other's tells, the game changes shape and not entirely for the better. We had a run of sessions where one person was simply unbeatable because his timing never varies, and there is nothing in the design that resets that. Some mode that forces different information would extend it a lot.
It is closer to a card game night than to anything else on this list, and its real competition is a physical deck of cards. What it adds over that is being able to do it from four different cities, which is not a small thing.
1 review
The penalty round is a genuinely great piece of tension design. Everything slows down, everyone goes quiet, and a game that has been loud comedy for ten minutes suddenly has real stakes for eight seconds. That whiplash is the memorable part, and it lands every single time regardless of how many rounds you have played.
Sessions can curdle. If one person takes a bad call personally the rest of the evening is uncomfortable, and because the accusation is always aimed at a specific friend it is much more personal than losing at anything else. That is the design working, but it is worth knowing before you buy four copies.
Compared with the party-board games our group plays, this generates far more conversation and far fewer grudges about randomness — every loss here is somebody's decision, which is easier to accept than a bad dice roll.
1 review
Seven dollars for a game we now open at the end of almost every session, because it fills the last twenty minutes better than anything else installed. It loads instantly, needs no setup, and a round can start with three people while the fourth is still finding their headset.
There is not much beyond the core mode, and after a few months you can feel that. The table variants do not change the maths much and the cosmetic layer is not a reason to keep playing. It is a very good single idea that has not been extended.
Against WEBFISHING, which is the other thing we use to fill dead time, this demands attention where that one asks for none. Both earn their place, but you cannot have a conversation over this the way you can over a fishing dock.
Every review on this page is sample content written for this prototype. No real players were surveyed and the handles are invented. Helpful and Report record nothing; Share is real and links straight to the review.