Hushlantern Games presents

Inspector Wren's Casebook

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.

  • Ages 8+
  • Free
  • No ads
  • Phone & desktop
  • Solo or with friends

The game

Seven worlds. A new case every night.

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.

21 casesHand-built mysteries, three per world, each one unlocking the next.
7 pm, nightlyA fresh case drops every evening, with a junior version for younger players.
Age-matchedPlayers see the worlds and cases picked for their age, from 8 to adult.
Play togetherSolo, co-op with a shared notebook, or race friends to crack it first.
4 languagesEnglish, Español, Français and हिन्दी.
Free, no adsNo ads and nothing to buy. Just mysteries.

The worlds

Mysteries from your world, and a few from others.

A cheerful classroom with a hamster cage and three classmates

Maple Street School Ages 8–10

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

A harbor at night with a lighthouse and townspeople

Junior Casebook Ages 8+

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

A summer camp dock on a lake at sunrise

Camp Pinecrest Ages 10–13

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

A high school music room set up for a battle of the bands

Westbrook High Ages 13–17

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

A royal chancellor's tower room in a fantasy castle

Fantasy Kingdom Ages 10+

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

A 1940s bakery at night with suspects by the counter

Classic Noir Ages 10+

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

A Victorian drawing room with a tea table and family members

Victorian Manor Ages 12+

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

How it plays

Look closely. Ask around. Prove it.

Phone screen: a lakeside camp scene with a counselor speaking
1

Explore and question

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

Phone screen: picking Hana as the suspect and ticking two clue cards
2

Pick who, then prove it

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

Phone screen: a SOLVED stamp, the case explanation, skills used and points earned
3

Solve, learn, level up

Every solved case shows the skills you used, earns points toward your detective rank and unseals the next folder.

Good for growing brains

Every case is a workout for the mind.

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.

Observation

Spot the scuff, the wet sleeve, the clock that's wrong. Players learn to look twice.

Reading closely

Every clue is a short text. Working out what it really says is reading comprehension in disguise.

Logical reasoning

Two clues that only make sense together. Kids practise connecting facts to a conclusion.

Checking stories

Suspects say things. Players test those words against the evidence, the heart of critical thinking.

Timelines

Who was where, and when? Putting events in order is sequencing, straight from the classroom.

Learning from mistakes

A wrong accusation explains why it fails, so kids try again smarter instead of giving up.

For parents

Made to be safe for kids.

We built Inspector Wren's Casebook so kids can play on their own and parents can relax.

Read the parents' guide

  • No ads, no purchases and no chat with strangers.
  • Kids play under a nickname. We never ask a child for their name or email.
  • Players under 13 need a parent's permission, with a parent PIN.
  • Each player only sees cases picked for their age.
  • Parent contact details are encrypted.
  • Music starts off for younger players, and the game respects "reduce motion" settings.

The studio

We make games you solve.

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.

  1. 1

    Clues before cleverness

    If a player can't solve it from the evidence, the puzzle is broken, not the player.

  2. 2

    Wrong answers teach

    A bad accusation tells you why it didn't hold up, so you always leave knowing more.

  3. 3

    Small sessions, big arcs

    A single case fits a coffee break or the ride home from school.

  4. 4

    Any screen, any company

    Built for the phone in your pocket and the desktop on your desk, solo or with friends.

Launching in the US and Canada

Be first in line.

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.

Who will play? (optional)