Case file // playable browser mystery

Final Settlement

A noir point-and-click mystery about a private detective investigating a dead man who failed to arrive where the dead are supposed to go.

Final Settlement title artwork with a noir detective, moonlit city, and shadowed figure
project_notes.txt

A missing arrival

The dead are expected to cross over. This one did not. Final Settlement follows a private detective through records, testimony, debts, and the uncomfortable spaces between death and whatever comes next.

I built the game as a data-driven investigation: scenes, dialogue, evidence, journal updates, puzzles, and case files work together to keep a supernatural mystery readable without sanding away its noir atmosphere.

Inside the case

  • Point-and-click scenes and character dialogue
  • Evidence, journal progression, and deduction puzzles
  • Case files built around bureaucratic supernatural rules
  • Browser saves and play without a download

What I made

I handled the game design, writing, interface, art direction, and development, including its scene-driven investigation system and the clues that carry the player from testimony to final deduction.

Under the case file

A mystery built to remember what you know

The custom investigation engine keeps clues, dialogue, locations, journal updates, and deductions connected while leaving room for atmosphere and ambiguity.

Evidence changes the conversation

Hotspots, inventory items, and persistent flags let discoveries reopen dialogue and alter what the detective can ask, inspect, or conclude later.

The journal carries clarity

Case notes update as testimony and records change the shape of the investigation, giving players a way back into the mystery without over-explaining it.

Rules make the uncanny solvable

Contracts, names, debts, records, and passage are treated as consistent parts of the world. The supernatural remains strange, but the deductions still have logic beneath them.