What Are IDs in BloxNote? How the ID System Works
The ID card is the piece every other system hangs off: Investigators carry one, it can be dropped and picked back up, Kira needs it to kill, and money can customize it. Every claim sourced.
The object the whole game turns on
BloxNote looks like a social deduction game, but underneath it is a game about names. The Death Note kills by name; the town's job is to keep names out of the wrong hands; and the physical thing that carries your name through the round is your ID. Every recording we hold shows players touching the ID system constantly - dropping it, hunting for it, checking on it, guarding it while doing tasks.
This page is our attempt to lay out everything verifiable about IDs in one place. The evidence is three recordings and the developer's own store page, each linked with dates; where the recordings disagree or fall short, we say so instead of smoothing it over.
IDs are physical: they drop, and they stay where they fall
The clearest account comes from a tester's recording on 5 September 2026. A player drops their ID mid-round and asks the lobby how to get it back; later in the same recording they return to the spot and confirm the card is still lying there. The ID is an object in the world, not a menu entry - it has a position, it survives being dropped, and recovering it means physically going back.
The same recording contains a second, less clear moment: a player narrates someone taking an ID that was not theirs ('he's trying to take my ID'). Whether IDs can be deliberately stolen - and what a thief can do with one - is the single most consequential open question about this system, and we are not going to answer it from one ambiguous clip.

The kill runs through the ID
In the one recording we hold of a Kira actually planning a kill - a roleplay video from 11 September 2026 - the player is shown working through the target's ID before the kill lands, reading the name off it. The pairing is exactly what the source material demands: the notebook needs the name, and the ID is the name.
This is also why the 30-hour player's review calls ID access the axis Kira's strength turns on. If Kira has no clean way to learn IDs, every kill carries the risk of exposure; if IDs leak - by dropping, by theft, by carelessness - the killers' job gets dramatically easier. The current build reportedly offers Kira no command cards to harvest IDs, which players experience as Kira being weak.
Customization: the pass, the toggle, and what we cannot see
Two confirmed touchpoints, one dark. The developer sells a Custom ID Name pass (99 Robux on our 13 September snapshot). The settings menu carries a 'Male ID Name' toggle, on camera. And the pass named Custom Shinigami (199 Robux) suggests an ID-adjacent visual layer that nobody we have read has described in action.
Whether customization is cosmetic only - a font, a title, a look - or whether a customized name behaves differently in play (harder to read at a glance, for instance) is undocumented. Given that kills run through IDs, even a cosmetic difference could matter at the margins; we flag it rather than assume it.

How to play around IDs, from what the recordings show
For the town: know where your card is. The tester footage shows the failure mode - a player doing tasks with no idea where their ID went. Check it, remember the spot, and treat someone hovering near a dropped card the way you would treat someone reading over your shoulder.
For Investigators specifically, the recordings show a tool that helps: the L-side camera. A tester narrates setting up a camera repeatedly during a round, and a second player's footage names the tool 'Detective cameras'. If IDs drop in monitored areas, the cameras are how the town sees who picked them up.
For Kira: the honest answer is that the ID system is currently your bottleneck, not your weapon. The same recordings show players openly announcing 'let me observe you' - the town has an observe interaction - while Kira's ID-gathering options are the ones the 30-hour review says do not exist yet.

What we have not checked
Whether IDs can be stolen and used by another player. Whether a customized ID name changes gameplay in any way. What the observe interaction mechanically does, and who has it. Whether NPCs carry IDs - the source game's NPC kill rule ran through publicly broadcast names, and we now have two independent sightings of NPCs in BloxNote, but no sighting of an NPC ID. Each of these moves to a verified table the day we can check it.
Related
Frequently asked
What is an ID in BloxNote?
A physical card each player carries. Recorded footage from 5 September 2026 shows a player dropping theirs mid-round ('I dropped my ID. How do I get my ID back?'), checking whether it was still lying where it fell, and another player narrating an ID being taken. It is the game's core object, not just a number on a screen.
Why does Kira want your ID?
In the one recording we hold of a Kira planning a kill, the player reads out the target's ID before writing the name - the ID and the kill are directly connected. The game BloxNote is modeled on, Death Note: Killer Within, works the same way: the notebook needs a name and a face, and the ID is how you get the name.
Can your ID be customized?
Yes, two ways that we can see. A Custom ID Name pass sells for 99 Robux (snapshot 13 September 2026), and the settings menu carries a 'Male ID Name' toggle, visible in recorded footage - so the system is gendered and at least partly configurable for free.
What happens if you lose your ID in BloxNote?
From the footage: you can pick it back up where it dropped. A player who lost theirs mid-task went back and confirmed it was still in the same spot. Whether a dropped ID can be taken by another player - the footage shows someone narrating an ID being grabbed, but not clearly enough to call it a steal - is on our open questions list.