Open the case.
Settle in with your phone, tablet or laptop. Play solo, or share the investigation with someone who questions everything.
MYSTERY GAMES
Turn an ordinary evening into an investigation.
Original mysteries. Hidden motives. Your move.
Sixteen original stories.
Sixteen very different nights in.

A priceless necklace vanishes during a private hotel dinner. The doors are sealed. Four guests have an explanation. One explanation will not survive the evidence.

A storm has cut off Blackwater Island. A live distress call warns you not to restore the light. Find the missing people, question an official order and uncover what the island was built to forget.

A ticket arrives in the name of a missing filmmaker. Step into the restoration booth, recover the film’s edges and assemble a screening that could change the story everyone believes.

Your mother’s handwriting brings you back to a condemned boarding house. She died six weeks ago. Survey rooms that change when you look away, recover the people its records erased, and decide what you are willing to carry out.

A maintenance call brings you to a closed research station. One glasshouse is consuming the remaining supply. Someone is trapped inside. Route limited power, learn what draws the roots, and decide what leaves with you.

At 03:17 you wake beside his empty seat. His coat and unfinished drink remain. Explore a train whose records are changing, test what survives the bell, and bring a group of strangers through its last departure.

An archive that could explain your father’s disgrace is about to disappear into a private collection. Enter the banking house as its conservator. Establish which material is real, reconstruct its movement and carry out your own recovery.

A preservation machine strands three colleagues inside incompatible rooms. Compare the same building forty years apart, test what can change, and construct routes that stay safe when someone crosses them.

A private museum closes around its missing conservator. Inspect clockwork objects, reconstruct a buried incident and coordinate a rescue through mechanisms built to preserve everything they hold.

Enter rain-soaked Dunmere, reconstruct a sealed studio and test the image that seems to contradict a death. Question witnesses, compare competing models and preserve the proof before an authorised demolition erases it.

A storm has exposed Veyra. As the expedition’s surveyor, inspect working objects, separate routes at different heights and uncover what its keepers chose to preserve.

A packet of original letters disappears on its way to a public meeting. Follow its journey through a working harbour town, question conflicting memories and discover what was lost between one pair of hands and the next.

At an afternoon funeral in Alderwick, the belongings, photographs and mourners describe different people. Look beyond the prepared tribute. Reconstruct a life, test an account of its ending, and defend what you can prove.

Nell Arden vanishes on cue, then fails to appear at the reveal. Compare what the witnesses could see, test the altered apparatus and follow the route beyond the set.

A changed reservation. A delivered envelope. A borrowed key. Aboard the Aurelia, someone has made ordinary favours look like evidence of murder. Discover what each passenger actually did—and what someone else made it mean.

Return to Morrow House with Rae Linden. A missing repair collection, a neighbour’s disappearance and his daughter’s new evidence connect three periods in one building’s life.
Settle in with your phone, tablet or laptop. Play solo, or share the investigation with someone who questions everything.
Compare statements, question convenient alibis and unlock new leads. The small details are there for a reason.
Build a theory, test it against the evidence and make the decisions that bring your investigation to its ending.
A receipt. A maintenance note. An account that sounds just a little too rehearsed. You do not watch a detective solve this story. You do the work.