Hush Plot
PHONE-FIRST MYSTERIES

Share the clues.

Solve the mystery together—or turn your friends into suspects.

Pick the kind of night you want. Every mystery is $5 total, for 2–10 players, all on your phones.

2–10 players All on your phones Fictional mysteries

A Hush Plot case

Two notes. One theory.
OPEN CASE
The best clue is the one your friend has.

Your phone

A private clue

A timeline detail no one else has.

Their phone

Another angle

A witness detail that changes the story.

Put the pieces together

A joint accusation

Suspect · motive · evidence

One mystery · different perspectives

Pick your plot

Two ways to play. Same $5 mystery.

Date night calls for shared detective work. Group night turns the room into the suspect list.

Choose the pace that fits your night
01

DATE NIGHT

2 detectives · 30–45 minutes

Solve it together.

A host-free mystery where each phone holds different private evidence, so neither detective has the whole answer alone. Compare notes, uncover shared discoveries, and make one joint accusation.

Both detectives signal when ready to advance, and either can pause. Three-player teams get a third complementary evidence set.

See a demo
02

GROUP NIGHT

4–10 players · about 60 minutes

Your friends are the suspects.

Everyone gets a fictional role with secrets, motives, and an alibi. One player is the culprit. Trade stories, spot the cracks, and decide who did it.

A party mystery made for the group chat to turn into a very lively interrogation room.

See a demo

Date Night personalization can include names and harmless shared details. The story never invents allegations about the couple.

A good mystery has a rhythm

From first clue to final accusation.

No host required for the detective game. Just your people, their phones, and a little healthy suspicion.

01

Set the roster

Choose 2–10 players first. The mystery takes its shape from the people who are actually playing.

02

Follow the clues

Evidence arrives on your phones. Ask for progressive hints when you want a nudge, then a connection—not the answer.

03

Make your call

Detective teams accuse together with a suspect, motive, and evidence. Groups name their culprit. Every reveal explains the clues.

ONE PRICE, EVERY PLAYER COUNT

$5 per mystery.

2–10 players. All on your phones. One total price, however many friends you bring.

See the two formats

Open a sample case

Two demos. Two very different kinds of suspicion.

Each sample gives you a feel for the clues, roles, and reveal that make its format work.

DEMO 01 · CO-OP
2–3 detectives
The Bell at Briar House
A silver bell vanishes from a locked music room. The case is only the beginning; the useful details are split between detectives.
PRIVATE CLUE A

The display seal is unbroken.

Someone used a household key instead of forcing the case.

PRIVATE CLUE B

One alibi quotes the wrong chime.

The east hall clock runs seven minutes fast.

Compare the timeline. Each detail has a different owner; the team works toward one accusation with a suspect, motive, and supporting evidence.

DEMO 02 · PARTY
4–10 players
The Last Toast
A sample role from a fictional manor-house mystery. Everyone has a reason to keep something quiet.

Sample role · Fictional

The Archivist

Secret
You found a second place card beneath the music stand.
Motive
You need the guest list to stay private.
Alibi
You say you were in the library all evening.

Your next great accusation

Pick a mystery. Bring your people.

Start with the two-player case or let the whole group get suspicious.