Dawson Oaks Trailer Park · Gameplay · Guide
Dawson Oaks Trailer Park Game Roles — Suspects, Supervisor and Snitch
Dawson Oaks Trailer Park game roles explained: all eleven suspect roles, the Supervisor hunt, the hidden Snitch, and the urges that keep criminals sane.
By the New Game Wiki team · Updated 2026-10-04
On this page (10)
- What the Roles Do in a Match
- The Eleven Suspect Roles
- Supervisor and Snitch: The Two Hidden Roles
- Urges Are the Role Fingerprint
- Reading Roles in Practice
- How many roles are in Dawson Oaks Trailer Park?
- What does the Supervisor do in Dawson Oaks Trailer Park?
- What does the Snitch do in Dawson Oaks Trailer Park?
- Can two players have the same role in Dawson Oaks Trailer Park?
- Are there other roles coming to Dawson Oaks Trailer Park?
Dawson Oaks Trailer Park game roles come in three tiers, and the match only makes sense once you can tell them apart. Most players are suspects drawn from eleven unique criminal roles, one player is the Supervisor who wants the criminals arrested, and one player is the Snitch who pretends to be a suspect while secretly reporting to the Supervisor. The Steam store description lays out the suspects, the Supervisor, and the Snitch in that order, and the recorded community sessions show how differently the three tiers behave in practice. This page collects the documented role list, the urge fingerprints that give each role away, and the practical reads that experienced crews use.
This page is compiled from the official Steam store page, the Steam Community hub, and credited community gameplay recordings; role behaviours that appear in only one recording are marked to confirm.
What the Roles Do in a Match
Each tier wants a different outcome, which is why the same behaviour can look innocent to one player and damning to another. Suspects want to commit their urges, stay out of jail, and vote out the Snitch. The Supervisor wants arrests and only gains ground when they have usable information. The Snitch wants to look like a suspect, keep the Supervisor supplied with evidence, and avoid the vote. The Steam page is explicit that the Supervisor has power only through information, which is the design reason the Snitch exists at all.
| Tier | Documented job | Main risk |
|---|---|---|
| Suspects | Commit role-specific urges to stay sane and clean up the park | Being exposed by public purchases or by someone seeing their role items |
| Supervisor | Watch everyone, work out who is doing what, and call the police | Calling the police with no evidence and losing the lobby's trust |
| Snitch | Blend in, track behaviour, and secretly report to the Supervisor | Being voted out, because the Snitch loses the moment the crew identifies them |
The recorded session shows this tension immediately: one suspect was arrested after a photo of a crowbar was shared, another was caught by the Supervisor on the phone, and the Snitch spent the match trying to look like the most enthusiastic criminal in the room. In a game built on proximity voice chat, the tier you belong to is the thing you must hide rather than the thing you must announce.

The Eleven Suspect Roles
The Steam store page lists eleven suspects by name, and the funniest detail is that several of them describe their urge right in the title. A Junkie is going to buy and use drugs, a Gambler is going to be at the slot machine, a Thief is going to break into rooms, and a Pyromaniac is going to set things on fire. The recorded session walks through the Junkie urge list in detail and shows the Gambler cover character at the bar, which is why the community treats the store, the bar, and any open trailer as the three highest-information locations in the park.
| Suspect role | What the name documents | Documented or reported signal |
|---|---|---|
| Drug Dealer | A suspect who deals drugs | Associated with observed drug handovers in the recorded session |
| Junkie | A suspect with a drug urge | Urge list includes buying weed and getting high in a trailer |
| Moonshine Cook | A suspect who brews moonshine | Alcohol supply is a shared bar activity; exact urge to confirm |
| Creep | A suspect who creeps around | Recorded session describes park behaviour that reads as the Creep |
| Scrapper | A suspect who collects scrap | Exact urge to confirm |
| Pyromaniac | A suspect who lights fires | Fire-setting behaviour is the documented read |
| Gambler | A suspect who gambles | Urge list includes slot machine wins, borrowing money, cigarettes, and energy drinks |
| Thief | A suspect who steals | A crowbar in hand is the read the recorded crew used |
| Drunk | A suspect who drinks | Bar and alcohol activity is the shared location signal |
| Prankster | A suspect who pranks people | The mailbox-destroying question in the Steam discussions points to prank objectives |
| Hobo | A suspect on the margins of the park | Exact urge to confirm |
Supervisor and Snitch: The Two Hidden Roles
The two non-suspect roles are the only players who know more than the lobby, and the Steam page gives both of them a distinct win condition. The Supervisor watches everyone, figures out who is doing what, and calls the police before it is too late, but the page warns that the Supervisor has power only if they have information. The Snitch blends in as a suspect, tracks everyone's behaviour, and secretly reports everything to the Supervisor, and the page adds that the Snitch knows more than anyone else but is finished if the crew identifies them.
In the recorded session the Supervisor ran the loyalty check over messages and phone calls, and the Snitch's job looked exactly as advertised: gather sightings, send photos, and stay in character. The Supervisor cannot simply arrest people, because the police is another player who needs a reason, so the Snitch's reports are the supply line that turns a suspicion into a removal. That is why the vote matters so much: removing the Snitch early starves the Supervisor, while missing the Snitch at a meeting lets the reports keep flowing.

