OPENING SOON Explore the collection · Games and purchases are not open
A jewel-lit gallery inside the Bellwether Hotel
FOR THE CURIOUS. FOR THE SUSPICIOUS.

Some nights
deserve a
little mystery.

Turn an ordinary evening into an investigation.
Original mysteries. Hidden motives. Your move.

Discover The Last Guest
THE BELLWETHER HOTEL
Where our first story begins.
01 THE LAST GUEST
Play in your browserPlay solo or togetherOptional original soundtracksNo printing required
THE COLLECTION

Choose your mystery.
Follow your curiosity.

Sixteen original stories.
Sixteen very different nights in.

The Last Guest — the hotel gallery
CLUEDRIFT ORIGINALCASE 001
A BELLWETHER MYSTERY

The Last
Guest.

FOUR SUSPECTS. ONE MISSING JEWEL.
INTERACTIVE MYSTERY · DIGITAL EDITION
THE DIGITAL EDITION

The dinner is over.
The case is just beginning.

A priceless necklace vanishes during a private hotel dinner. The doors are sealed. Four guests have an explanation. One explanation will not survive the evidence.

1–2 players3 chaptersGuided hintsBrowser game
  • Twelve evidence files to examine
  • Three connected investigation chapters
  • A notebook, progressive hints and a final reveal
A$29Proposed launch price · one gameExplore the case
Blackwater lighthouse in the storm
CLUEDRIFT ORIGINALCASE 002
THE BLACKWATER BROADCAST

Dead
Air.

KEEP THE LIGHT OFF. FIND THE TRUTH.
7 CHAPTERS · 35 EVIDENCE FILES
NEW INVESTIGATION

The lighthouse is dark.
Someone wants it that way.

A storm has cut off Blackwater Island. A live distress call warns you not to restore the light. Find the missing people, question an official order and uncover what the island was built to forget.

1–4 together7 chaptersTwo operational variants
  • Radio, route, timeline and archive puzzles
  • Witness interviews, notes and pinned evidence
  • A rescue plan and three possible epilogues
A$39Proposed launch price · one gameDiscover Dead Air
The Lyric cinema, awaiting its ninth guest
CLUEDRIFT ORIGINALCASE 003
THE LYRIC / ONE LAST SCREENING

The Ninth
Seat.

SOMEONE WANTS THE ORIGINAL ENDING BACK.
8 REELS · 32 ARCHIVE RECORDS
A CINEMA MYSTERY

Eight guests are expected.
The ninth vanished twenty years ago.

A ticket arrives in the name of a missing filmmaker. Step into the restoration booth, recover the film’s edges and assemble a screening that could change the story everyone believes.

1–4 together8 reelsHands-on restoration
  • Optical scanning, film splicing and an archive to search
  • Witness confrontations and an evidence-supported theory
  • A final screening you assemble and cue yourself
A$49Proposed launch price · one gameDiscover The Ninth Seat
Mere House above the dark sea, a long shadow behind the entrance
CLUEDRIFT ORIGINALCASE 004
A HOUSE THAT REMEMBERS YOU

The Hollow
Register.

AN EMPTY ROOM HAS RECORDED YOUR ARRIVAL.
PSYCHOLOGICAL HORROR · 8 CHAPTERS
OUR FIRST HORROR

The room is empty.
Your name is already inside.

Your mother’s handwriting brings you back to a condemned boarding house. She died six weeks ago. Survey rooms that change when you look away, recover the people its records erased, and decide what you are willing to carry out.

Solo or shared screen8 chapters4 consequential endings
  • Illustrated rooms with interactive objects and changing states
  • Observation, spatial, mechanical and evidence puzzles
  • An evolving score, chapter checkpoints and graduated hints
A$49Proposed launch price · one gameDiscover The Hollow Register
A moonlit catwalk above the roots of the sealed Crown House
CLUEDRIFT ORIGINALCASE 005
NACRE / THE OVERNIGHT CALL

The Glass
Orchard.

THE FAULT WAS KEEPING SOMETHING ASLEEP.
SURVIVAL HORROR · 7 CHAPTERS
BOTANICAL SURVIVAL HORROR

Restore the power.
Wake what it was holding back.

A maintenance call brings you to a closed research station. One glasshouse is consuming the remaining supply. Someone is trapped inside. Route limited power, learn what draws the roots, and decide what leaves with you.

Solo or shared screen7 chapters5 ending outcomes
  • Power, heat and growth respond to your operations
  • Illustrated scenes, environmental puzzles and a human rescue
  • Consequential decisions, checkpoints and progressive hints
A$49Proposed launch price · one gameDiscover The Glass Orchard
An overnight train at an impossible station in the rain
CLUEDRIFT ORIGINALCASE 006
THE OVERNIGHT SERVICE

The Last
Arrival.

YOU BOARDED TOGETHER. THE TRAIN REMEMBERS ONE.
SUPERNATURAL THRILLER · 7 CHAPTERS
A JOURNEY THROUGH IMPOSSIBLE STATIONS

Your brother is missing.
Nobody remembers he was here.

