Solve the crime in your own words.
Question suspects, follow the evidence, and uncover the culprit in a conversational detective game. AI drives the story. You solve the case.
No card needed. Play in your browser.
Fog has followed you home to Baker Street. The sitting room is one fire and a week of newspapers, and Dr Watson stands before it with his hat still on and carbolic on his cuffs.
DR JOHN WATSON“The pistol was in his hand, Holmes,” he says. “There was no powder on the skin.”
The game master
An AI game master tells the story.
Uncover the truth.
Suspects, clues and motives are set before you begin. Your questions uncover the case; the solution is waiting to be discovered.
Your own deductions.
The AI game master brings your case to life. You decide what the evidence means. When you’re ready, name the culprit and get the verdict.
Lead the investigation.
Choose where to go, who to question, and which leads to follow. Investigate at your own pace, without hints or a ticking clock.
How a case plays
Pick a case. Follow the evidence. Name the culprit.
1 · Pick a case
Worlds of unsolved crimes.
Choose a world and pick a case to solve. Investigate at your own pace—your progress is saved.
2 · Follow the evidence
Go anywhere. Ask anyone.
Type what you do or ask and the game master plays out the scene. Your Casebook keeps track of who you meet, where you go and what you find—you make the connections.
3 · Name the culprit
Who did it? Why? How?
When you are ready, make your accusation and explain the motive and method. Then reveal the verdict and see how much you got right.
The cases
Crimes to solve. Suspects to question.
The worlds
Every world has its secrets. Choose one that draws you in.
Angel City
Los Angeles, 1947. The war is two years over, the studios are bigger than the churches, and new money from the Strip sits at the next table to old money made in land. You are a licensed private investigator with an office downtown, hired case by case, in a city that has learned to look the other way.
Arkham
Arkham, Massachusetts, 1927, inspired by H. P. Lovecraft: a river town of gambrel roofs and elms under the spires of Miskatonic University, where Prohibition is the law and nobody’s habit. You are a private investigator with an office on Church Street. Old books, hill rites and older fears are real here, and never the answer: every crime has a human hand, a human reason and a human method.
Brumaire
Brumaire, forty years after the Rising: a free port on a cold northern sea, where the fog comes up the river every evening, the bridges blown in the revolution were never rebuilt, and the city's creditors govern from the old Custom House. You are a lieutenant of the Prefecture of Police, working alone, paid late, and sent across the river whenever somebody dies in a way the Prefecture cannot ignore.
Perjury Point
Perjury Point, the summer of 2001: a sunlit harbor city on the Pacific coast, with a lighthouse on the headland, a boardwalk along the bay and a domed courthouse on the hill, where everyone has a story and most of them are told under oath. You are a defense attorney. Your client did not do it, the trial is tomorrow morning, and somebody in town is lying.
Sherlock Holmes
London, 1889. You are Sherlock Holmes, consulting detective of Baker Street, in a city of gaslight and blue-grey mist that runs from prosperous drawing rooms to crowded markets and soot-dark offices. Your reputation opens some doors and not others, and every mystery has a rational explanation. The game is afoot!
No. Every person, clue and event in a case was written and reviewed before you begin. The game master generates the dialogue and narration and nothing you say can change who did it. The game master is still an AI model, though, and it can make mistakes.
No. The game master doesn’t suggest your next move or confirm your theories before you submit your solution. Informants share what they know and your Casebook keeps track of the people, places and evidence you encounter. The thinking is yours.
Some do, and not only the guilty one. Informants never lie. People in a case may lie to cover a secret of their own, and pressing them or insisting won’t change their story. To break a lie, show them something that proves it false: a piece of evidence, or what someone else told you. Then you’ll learn what they were hiding. Catching someone in a lie doesn’t make them the culprit.
Out of 100 points: 50 for the culprit, up to 30 for the motive and up to 20 for the method. Naming the culprit is all or nothing; the motive and method can earn partial credit. After accusing, you see your score and read what happened.
Yes. Your progress is saved to your account, so you can leave a case and return whenever you like. Start on your laptop and continue on your phone. Culprix runs in your browser, with nothing to install.
Your first case is waiting.
- Play for free. No card required.
- Play in the browser. Nothing to install.
- Your progress is saved between visits.
Play for free. No card needed.