You wake alone on a failing orbital station, sixty minutes from re-entry. The crew is gone, the AI core is wiped, and your own reflection doesn't add up.
Condemned to the midday games beneath the Colosseum, you pick up the trail of a man who vanished down here — six bone tokens, and a guard's story that a lion got him.
Sealed inside a pharaoh's tomb when the entrance caves in, you have until the air runs out. Finish the burial rites the walls describe — weigh the heart against the feather, read the glyphs, raise the Dog Star — and come forth by day.
Two keepers, two lighthouses, one ship going down offshore. You each see only half the coast, and every lock is answered on your partner's screen — so keep talking.
One of you is in the manor; the other is inside the mirror, where every room hangs reversed. Each side sees clues the other can't — trade them before dawn.
One of you is inside the museum, hands on the locks; the other runs overwatch from the van with the schematics and the camera feeds. Every code is on your partner's screen, and you're on the clock before the alarm trips.
One of you is down on the wreck of the Cormorant with a lamp and a shrinking supply of air; the other works the sonar, radio, and winch topside. Every lock below is answered by an instrument above, and the air won't last.
Three to six of you, one time-locked vault, and a lot of moving parts. Split the roles, share what only you can see, and crack it before the clock runs out.
The Wild Court reconvenes, and this time the jury is you — but one of you is lying to the bench. The right verdict gets everyone out; the wrong one keeps you in.
Just you. Explore each scene, examine clues, and solve seven puzzles to escape before the hour runs out. Stuck? Gus, your companion, gives hints.5 live
A single player and about an hour per room. Each one is hand-built, fair, and playable start to finish today.
Two players, on two separate screens. Each of you picks a different role and sees only half the room — the code that opens your lock is shown on your partner’s screen, so you solve it by talking to each other.4 live · more soon
Co-op rooms for two: you each see half the room and talk each other through the locks. Four are live, with more on the way.
One lock split across two screens. Open it together or not at all.
Coming soon
Duo · Guide & Ghost
The Blind Cartographer
One holds the only map. The other walks the dark.
Coming soon
For Groups
A party game for three to eight. Everyone takes a role and pools what they alone can see to crack shared locks and reach a group verdict before time runs out.2 live
Party rooms for three to eight players. Everyone takes a role and pools what only they can see. Two are live.