At 03:17 you wake beside his empty seat. His coat and unfinished drink remain. Explore a train whose records are changing, test what survives the bell, and bring a group of strangers through its last departure.

Solo or shared screen7 chapters3 impossible stations
  • Spatial deductions, controlled experiments and mechanical plans
  • Personal objects, changing memories and a persistent journal
  • Three endings shaped by what you preserve and how you leave
A$49Proposed launch price · one gameDiscover The Last Arrival
The illuminated banking house hosting a private auction
CLUEDRIFT ORIGINALCASE 007
AN INDEPENDENT VIEWING

The Obsidian
Exchange.

A PRIVATE SALE. A PUBLIC LIE.
HEIST THRILLER · 6 STAGES
EXAMINE. RECONSTRUCT. RECOVER.

Four convincing cases.
One history worth stealing.

An archive that could explain your father’s disgrace is about to disappear into a private collection. Enter the banking house as its conservator. Establish which material is real, reconstruct its movement and carry out your own recovery.

Solo or shared screen6 auction stages10 puzzle sequences
  • Playable light examinations and impression registration
  • Measured routes, limited witnesses and coordinated mechanisms
  • Four outcomes shaped by the object and evidence you deliver
A$49Proposed launch price · one gameDiscover The Obsidian Exchange
The coastal Meridian Observatory at blue hour
CLUEDRIFT ORIGINALCASE 008
SOME ROOMS NEVER LEFT 1986.

The Meridian
Engine.

BRING THEM BACK TO THE SAME PRESENT.
SCIENCE-FICTION THRILLER · 18 PUZZLES
OBSERVE. EXPERIMENT. BRING THEM HOME.

One observatory.
Two versions of every room.

A preservation machine strands three colleagues inside incompatible rooms. Compare the same building forty years apart, test what can change, and construct routes that stay safe when someone crosses them.

Solo or shared screen6 chapters18 main puzzles
  • Three substantial investigations in every chapter
  • Playable instruments, controlled experiments and coordinated rescues
  • Three outcomes shaped by decisions made before the finale
A$49Proposed launch price · one gameDiscover The Meridian Engine
The illuminated Vesper museum behind rain-darkened iron gates
CLUEDRIFT ORIGINALCASE 009
NOTHING IN THE COLLECTION IS ALLOWED TO LEAVE.

The Vesper
Collection.

YOUR MENTOR IS STILL ALIVE INSIDE.
GOTHIC MECHANICAL MYSTERY · 18 PUZZLES
A MACHINE THAT CANNOT RECOGNIZE A PERSON

Find him.
Then make it let go.

A private museum closes around its missing conservator. Inspect clockwork objects, reconstruct a buried incident and coordinate a rescue through mechanisms built to preserve everything they hold.

Solo or shared screen6 chaptersInspectable 3D mechanisms
  • Eighteen substantial puzzles built around inference and physical consequences
  • A saved evidence table for overlays, comparisons and your own theories
  • A rescue you operate and three endings shaped by what you preserve
A$49Proposed launch price · one gameDiscover The Vesper Collection
Dunmere in the rain beneath an illuminated municipal clock
CLUEDRIFT ORIGINALCASE 010
THE EVIDENCE IS RIGHT. ITS ARRANGEMENT IS WRONG.

The
Redacted Hour.

A RECORDING OF THE IMPOSSIBLE.
RECONSTRUCTION MYSTERY · 18 PUZZLES
BUILD AN EXPLANATION THAT SURVIVES EXAMINATION

She was already dead.
The camera kept recording.

Enter rain-soaked Dunmere, reconstruct a sealed studio and test the image that seems to contradict a death. Question witnesses, compare competing models and preserve the proof before an authorised demolition erases it.

Solo or shared screen6 chaptersPlayer-built reconstructions
  • Eighteen connected puzzles requiring inference and controlled experiments
  • Named competing models, saved evidence comparisons and precise witness challenges
  • Three endings determined by the evidence you actually preserve
A$49Proposed launch price · one gameDiscover The Redacted Hour
A darkened survey compass overlooking the exposed desert city of Veyra
CLUEDRIFT ORIGINALCASE 011
LEARN TO READ THE CITY

The Ashen
Compass.

THE MAP IS NOT THE GROUND.
ARCHAEOLOGICAL ADVENTURE · 18 INVESTIGATIONS
AN EXPEDITION INTO A MISREAD CITY

The treasure is a distraction.
The archive is in danger.

A storm has exposed Veyra. As the expedition’s surveyor, inspect working objects, separate routes at different heights and uncover what its keepers chose to preserve.

Solo or shared screen6 chaptersTools, trials and route planning
  • Eighteen linked investigations across an original desert city
  • Spatial inspections, saved experiments and competing proposals
  • A final recovery with actual people, loads and three endings
A$49Proposed launch price · one gameDiscover The Ashen Compass
A bundle of letters overlooking the lights of Saltglass harbour
CLUEDRIFT ORIGINALCASE 012
A COASTAL INVESTIGATION

The Saltglass
Letters.

