UPDATEDDeduction
Last Seen
Everyone agrees when the victim was last seen alive. Break their stories against the building’s own logs, then name the killer, the minute, the weapon and the motive.
What it is
who saw them last
Six murders, each with a clock of its own: a seaside radio station that went silent at 01:31, an observatory snowed in at 1,140 metres, a seafront hotel on its last night, a tidal island cut off by the sea, a hospital ward on the night shift and a village pub on quiz night. You search rooms and question people, set what they tell you against door logs, phone logs, a Wi-Fi table, a tide board, a morphine pump and a till roll, and break the stories that don’t fit. Everybody believes they know when the victim was last seen alive. In every case they’re wrong, and each case is wrong in a different way.
How to play
Controls, then the numbers that matter
Searching costs 5 to 15 minutes, printed before you commit, and a question costs 5. Walking between rooms and reading your notebook cost nothing, and the clock only moves when you act.
Contesting a statement costs 5 minutes if it falls and 10 if it stands. Deflected means you hold the right record but not the thing that ties it to that person.
The amber line on the board is the latest sighting of the victim that still stands. Records are solid bars, statements hollow, fallen ones struck through: look at who was where after the line.
The charge asks who, at what minute, with what and why. The minute counts if it falls inside the window the evidence proves, and you can only name a weapon you hold and a motive you have uncovered.
Doing everything costs 240 to 305 minutes and no clock gives you more than 160. The shortest route to a Closed charge that breaks every story covering the killer runs from 65 minutes to 90, in High Water.
A Closed case is Proved when, at the charge, something that stands places every other suspect away from the scene at the minute of death and every story that covered the killer has fallen. The harness finds a proved route of 95 to 125 minutes in every case, inside every clock.
From your first charge in a case, its casebook keeps what every attempt finds: entries, lies broken, questions asked and spots searched. Starting again clears your notebook, never the casebook, and no single clock can fill it.
Trophies
12 trophies
Sign in and the ones you earn light up here and on your account.
- Dead Air, closed
- Whiteout, closed
- Closing Time, closed
- High Water, closed
- Night Ward, closed
- Pub Time, closed
- Every case closed
- Closed with no wrong turns
- A case proved: every innocent cleared
- All six cases proved
- A whole casebook: every find in one case
- All six casebooks filled
What players say
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From the changelog
What changed
StuStudios 2.2
- Every Last Seen case keeps a casebook across attempts, and a Closed case can be Proved: every other suspect placed away from the scene, every story covering the killer fallen.
Last Seen: six murders, and the sighting everyone believes
- Last Seen takes The Case File’s place on the arcade: six murders, each against its own clock, at a seaside radio station that went silent at 01:31, an observatory snowed in at 1,140 metres, a seafront hotel on its last night, a tidal island cut off by the tide, a hospital ward on the night shift and a village pub on quiz night. Search rooms, question people, set their stories against door logs, phone logs, a Wi-Fi table, a tide board, a morphine pump and a till roll, and break the ones that don’t fit. Everybody agrees when the victim was last seen alive, and in every case they’re wrong. Then charge someone with who, the minute, the weapon and the motive.
Last Seen went up on the arcade
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