Shadow & Clue Every Detail Tells a Story

Step through the gates of 1920s and ’30s Britain and beyond. Search rain-soaked manors room by room, question every suspect, and name the killer — in two hundred handcrafted murder mysteries.

iPhone & iPad · The first ten cases are free

The Game

A detective story you solve, not watch.

Every case is a sealed puzzle box. The answer is always in the evidence — no guessing, no pixel-hunting, no luck. Just you, a notebook, and a house full of people with something to hide.

  1. The Briefing

    Inspector Hale lays out the crime: the victim, the scene, the hour it happened.

  2. The Search

    Examine every drawer and desk. Combine items, read letters, crack combination locks.

  3. The Questions

    Interview the suspects. Confront them with evidence and watch their stories crack.

  4. The Board

    Pin clues to suspects on the cork board and put the night’s events in order.

  5. The Accusation

    Name the culprit, the motive and the method. Get it right first time for three stars.

An isometric hotel suite with a wardrobe, bed and gramophone, the case objective shown below

Explore

Every room a crime scene.

Hand-built 2.5D rooms you can pan and pinch like a dollhouse. Tap the writing desk, the wardrobe, the cold teacup. Locked doors open as the case does, and secret passages hide behind the bookshelves.

  • Examine, collect and combine objects
  • Ciphers, safes and combination locks
  • Hints that nudge before they reveal
A miniature map of the Grand Meridian Hotel showing the lobby, corridor, suites, linen room and service stairs

The Map

The whole house, in miniature.

Pull back to see the building you’re investigating, room by room. Unexplored doors wait in fog, locked ones wear a padlock, and one tap takes you anywhere you’ve already been.

The detective's cork board with suspect photographs, places and evidence cards joined by string
The suspects page of the detective's notebook

Deduce

String, pins and a sharp mind.

Your notebook keeps every clue, statement and suspect. Pin evidence to the board and draw the threads between them; arrange the timeline until the night makes sense. When an alibi doesn’t hold, you’ll see exactly where it breaks.

  • Evidence, suspects, interviews and journal
  • A cork board of connections
  • A timeline to reconstruct the night

The Casebooks

Two hundred mysteries. Not one alike.

Poisonings at dinner parties, thefts from locked studies, a juror who never left the jury room. From Bath to Budapest, Brighton to Luxor, Davos to the Nile, the cases grow darker and cleverer as you go.

No.01Tutorial

The Missing Heirloom

A sapphire necklace vanishes from a locked study.

Ashford Manor · Bath · 1924

No.06Easy

The Silent Dinner

A toast, a sip, and a collector falls silent forever.

Vane House · London · 1926

No.18Easy

The Vicarage Tea Party

Six cakes for the judge. Five for the parish. One for the pig.

St. Aidan’s Vicarage · Yorkshire Dales · 1928

No.26Medium

The Clockmaker’s Secret

Forty clocks keep perfect time. One of them is lying.

Thorne & Son · York · 1931

No.51Hard

The Vanishing Guest

A chained door, an open window, and a man who simply isn’t there.

The Grand Meridian Hotel · Brighton · 1933

No.77Expert

The Twelfth Juror

Eleven men and women wanted to go home. The twelfth wanted justice — and drank his tea.

The Old Bailey · London · 1937

No.101Master

The Simplon Sleeper

A diplomat dies in a locked compartment deep inside the Simplon tunnel. Seven passengers swear they were asleep.

Simplon-Orient Express · Lausanne to Milan · 1930

No.151Grandmaster

The Dahabeah

An Egyptologist dies aboard a Nile houseboat. His last translation names a forger.

The Hathor · Luxor · 1935

No.200Grandmaster

The Nightjar’s Gambit

A lecture weekend on the perfect crime. Someone in the audience is about to commit one.

A country house · Wiltshire · 1939

  • ITutorial & Easy · Free
  • II–IIIEasy
  • IV–VMedium
  • VI–VIIHard
  • VIII–XExpert
  • XI–XVMaster
  • XVI–XXGrandmaster

…halfway down the trail, The Blackwood Conspiracy. At the very end of it, The Nightjar’s Gambit. Wiltshire, 1939.

Sound & Atmosphere

Turn the lights down. Turn the sound up.

Every case briefing is fully voiced. Rain on the windows, the tick of the hall clock, distant thunder and an original score set the scene — and every drawer, lock and door has its own sound.

  • Inspector HaleYour mentor at the Yard
  • Sergeant BriggsLegwork and local gossip
  • Dr. OkaforPolice surgeon

Fair Play

Pay for mysteries, never for answers.

Casebook I is free — ten full cases to learn the trade. After that, buy only the casebooks you want. No ads interrupt the atmosphere, and nothing you buy can earn a better rank: hints always lower your case score.

Single Casebook

Ten new cases

$2.99 each

Casebooks II to XX, bought one at a time. Yours to keep.

The Archive

Every casebook

$24.99 once

All 190 paid cases in Casebooks II–XX, now and forever, for less than half the price of buying them singly.

Detective’s Club

The full membership

$3.99 / month or $24.99 / year

Every casebook while you’re a member, unlimited hint reveals, a Cold Case of the Month and early access to new casebooks.

  • No ads, ever
  • Free nudges on every case
  • Optional Insight tokens for hint reveals
  • Every case solvable without spending
  • Plays offline

Prices shown in US dollars and may vary by region. Purchases are handled by Apple. Subscriptions renew automatically until cancelled in your Apple account settings.

Shadow & Clue app icon

The gates open soon.

Shadow & Clue is coming to iPhone and iPad. Bring a sharp eye — and trust no one with an alibi that’s too neat.

Coming soonto the App Store

Questions? [email protected]