EVERY HANDOVER LEAVES A TRACE.
ILLUSTRATED MYSTERY · 18 DEDUCTIONS
ONE EVENING. A MORNING THAT COULD CHANGE EVERYTHING.

They told their stories.
No one heard them together.

A packet of original letters disappears on its way to a public meeting. Follow its journey through a working harbour town, question conflicting memories and discover what was lost between one pair of hands and the next.

Solo or shared screen6 chapters18 connected deductions
  • Six illustrated locations and six recognisable characters
  • Physical correspondence, witness viewpoints and short journey reconstructions
  • A playable final dispatch and three evidence-driven endings
A$49Proposed launch price · one gameDiscover The Saltglass Letters
Pale flowers and a guest book in an afternoon funeral room
CLUEDRIFT ORIGINALCASE 013
AN ALDERWICK MYSTERY

The False
Wake.

WHICH LIFE ARE THEY BURYING?
PSYCHOLOGICAL MYSTERY · 18 DEDUCTIONS
ONE GATHERING. SEVERAL VERSIONS OF A LIFE.

They came to remember him.
They cannot agree who he was.

At an afternoon funeral in Alderwick, the belongings, photographs and mourners describe different people. Look beyond the prepared tribute. Reconstruct a life, test an account of its ending, and defend what you can prove.

Solo or shared screen6 chapters18 connected deductions
  • Six illustrated places and seven recognisable mourners
  • Object histories, photo comparisons and hands-on demonstrations
  • A final confrontation and three consequential resolutions
A$49Proposed launch price · one gameDiscover The False Wake
An empty ash cabinet under a warm theatrical spotlight
CLUEDRIFT ORIGINALCASE 014
THE HALCYON THEATRE

The Empty
Spotlight.

THE DISAPPEARANCE WAS PART OF THE ACT.
THEATRICAL MYSTERY · 18 INVESTIGATIONS
A PRIVATE REHEARSAL. AN UNFINISHED RETURN.

The cabinet opens.
The next entrance never comes.

Nell Arden vanishes on cue, then fails to appear at the reveal. Compare what the witnesses could see, test the altered apparatus and follow the route beyond the set.

Solo or shared screen6 chaptersSafe working experiments
  • A connected theatre with seven recognisable characters
  • Physical investigation, competing accounts and saved trials
  • A playable rescue, causal demonstration and three endings
A$49Proposed launch price · one gameDiscover The Empty Spotlight
An empty dinner chair aboard the Aurelia under warm lights
CLUEDRIFT ORIGINALCASE 015
ABOARD THE AURELIA

The Night
Between Ports.

EVERYONE HAS A REASON TO LIE.
CRUISE MYSTERY · 18 INVESTIGATIONS
A SMALL FAVOUR. A CONVINCING LIE.

They told the truth.
The story was wrong.

A changed reservation. A delivered envelope. A borrowed key. Aboard the Aurelia, someone has made ordinary favours look like evidence of murder. Discover what each passenger actually did—and what someone else made it mean.

6 chapters18 connected puzzles1–4, shared screen
  • Compare original records, photographs and attributed statements
  • Reconstruct routes, test an alibi and intercept a final instruction
  • Alternative valid plans, progressive hints and three endings
A$49Proposed launch price · one gameDiscover The Night Between Ports
Morrow House courtyard across three periods
CLUEDRIFT ORIGINALCASE 016
MORROW HOUSE · 1998 / 2011 / 2026

The Rooms
We Leave Behind.

A MYSTERY ACROSS THREE PERIODS
ONE BUILDING. THE LIVES BETWEEN.

A familiar room.
An unfamiliar story.

Return to Morrow House with Rae Linden. A missing repair collection, a neighbour’s disappearance and his daughter’s new evidence connect three periods in one building’s life.

8 chapters24 connected puzzlesSolo or shared screen
  • Compare rooms, objects and attributed accounts across years
  • Test physical explanations and plan a witnessed reconstruction
  • Preserved historical review, progressive hints and three outcomes
A$49Proposed launch price · one gameDiscover The Rooms We Leave Behind
A DIFFERENT KIND OF NIGHT IN

Less scrolling.
More “wait, look at this.”

01

Open the case.

Settle in with your phone, tablet or laptop. Play solo, or share the investigation with someone who questions everything.

02

Follow the evidence.

Compare statements, question convenient alibis and unlock new leads. The small details are there for a reason.

03

Bring the truth to light.

Build a theory, test it against the evidence and make the decisions that bring your investigation to its ending.

NOTHING HERE IS JUST DECORATION

The story is
in the details.

A receipt. A maintenance note. An account that sounds just a little too rehearsed. You do not watch a detective solve this story. You do the work.

BELLWETHER / EVIDENCE 02TRANSACTION
THE BELLWETHERLOUNGE BAR · TILL 02
DATE14 OCTOBER
TIME21:12
SPARKLING WATER£8.00

One timestamp. A very convenient story.
BEFORE YOU INVESTIGATE

A few things
worth knowing.

Visit player help

YOUR EVENING HAS A PLOT TWIST

The truth is waiting.
Are you?

Choose your next case