- The Supervisor's tool kit is information, not force, so an accusation with no evidence costs the role credibility.
- The Snitch should mirror the group's energy, because the role carries a sanity drainer that makes crime costly and can produce tells.
- The police is a played role, so the Supervisor's call is a request that a real player has to act on.
- If the Snitch is voted out, the Supervisor is left with guesses, which is the suspect side's main comeback window.
Urges Are the Role Fingerprint
Urges are the mechanism that makes roles visible without telling anyone your role. The Steam page states that waiting to commit them makes you unstable and easier to expose, and the recorded session shows how specific they are: the Junkie is told to get high in their own trailer, buy weed, get high in someone else's trailer, and spray air freshener, while the gambling cover character is told to win money at the slot machine, borrow money from another player, smoke a cigarette, and drink an energy drink. Those lists are effectively public fingerprints once the crew knows which urge belongs to which role, which is why the notebook is the most important tool in the game.
The Snitch is the exception. The recorded session notes that the Snitch gets an exclusive urge that other roles never receive and that crime drains Snitch sanity instead of restoring it, so a Snitch who tries to keep up with the criminal majority is fighting the design. The practical read for everyone else is that you should compare a player's visible behaviour against the notebook's urge list before you accuse them, because the game rewards matching a purchase or a location to a documented urge rather than guessing from personality.
| Documented urge | Role it points to | Where it is easy to witness |
|---|---|---|
| Buy weed and get high | Junkie | Store handover and any trailer interior |
| Win money at the slot machine, borrow money | Gambler | The bar and the player-to-player money transfers |
| Break into rooms | Thief | Locked doors and other players' trailers |
| Set fires and burn property | Pyromaniac | Open outdoor areas of the park |
- Use the notebook before the vote, because the suspect pages list urges and turn behaviour into evidence.
- Treat a public purchase as a confession when it matches a documented urge for a criminal role.
- Remember that the Snitch's exclusive urge is unprovable to the crew, which is why the role hides in the group.
- Watch the bar and the store during quiet stretches, since those are where urges are easiest to observe.
Reading Roles in Practice
The fastest way to learn the roles is to treat the first match as a mapping exercise rather than a test. Note who visits the store, who spends time at the bar, and who keeps showing up near other players' trailers, then match those habits against the urge lists in your notebook. The recorded session is a useful negative example: the crew voted on personality and disputed sightings, missed the real Snitch, and let the Supervisor keep feeding evidence into the phone system. Behaviour that survives cross-checking with the store log beats a confident accusation every time.
- Track three habits per player: store purchases, time at the bar, and visits to other trailers.
- Report sightings in the meeting with a location and a time so the crew can verify them together.
- Protect the notebook habit all match, because it turns a hunch into something the lobby can check.
- Expect duplicates and requests such as a Jester role to stay unconfirmed, and play what the store page documents.
The systems that surround the role list are covered elsewhere on the site: the how-to-play page walks the tutorial and the vote, the gameplay page explains the full match loop, and the multiplayer page covers party size and lobby settings.
FAQ
How many roles are in Dawson Oaks Trailer Park?
The Steam store page lists eleven unique suspect roles, plus the Supervisor and the Snitch as the two hidden authorities who sit outside that suspect list. The suspects are Drug Dealer, Junkie, Moonshine Cook, Creep, Scrapper, Pyromaniac, Gambler, Thief, Drunk, Prankster, and Hobo.
What does the Supervisor do in Dawson Oaks Trailer Park?
The Supervisor watches everyone, works out who is doing what, and calls the police before it is too late. The Steam page states the Supervisor only has power if they have information, so the role depends on the Snitch feeding them behaviour reports rather than on direct fighting.
What does the Snitch do in Dawson Oaks Trailer Park?
The Snitch blends in as a suspect, tracks everyone's behaviour, and secretly reports to the Supervisor. The Steam page notes the Snitch knows more than anyone, but if the other players work out who the Snitch is, the role is done, so it is a hiding game rather than a combat role.
Can two players have the same role in Dawson Oaks Trailer Park?
The Steam store page does not state whether duplicates are allowed, and a pinned community discussion asks the same question without an official answer, so treat duplicate roles as unconfirmed. The host can raise the number of Snitches in the lobby, which is a separate setting from role duplication.
Are there other roles coming to Dawson Oaks Trailer Park?
There is no confirmed roadmap. Community requests such as a Jester role appear in the Steam discussions, but they are player suggestions, not developer announcements, so nothing beyond the eleven suspects, the Supervisor, and the Snitch is documented.
More in Gameplay
More gameplay pages in Dawson Oaks Trailer Park.
- Dawson Oaks Trailer Park How to Play — Roles, Urges and the TutorialGuideUpdated 2026-10-04
- Dawson Oaks Trailer Park How Many Players — Party Size and Co-opGuideUpdated 2026-10-04
References
- Dawson Oaks Trailer Park on Steam
- Dawson Oaks Trailer Park — Steam Community Hub
- Striped Panda Studios — Official Site
- Teo & Friends play Dawson Oaks Trailer Park (YouTube)
Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.
