Free to playUnsolved Case A One-Hour Case for Two
Play detective with a friend, cracking codes and comparing notes to corner the Cryptic Killer.
Is Unsolved Case worth it?
Unsolved Case is worth it if…
- you want a short co-op puzzle game you can finish in one evening
- you enjoy mysteries where you piece the clues together yourself
- you like games that force you and a partner to actually talk
- you have a friend, partner or sibling ready to play as player two
Screenshots
A case that starts with a box on the doorstep
Years ago, Ally and Old Dog locked up the Cryptic Killer in Anagram Asylum. Now a mysterious locked box shows up at their addresses, and the question is uncomfortable: did they catch the wrong man, or is a copycat at work? That doubt drives the whole story. You play as the two detectives, chasing the killer's trail through new locations, cracking codes and riddles as you go. It is a prequel, so this is where the series began, and the mystery gives every puzzle a reason to exist instead of sitting there as a disconnected brain teaser.
Two screens, half a puzzle each
The whole game is built on one idea: neither of you sees the full picture. You and your partner sit on separate screens, and each location hands you different items, symbols and clues than the ones your partner gets. A code on your side might be meaningless until your partner describes the symbol it fits. So you spend the game talking: describing what you see, comparing notes, testing theories out loud. When the two halves finally click together, the solution feels earned by both of you, not just whoever happened to be holding the right clue.
A notebook, and the right to scribble on everything
Detective work needs notes, and the game agrees. At any moment you can pull out a pen and write in your notebook, or draw directly on the environment itself. It sounds like a small thing until a puzzle floods you with symbols, numbers and sequences that nobody could keep straight in their head. Sketch it, mark it, connect it. Between the point-and-click exploring and the freeform scribbling, the game stays low-pressure: no punishing failure, just two people thinking out loud at their own pace.
Detective work, comic book style
The whole thing looks like a noir comic brought to life: hand-drawn environments with thick outlines, inspired by noir novels, in a colorful palette that keeps the mood friendly rather than grim. You investigate the way a detective does in a whodunit, following clues the killer left behind, weighing whether the man in the asylum is really the Cryptic Killer. The story is short but it carries the puzzles, and the characters of Ally and Old Dog give the duo some personality as you step into their shoes.
A puzzle night with a friend, sorted
That makes it an easy pick for a casual evening: the whole case runs 30 to 60 minutes, one focused sitting, nothing to schedule around. You join up, start talking, and the puzzles do the social work for you. Fair warning from the people who finished it: it ends sooner than you want, and the itch to continue the series is part of the deal.
Built for a duo
Some co-op games let one player carry the other. This one does not. The clues are split so deliberately that neither of you can solve a puzzle alone, and peeking at your partner's screen does not help, because what they see only makes sense with your half described to them. It turns talking into the core mechanic, which is a surprisingly good test of how well two people communicate. Plenty of pairs have played it as a couple or with a close friend, and it works precisely because both players matter equally from the first screen to the last.
























