Gnosia was one of the games I preordered back when it was coming out to Switch, due to how highly people thought about it on the Vita. It's an incredibly good Werewolf sim considering it's single player, you touched on it but I want to elaborate on just how well they pulled off the transformation from a social game based on reading people into a single player story based game. Each character has AI and likes and dislikes and preferences, even down to the little known fact that the player selects a favorite color for their profile and this gives them minor bonuses and penalties with individual characters, setting up individual player's casts slightly differently from the very start.
It works wonderfully as a social deduction game despite being single player because they set it up where the main plot mostly involves just learning about the cast, which directly translates to a better understanding of what is happening in debates. Every character has invisible values for how much they like and dislike each other character. You find out X character loves Y character, which might make some of their previous actions make more sense but more importantly helps you "read" X better. You need to plan around the fact that X doesn't like accusing Y, and if they do end up accusing Y then you better pay attention because that is not done lightly.
The RPG style skill levels for things like if they're good at lying all tie into their personalities: The shy dude can get away with not speaking up because everyone knows he is shy, the loud and rude dude can get away with some bold actions because people expect him to take them, the cute girl can more easily charm certain people into being on her side just by asking nicely. These are all real types of players if you play any social form of Werewolf, and Gnosia does a perfect job at making them all feel alive. It didn't take long before I was thinking about the characters and not meta gaming, just like IRL Werewolf, with thoughts like "she's being a bit aggressive today/he's staying oddly quiet/why would X say that about Y out of nowhere/oh damn I think this person just pissed off the group with their personality and not because they are guilty".
It's the little quirks that really make the cast shine in the end, the stuff beyond the personalities the RPG stats indicate. Late game in Gnosia the cast shines the brightest, several characters gain a complex moveset they can use, with some characters even having unique moves (that they can teach the player) far enough into the game. As new discussion skills are introduced, characters will have preferences on how to approach those skills. An easy example is to demand everyone say they are human (aka not Gnosia), each cast member has different innate feelings on this question. There's at least 1 cast member that actually hates the idea of admitting they are human, on top of several cast members that are wary of this approach because they don't like to think of themselves as human or aren't a member of the human species or they dislike speaking up in general. Characters can stay silent and just let the rest of the group speak up, and some people can flat out demand the group stop this activity. There's a lot of good mental work involved in these situations, did they stop the group because they just hate the idea, or are they the Gnosia, or are they a role that wants to cause chaos, or do they think it's a waste of time for a character specific reason? It really makes each character feel "real" because they all have different opinions and thoughts that the player can never directly see, only learn through observation, which is the heart of a game like Werewolf.
Also something important to note, I've talked to several people that think they finished the game but actually haven't. The credits rolling do not signify the full ending of the game has been reached. For a more direct spoiler for anyone that is unsure what I mean but wants to be sure they get the ending: