
Maple Street School Ages 8–10
A class hamster on the loose, a mixed-up science fair and a missing treasure map.
Hushlantern Games presents
Detective mysteries you actually solve. Explore the scene, question the suspects, then pick who did it and the clue that proves it. Every solved case opens the next.
The game
Every case can be solved from what's on screen. Players name the culprit and the evidence that proves it, so a lucky guess never counts and a wrong guess always explains why.
The worlds

A class hamster on the loose, a mixed-up science fair and a missing treasure map.

Short, friendly mysteries for new detectives. Spot the clue, find who did it.

Capture the flag, a canoe gone adrift and a ghost in the pines. Summer camp has secrets.

A sabotaged band, a fake post that went viral and a trophy that walked off before photo day.

Enchanted locks, a stolen royal seal and a court wizard with a very convenient alibi.

Rain on the windows, alibis that don't add up, and a detective in a trench coat.

Gaslight, servants' bells and a family with too many secrets.
How it plays

Tap things in the scene and talk to everyone. Useful clues go straight into the notebook. Some people aren't telling the truth.

Choose a suspect, then the clue cards that prove it. Stuck? "Think like a detective" tips and hints point the way.

Every solved case shows the skills you used, earns points toward your detective rank and unseals the next folder.
Good for growing brains
Detective play builds the same skills kids use in school and life. After each case, players see which skills they used, so parents can see the learning, not just the score.
Spot the scuff, the wet sleeve, the clock that's wrong. Players learn to look twice.
Every clue is a short text. Working out what it really says is reading comprehension in disguise.
Two clues that only make sense together. Kids practise connecting facts to a conclusion.
Suspects say things. Players test those words against the evidence, the heart of critical thinking.
Who was where, and when? Putting events in order is sequencing, straight from the classroom.
A wrong accusation explains why it fails, so kids try again smarter instead of giving up.
For parents
We built Inspector Wren's Casebook so kids can play on their own and parents can relax.
The studio
A hush lantern is the quiet light you carry into a dark room: just enough to find the next clue. Hushlantern is a small independent studio, and these are the rules we build by.
If a player can't solve it from the evidence, the puzzle is broken, not the player.
A bad accusation tells you why it didn't hold up, so you always leave knowing more.
A single case fits a coffee break or the ride home from school.
Built for the phone in your pocket and the desktop on your desk, solo or with friends.
Launching in the US and Canada
Join the waitlist and we'll email you once when Inspector Wren's Casebook opens to everyone. For parents, teachers and grown-up players.
Want to playtest early? Write to hello@hushlantern.com.