Party Line
Winter, 1926. The day girl goes home at ten and the night switchboard of Crestline is yours: brass jacks, woven cords that sway under your hand, and lamps that blink when somebody out there cranks a magneto. Answer, key forward, ask “Number, please”, and on the party lines where three farms share one wire, ring the family’s own cadence — two longs and a short is the Hallorans, not the Beechers. Hold the talk key and you can listen. Seven night shifts, and an ending that turns on which lamps you answered first, and what you did with what you heard.
More switchboard creations

Relay — Personal AI Gateway
Relay is a personal AI gateway and switchboard: type one prompt, then route it to any in-app model (OpenAI, Claude, Gemini, Groq, Ollama, OpenRouter) or copy-and-launch any external AI tool. A streamlined, thumb-first mobile hub that unifies your AI apps on a single, no-clutter screen.

CORDON/43 — Midnight Switchboard Withdrawal
Game 161 in the Turkey/Vietnam casual-game study. This is an original portrait-first line-order puzzle informed by the recent Turkish breakout *Wiggle Escape: Snake Puzzle* from Paxie Games.

SWITCHBOARD AFTER MIDNIGHT
**Every Voice Needs a Room** is a portrait-first signal-routing story puzzle set at the manual exchange of the impossible Vale Hotel.

Garden Switchboard
Garden Switchboard is a self-contained portrait railway-conducting campaign. Tap golden switch flowers to route color-and-shape coded pollen trams; on merge gardens, tap nursery signals to release exactly one waiting tram. A one-use Sun Hush slows the living timetable without pausing it.

SWITCHBOARD AFTER MIDNIGHT
**Every Voice Needs a Room** is a portrait-first signal-routing story puzzle set at the manual exchange of the impossible Vale Hotel.

Ironoath — Three Kingdoms of Steel
