Downtown Hot Springs · Free to play

Hidden Springs

A 1930s mystery you play on your phone along Central Avenue, or from home. Every door opens at a real shop. Here's everything you need to know about the game I'm building.

A free mystery under Central Avenue

Hot Springs, the 1930s. A courier vanishes on Central Avenue carrying a ledger half the town would rather see buried. Legend says gangster-era tunnels run beneath the street. The town sealed them long ago, and nobody goes down there.

In Hidden Springs, the only way through is a door at a real downtown shop. Open it on your phone, and the next piece of the story is waiting on the other side. What's in the ledger, who wants it and why stay sealed until you get there.

Free to play. No app, no account. Kids, grown-ups, anyone with a phone.

Play it downtown

  1. Get a clue on your phone. It points to a real shop on Central Avenue.
  2. Walk in and tap the small brass card by the register with your own phone. Your door opens.
  3. Solve a short puzzle built from that shop's own products, and pick up a piece of evidence.
  4. Claim the shop's surprise reward on your phone and show the counter. Then the next clue sends you on.

Or play it from home

Out of town, can't walk far, or just curious? Every door opens from home on the Tunnel Map. The story, the puzzles and the evidence all work the same. Your reward waits at the shop's counter for whenever you visit.

Sepia engraving of a row of downtown storefronts above a stone creek arch, with lantern-lit tunnel rooms and dotted routes below.
Legend says the tunnels connect every shop. In the game, they do.

The Case Board

Every door you open pins a piece of evidence to your Case Board under four questions: who, when, which way and why. Fill one pin per question and you have a working theory. Fill them all and you have the full account.

A newspaper every week

Each chapter runs eight weekly editions of a 1930s newspaper, The Extra. A new one comes out every week, and each edition only opens once your case has reached that point, so nobody gets spoiled.

12 endings per chapter

At the end of a chapter you decide what happens to what you found, who you trust and who gets the credit. Those choices lead to one of 12 endings, and your choices follow you into the next chapter. Play again and compare notes.

Families share one board

A family or team shares one Case Board on up to 5 phones with a 6-letter code. When it's time to choose an ending, everyone votes. No timers, ever.

Five chapters, one mystery

  1. Ch. 1The Courier's Ledger. A soggy ledger, a missing courier and a man in an overcoat.
  2. Ch. 2The Ninth Page. Eight letters in green ink, and a rival sure they spell CAPONE.
  3. Ch. 3Curtain at Eight. An honest magician, a con man and a show that has to go on.
  4. Ch. 4Dead Air. Nine seconds of silence on the radio, and lights flashing between two mountains.
  5. Ch. 5The Fellow at the Depot. Eight brass buttons and the day the whole thing began.

Each chapter has its own doors, its own evidence and its own 12 endings, and the five together tell one story. More chapters are coming after that.

Chapter 1 is playable now as an early version. The story is made up; the history in it is real and tagged (see the History tab).