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Three observatory wings and a slit dome overlooking the sea
CLUEDRIFT ORIGINALCASE 008
SOME ROOMS NEVER LEFT 1986.

The Meridian
Engine.

THREE PEOPLE ARE STILL INSIDE.
A SCIENCE-FICTION MYSTERY THRILLER

Find the connection.
Keep the way back.

You lead a small survey team through a decommissioned observatory. A sealed instrument activates. Beyond a collapsed doorway, a colleague stands in a room that has not existed for forty years.

Three people are trapped in different sections. The Engine can preserve their rooms—and remove the spaces beneath them. Understand its rules, build safe crossings and bring the whole team onto stable ground before shutting it down.

1–4, shared screen6 chapters18 main puzzlesOriginal continuous score
A$49Digital edition
Proposed launch price
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  • Matched room views in 1986 and 2026
  • Three main puzzles in every chapter, with parallel investigations
  • Reason through orientation, physical traces, clocks, signals and shared resources
  • Stage a change, predict its effect, then deliberately synchronise
  • Coordinate three distinct colleagues through playable rescues
  • A final shutdown you plan and operate yourself
  • Three developed outcomes following earlier research decisions
  • Four optional hint levels saved independently for each puzzle
  • Notes, retained observations, local saves and recoverable checkpoints
Before you enter

Confinement, structural danger and consequential research decisions. No graphic injury, jump scares or flashing effects. Dialogue is written. Fully playable without sound. Progress stays in this browser.

THE SAME PLACE, FORTY YEARS APART

What changed?
What still carries weight?

A later brace may keep an older floor alive. A stopped recorder may preserve the order of a failure. A useful intervention can send a problem somewhere else.

Compare the architecture, operate readable instruments and preserve your observations. Your journal records what happened; your theories stay in your own words until you test them.

The maintained 1986 connection room with its alignment bench
SIX CHAPTERS · THREE MAIN PUZZLES EACH

Several breakthroughs.
One larger rescue.

01

The Misaligned Room

Learn the bounded rules through architecture, experiments and a supported connection.

02

What the Building Remembers

Reconstruct a physical failure, preserve necessary repairs and coordinate the first rescue.

03

The Experiment That Never Finished

Reconcile different records, test rival causes and recover a missing calibration.

04

The Divided Observatory

Restore optical links, satisfy interacting conditions and cross a changing walkway.

05

The Cost of a Correction

Investigate an earlier intervention’s consequence and save the final colleague without losing the way out.

06

The Final Synchronisation

Build a defensible account, construct a dependency plan and carry out the live shutdown.

THINK AT YOUR OWN PACE

The next change
waits for your hand.

Reading, comparing eras, taking notes and requesting hints never advance a hidden clock. Local experiments have recoverable safety stops. Major synchronisations are reviewed before they change the occupied building.

Keyboard and touch controls do not require precise dragging. Separate music and effects controls, mute and reduced motion remain saved. The two eras share one continuous musical theme.

Completion time varies. The eighteen-puzzle structure has not yet been timed in a blind player test.

Available soon