Observed arrival · 2026-10-28
Dossiermoor: Six Clues, No Automatic Hints
A narrative detective game set in the foggy port city of Harrowmouth in 1936, where players connect evidence and draw their own conclusions.
○Open
⊠Login
$Paid
†Ads
✦Pretty
●Pro
◎Niche
◉Human
⚑Risk
ƒJS
- For
- Players who enjoy narrative mysteries and evidence-based deduction
- Worth noticing
- The demo's first case presents six clues and three conclusions; each connection is rated fitting, weak, or contradictory, with an explanation.
Field notes
The sample case revolves around a missing ledger, an intact safe, and a suspiciously signed warrant in Harrowmouth. Its evidence includes a torn ferry ticket, a second safe key, a telegram, and a night-watch log; the case list gives the other four titles and brief status notes. The page describes keyboard controls for linking clues and says a mistaken conclusion can close a story path.
Observed signals
Read the marks
Editorial observations of this landing page, not a rating.
○OpenPublic substance visible
✦PrettyNotable craft visible
●ProPolished or operationally mature
◎NicheUnusually specific use
One card from the complete issue