The journal ·

Behind the case: how we made The Last Night at the Larkspur

How our first murder mystery game was made, from a locked door to six voiced suspects and a fair-play solution. No spoilers.

Every case we make starts with one image. For the Larkspur, it was a door: a hotel room that had been locked for twenty years, and one night someone opened it. Everything else grew out of the question that door asks. Who had a reason to go back in?

This is how the case came together. There are no spoilers here. Who did it stays in the case room.

Starting from the end

We write a mystery backward. First we decide exactly what happened, minute by minute, on the night of the crime. Then we decide what evidence that night would leave behind: a phone log, a letter, a recording.

Each piece of evidence gets checked against every suspect. The rule is simple: when you finally name the killer, everything you were shown has to support that answer, and the other suspects’ stories have to fall apart under the same evidence. If you go back through the case afterward, the answer should have been there all along.

The clue grid

The tool that keeps us honest is a grid. Down the side are the facts you need to prove: who, why, how, when, and the proof that ties it together. Across the top are the pieces of evidence. Our rule is that every fact needs at least two routes in the evidence, so one missed clue never locks a team out of the ending.

The grid also catches the opposite problem: a clue that points too hard, too early. If a single document gives away the answer in the first half hour, it gets moved, split or blurred. The best moment in a mystery is when two pieces you found an hour apart suddenly fit together, and the grid is how we plan for that moment.

Six people with something to hide

A good suspect wants something, hides something, and lies about it in a way you can catch. At the Larkspur there’s a nephew who inherits everything, a bartender who has seen twenty-five years of secrets, a buyer whose deal dies at dawn, a singer who was fired two decades ago, the doctor who signed an old death certificate, and a housekeeper who holds every key in the building.

Each of them is guilty of something. Only one of them is guilty of murder.

That’s deliberate. If only the killer has secrets, the case is over as soon as you catch anyone lying. When everyone is hiding something, catching a lie only tells you that person is hiding something, and you still have to work out what.

Why there’s a sheriff on the radio

Printed mystery kits usually need a host to keep things moving. We wanted everyone to play, so we needed someone else to do that job. A storm closes the road, the sheriff is stuck down in the valley, and she talks your team through the night over the radio. She briefs you, checks your progress, and gives you a nudge when you ask for one.

Her hints are written as part of the story, about “the investigators,” rather than as instructions. A good hint should feel like a colleague thinking out loud, not like someone reading you the answer key. Each one costs a few points, so your team decides how much help it wants.

Giving the suspects a voice

Every line in the game is voiced, and the voices are AI-generated. We’d rather say so plainly than let you guess. Each character has a brief: how they talk, what they’re hiding, and how they sound when they get caught. Lines are written with direction, like a dry delivery or a lowered voice, and checked one at a time. When a line doesn’t sound right, we redo it.

Each suspect also has verbal habits that never break. One never apologizes. One never says the dead man’s name. One always has an answer, even when he shouldn’t. Small rules like these make a character feel like the same person in every scene, and they give sharp-eared players something to notice.

Telling you where the argument breaks

Studying how other deduction games handle a wrong answer, we noticed a common frustration: the game says you’re wrong, but not where. That’s a bad way to end a long night. So in the Larkspur, after a wrong answer, the sheriff tells you which part of your argument doesn’t hold up, whether it’s the culprit, the motive, the method, the opportunity or the proof. You still have to work out the fix yourselves.

We also went back through the whole timeline to make sure every time, room and alibi lines up across the evidence, the interviews and the ending.

Questions people ask

Is The Last Night at the Larkspur a fair-play mystery?

Yes. Every fact you need is on screen before you’re asked to name the culprit, and the solution is checked against every piece of evidence in the game.

Are the voices real actors?

No. The characters are voiced with AI and directed line by line. Some of the art is made with AI tools too. The story, the clues and the final say on every line and image are ours. There’s more on that on our About page.

How long does the Larkspur take to play?

About ninety minutes for most groups of two to eight players.

Do I need to know anything about mysteries to play?

No. The sheriff briefs you at the start, and hints are there whenever you want them. If you’re planning a night around it, start with our guide to hosting a murder mystery night with no prep.

What’s next

Our next case leaves the snowy hotel behind. It’s called Cold Wallet, there’s no body this time, and your team is the last line of defense against someone already inside the company’s systems. Join the case list to hear when it opens, or open the Larkspur case tonight.