Wagon-Lit
A courier is dead in Compartment Four of a 1960s sleeper express, the doctor has already called it a fall, and you have until the frontier at dawn. The whole world is one carriage: a corridor of numbered doors opening into compartments where passengers lie, evade and revise. Everything you learn becomes a card, and the game is really played on the corkboard — drag one statement onto another until a contradiction lights up and cracks open a question you could not previously ask. Name them with the file behind it, or they walk at the border.
More mystery creations

Scarlet Alibi
A mobile-first Japanese mystery AVG with branching deductions, evidence tracking, transparent character sprites, and multiple endings.

Thistledown Hall
You arrive at Thistledown Hall the night the old owner is buried. The house is yours if you can find the deed by dawn — and the house rearranges itself every time the moon moves. You play by typing commands into a real parser, and above the text an ink illustration draws itself line by line for every room you enter and every object you examine. Nothing is pre-rendered: sixty-odd engravings, all of them stroke lists laid down by hand while you watch. Twenty-eight rooms, fourteen puzzles, four people, four endings, and two hundred and forty minutes of moon.

The Heaven Engine
Read a complete 100-chapter wuxia science-fantasy mystery about seven impossible murders, a one-handed sword detective, and the machine hidden inside Heaven.

Tablet
A broken cuneiform archive is on your desk, and the only tool is a lamp. The wedges are real height-field relief: rake the light across the clay until they resolve into signs — too high and the surface goes dead, too low and it drowns. Twelve tablets escalate from a six-sign school list to a damaged lament in three pieces. Join fragments by break edge, ruling and scribal hand, then decipher. Signs are polyvalent, so there is no key — only hypotheses tested against an attested lexicon and the fixed shape of a genre. A wrong reading gives you plausible nonsense; a right one lets someone speak.

The Sitting Room
Islington, 1893. You are the sceptical guest at a darkened parlour table, and you may not leave it — you may only turn your head, lean, hold the circle of hands or break it, and put a question. Mrs Silence Marrow raps, tilts the table, breathes cold across your ankles and sends a luminous trumpet up into the dark, while the room works hard to tell you where to look. Nearly all of it is conjuring, and the game is catching it — the thread, the knee under the leaf, the boots below the curtain. Six sittings, nineteen staged wonders, a verdict on each: name the method, or call it unexplained.

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.