How it works: everyone is crew on a leaky station β except the saboteur(s), dealt in secret to somebody's phone. Crew grind through little repair jobs on their phones; every finished job pushes the big station repair bar. Fill the bar and the crew wins. The saboteur gets the same-looking job list, but their work quietly counts for nothing.
Every phone carries the same π°οΈ CREW MONITOR β tap a crewmate twice to tag a suspect, a private note to yourself. On exactly one phone in the room that identical gesture is live: the saboteur's double-tap vents the target out an airlock, with a cooldown between uses. Same panel, same buttons, same sweep timer on every screen β so there is nothing to see over anyone's shoulder.
Nobody sees a vent happen. The victim is told privately β and told to keep a poker face β but the station only notices later β the klaxon sounds somewhere in the next stretch of the shift, and everyone drops their tools for an emergency meeting. Talk it out face to face, then everyone votes on their phone: eject somebody, or skip. Ejection shows the room whose side they were really on. Anyone can also pull their one emergency lever per game if they've seen something worth stopping the shift for.
Winning: the crew wins by filling the repair bar or ejecting every saboteur. The saboteur wins by venting enough crew that the saboteurs are no longer outnumbered. The dead stay in the game β ghosts keep doing repair jobs and their work still counts, they just can't talk or vote. House rule worth enforcing: dead players stay silent.
Peeking is pointless. Roles hide behind a hold-to-peek door that looks identical on every phone, so glancing at a neighbour's screen tells you nothing. Task lists look the same for everybody too. The only way to catch the saboteur is the oldest way: watch who was "near" the airlock when the klaxon went off.