Tidy Up!
Sort clutter into matching bins, then wipe every surface clean before the two-minute timer runs out.
Independent game guide
Recover a stolen brass compass aboard a night ferry before its suspects leave at the next ports and the clock reaches 03:00.
Playable here on GameWren.The game is served by the creator’s official host inside this page; GameWren does not rehost its files.
A brass compass has disappeared aboard a ferry travelling through the night. The case ends at 03:00, and suspects leave when the boat reaches their ports, so time is evidence as well as a deadline.
Every room search and conversation advances the clock by ten minutes. Check the timetable before committing to a detour: losing access to the right passenger can matter more than finding one extra background detail.
Cabins contain physical clues, while passengers add names, memories, and motives. Useful findings move into the notebook, where they can be compared without spending another action.
The first tested search found a faulty latch in Room 7. A later question revealed the compass engraving “Tsurugase Light 1962.” Neither line solves the theft alone; the task is to connect opportunity, method, and reason.
The final accusation is not just a suspect button. It asks who took the compass, how the theft worked, and why it happened, which makes incomplete theories easy to spot before submitting them.
Keyboard, mouse, and touch are supported on desktop and phone. A full case is designed for roughly ten to twenty minutes, making it short enough to restart once you understand which early actions produced weak information.
The ferry opened at 00:40. Examining Room 7 advanced the clock to 00:50 and added its faulty latch to the notebook. Asking Sumi Tachibana about the compass revealed the engraving “Tsurugase Light 1962”; the timetable then showed fourteen, and after the interview thirteen, actions before Tsurugase.
Sort clutter into matching bins, then wipe every surface clean before the two-minute timer runs out.
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