Account for the room
A wet arrival entry and a door outside the measured footprint teach you how the house moves.
MYSTERY GAMES
You are Nell Ward, sent to make the final survey of Mere House. The register already knows you. Your first photograph no longer agrees with the room. And the letter that brought you here was written in a dead woman’s hand.
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Psychological dread, confinement, grief, implied deaths including a child, and a person you may fail to save. No graphic gore or flashing scares. Character messages are written; there is no spoken narration. All essential sound cues have visual or text equivalents.
A before-picture is something the house cannot quietly revise. Compare its rooms, recognise borrowed memories and keep a reliable boundary between yourself and what waits on the other side.
Explore illustrated scenes through point-and-click inspections and hands-on puzzle controls. Play solo or with up to three people sharing a screen. Progress is saved locally on the same browser.

A wet arrival entry and a door outside the measured footprint teach you how the house moves.
Ordinary belongings and a child’s height marks lead to a memory the house has borrowed badly.
A living person needs help. A record needs restoring. The choices you make become part of the account.
Secure the return route, face the house’s final offer and live with what your earlier actions made possible.
Danger is resolved through observation and deliberate actions. Wrong puzzle attempts preserve your evidence; major story decisions ask for confirmation. Every objective includes progressive hints, and each new chapter makes a checkpoint.
Four authored endings reflect what you do with the register. Earlier rescue and testimony decisions control access to one ending; relationships, belongings and preserved records alter the others. The central puzzle solutions remain fixed on replay.
An untimed, eight-chapter story. Pause after any action and return to your saved investigation in the same browser.
Available soon