UNOFFICIAL FAN GUIDE — PATCH 1.0.3ROLES · HOW TO PLAY · PATCH NOTES
Dawson Oaks Trailer Park Guide

How to play Dawson Oaks Trailer Park

Quick answer

Dawson Oaks Trailer Park is a social deduction game with chores. You are a criminal living in a trailer park, you have urges you need to satisfy to stay sane, and the last thing you want is the Supervisor seeing you do it. Every round follows the same rhythm: commit crimes quietly, call meetings when you suspect a Snitch, and survive until the Supervisor runs out of good calls - or until you run out of sanity.

This guide is the version we wish existed on launch day. It covers the loop end to end in plain order, and it is written against patch 1.0.3, not the old playtest footage.

The three sides

There are three teams in a round, and only two of them know it.

  • Suspects are the majority. Everyone has a role with a list of urges - some of them are crimes. Satisfy urges to keep your sanity up, but every crime you commit in the open is a clue for the Supervisor.
  • The Supervisor is public. Everyone knows who they are. Their job is to watch behaviour, figure out who is doing what, and call the police before the park is emptied out. They win by getting criminals arrested.
  • The Snitch is hidden and works for the Supervisor. They play undercover with a fake identity, report other players' roles, and try to survive the meetings that follow.

The roles guide breaks down all 11 suspect roles one by one.

Your first round, step by step

  1. Read your notebook first. Your task list - the urges you need to satisfy - lives in your notebook (default key: 6). The whole round is built around this list, so do not skip it. If a lobby is using the tutorial, do it; it walks through the same systems with prompts.
  2. Claim a trailer and learn your lot. You have a trailer with a fridge, a bathroom and a bed, and your mailbox is outside. Doors can be locked, and locked doors can be broken into, so "my trailer" is only safe-ish.
  3. Start quietly. Early round is for the boring urges: eat something, grab a drink, take a bath, use your toilet. These restore sanity without giving the Supervisor anything to see.
  4. Watch your sanity bar. Sanity drains over a round. When it runs low, your role starts becoming visible to the people around you - and the death spiral is real: the lower your sanity, the more obvious the crimes you need to fix it.
  5. Learn one or two neighbours. Your phone (contacts and messages) is how you build a shortlist of who to trust. Calls, texts and even the camera are part of the toolkit - see controls for the bindings.
  6. Call a meeting when you have a read, not when you are bored. Meetings are how suspects remove a suspected Snitch. Do it too early and you will out yourself as a panic-voter.
  7. Watch for the police. When the Supervisor calls the cops on someone, it is loud, it is fast, and the wrong call is expensive for them. Being arrested means a jumpsuit and a voice restricted to the saloon.

Urges, sanity, and why you should care

Your notebook separates the urges into criminal work and basic self-maintenance. The maintenance ones - drinking, eating, bathing, sleeping off a bender - are the sanity backbone of every match. The criminal ones are what your role is actually for, and they are also the things the Supervisor is hunting.

The rule players repeat most in launch-week lobbies: do the tasks or the game exposes you. Low sanity does not just hurt you - it leaks your role to nearby players, which is usually how rounds end in a vote or a raid. The sanity and urges guide goes deeper on managing both.

Meetings, votes and the fistfight

Any suspect can call a meeting - the community joke is that the air horn is the most abused item in the park. During a meeting everyone gathers, talks (the accusations are half the game), and votes on a name. What happens next depends on the table:

  • If the vote lands on the Snitch, the park takes control of the round.
  • If the vote misses, the Snitch survives and the suspects have burned a meeting's worth of goodwill.
  • If the vote ties, the tied players settle it in a fistfight. Winning it is its own achievement, and the loser is not long for the round.

Police calls and confinement

The Supervisor does not arrest people - the police do. The Supervisor's job is to call it in on the right person. When the call is correct, you will hear a police car, and the suspect gets tased, cuffed and taken away. Arrested players wear the orange jumpsuit, and their microphone only works around the saloon, though the phone still works.

That is also why wrong calls matter: a Supervisor who burns calls on innocents runs out of police before the park runs out of criminals. And yes, launch-week lobbies have already invented the trick of framing someone by committing a crime in their front yard.

First-round mistakes to avoid

  • Ignoring the notebook. If you never read your urges, you will hit low sanity in the first ten minutes and practically introduce yourself as a criminal.
  • Doing crimes in the open. The Supervisor is watching the park, not reading your chat. Fires in the middle of the map and mailbox explosions get people arrested in seconds.
  • Trusting the loudest voice. The Snitch's whole job is to sound reasonable.
  • Calling meetings on nothing. Use a meeting when you can describe a real behaviour pattern, not a vibe.
  • Forgetting your sanity in the last third of a round. The endgame is where votes and raids decide everything, and low sanity blows up the reads you were holding on to.

Where to go next

Last checked: September 20, 2026 - game version 1.0.3. Behaviour described from launch-week gameplay footage and the official store page; details that patch between versions are noted on the patch notes page.

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