In Deception, two players would play one half of a married couple, with the aim to gather damaging evidence regarding their spouse's infidelities as ammunition for a forthcoming divorce case.
Rohrer began work on Diamond Trust of London as a pen and paper prototype to iron out the design before committing to code.
Rohrer disagreed, believing that the smaller DSiWare market would limit the game's audience; Majesco, on the other hand, was not willing to invest in the manufacturing of cartridges without strong pre-order numbers.
[7][9] Lacking a publisher for Diamond Trust of London, Rohrer moved onto other projects such as Inside a Star-Filled Sky and Sleep is Death.
He also took on work at Gun, a video games consultancy firm, and there he made contact with Mark Seremet, CEO of Zoo Publishing.
Zoo was interested in pursuing Diamond Trust of London as a limited physical release on their indiePub label, and so work on the game resumed.
Rohrer's previous project, Inside a Star Filled Sky, had used entirely computer generated music, but he felt that the thematic demands of Diamond Trust of London required Bailey's handcrafted compositions and musicianship.
[7][15] However, due to changing market conditions, Zoo Publishing was no longer able to afford the manufacturing of cartridges given the large minimum order of 6,000 units that Nintendo required, and so, Rohrer turned to the crowdfunding platform Kickstarter.
[17][18] As he was packaging the cartridges personally, it allowed him to release a special signed and numbered limited edition of 1000 copies, bundled with mystery bonuses.
Jason Cipriano at MTV Multiplayer received, alongside his limited edition, postage stamps and a coin from countries featured in the game, and four actual diamonds.
Critics enjoyed the gameplay, but found that the game required a human opponent for it to shine, with the single-player element acting merely as a practice mode.
[24] Commenting on a preview build, Nintendo World Report highlighted the game's music, describing it as a "wonderfully eclectic mix", and "a constantly evolving ambient soundscape".
They highlighted how it critiques the blood diamond trade by using game mechanics that present "the world from the cynical, detached perspective of the Homo economicus", rather than by lecturing the player.
[27] Paste echoed these thoughts, stating that the game offered "no overt judgments" on the diamond trade, but had mechanics that paint it as "one that encourages and maybe even requires misdeeds".
Reflecting on the game's unlikely journey in becoming a physical product, Paste declared Diamond Trust of London to be "not just a success in design, but also one of creation".