The voice acting is nice, but the premise of the story makes no sense and the fact that no one is trustworthy makes me lose faith in your story. Maybe it's just not my thing, but I really don't like it. The whole concept is just too alien for me to enjoy it.
Before I rant away the plausibility of your entire 'concept,' I'd like to note that I understand that, in this world which you have designed, not every human being is a "perjurer." This rant is strictly directed at the concept involved in the being of these "perjurers" however, and will detail why it is impossible for anything of the like to ever exist.
All animals, humans included, are born with a handful of psychological needs, called "drives," one of which is companionship. In the world that you've created, trust is nil; companionship is nonexistent because survival relies on betrayal. Thus, either everyone dies because they refuse to betray their friends and family, or everyone dies because they have been betrayed. A third possibility lies in the insanity of every intelligent living thing on the planet; as surely a life ruled by no interaction other than that of an extremely hostile, deceptive nature would lead to paranoia, depression, and a vast amount of other psychological issues, resulting eventually in insanity.
I'll give you a clear-cut reason as to why the life of "perjurers" in your world would be impossible. An accepted rule of this world 'concept' is that positive emotional attachment and lifespan have a positive relationship when a betrayal takes place. That is, the more emotionally attached one is to another, the larger the rewarded years upon betraying said other. Another accepted rule is that it takes a sexual encounter between a male and a female to create life (as opposed to test-tube babies, clones, or the ability for "perjurers" to reproduce asexually). Before sexual contact can be made, the male will be pressured by the stimuli of this worldly 'concept' to betray his beloved in order to expand his own life, or otherwise fall prey to her betrayal. However, the female would unlikely betray him before the sexual encounter, most likely favouring a betrayal of her newborn; the bond between a mother and child is so strong that, surely, the betrayal of a newborn, whose trust is such that it relies completely on the mother for its every need, would expand the mother's lifespan nearly indefinitely. The male would therefore be unwilling to allow the pregnancy in the first place; surely a world based on the rules you have put forth would be highly competitive. In the end, this point means little because no one would be willing to allow a "perjurer" to come within a close enough distance, physically or emotionally, to commence a sexual encounter.
Even if I'm wrong in assuming that it takes at least one "perjurer" partner to bear offspring that is itself a "perjurer," and instead that it is simply a recessive gene capable of manifesting in any child, "perjurers" would still be incapable of surviving to adulthood; surely laws would come to be that defined a "perjurer's" life forfeit upon the acquisition of a person's state as a "perjurer." A person with such a need as that to betray in order to live is an immense danger to everything around them. Without laws, they would be openly persecuted against, abandoned by family, and any interaction with a "perjurer" would be an extreme social taboo.
I see what you're getting at though; the theme seems to be the untrustworthiness of the world and everything in it, along with the reward of constant vigilance. I just don't like the way that you've gone about doing it. This game/series will draw players/viewers/readers because of the voice acting alone, which I applaud; however, the world's background is, as I've noted, nonsensical and completely implausible.
It's a concept of that world. No logical explanation behind it. Some are just born that way.
This is not going to cut it. Every 'concept of' the real world has a completely logical reason or explanation, most of which can be easily explained by science. You acknowledge this plot hole but do not fill it; fixing this issue can only better your project and you as a writer. Leaving it agape only shows your amateurism and will hurt you in the end.
Now, I'd like to give you a few ideas on which to base a possible change in your project:
Albeit interesting, the concept of a "perjurer" is too foreign and impossible to comprehend fully. These sorts of concepts have been used as literary devices in many great works of literature. One example is the employment by H.P. Lovecraft in order to ingrain a horrifying sense of insignificance in the reader; indeed, this is the primary literary device on which the foundation for most of his novels are built. However, in the example of Lovecraftian fiction, and most other works of literature which employ this literary device, it is used to alienate the reader. The way in which your story uses the "perjurers'" need to betray others does not lend itself well to alienation. Your theme, untrustworthiness (an extremely personal and realistic theme), and your method of presenting this in the story, by the use of a literary device which is not easily - if at all - comprehensible by your players/viewers/readers, are completely contradictory.
Running with your theme as a background, I would suggest taking out the foreign concept. If you want to write a story about untrustworthiness, as you obviously do, I would suggest simply employing characters who are forced by different, realistic, pressures to betray those around them. Perhaps, if you want the dark undertones on which you're drawing as the project currently stands, you could simply use a single character who, because of extreme emotional stresses and other atmospheric pressures, has developed the need to betray others, but due to psychological impulses rather than natural demands.
Anyway, good luck with this. You're onto something, so don't give up; just write stuff that makes sense. People will appreciate your writing more if they can relate to it.