A detective puzzle
Your job is to work out who. Tinbrook is a logic puzzle about reading testimony — no timers, no reflexes, no luck. Just evidence and reasoning.
There are a lot of puzzle games. Here is what this one does that the others do not.
No countdown, no lives, no energy bar. A case waits for you to think about it. Stars come from how few questions you spend, never from how fast you were.
Every case has exactly one answer and a clean line of reasoning that reaches it — proved by an automated solver before the case ever ships. If you are stuck, the answer is on the page.
The Liar is the easy one. The Alternator tells the truth, then a lie, then the truth. The Confused witness is completely honest and completely wrong. Each one is predictable once you know them.
One case a day, the same one for every player in the world, with a streak to keep and a spoiler-free result you can share. Seven kinds of day, from a gentle warm-up to one with no help at all.
Some cases open on a room you can examine. Find what somebody left behind, read the forensics, and catch a suspect in a contradiction they cannot talk their way out of.
No adverts, no in-app purchases, no sign-in, no analytics and no tracking. Coins are earned by playing and the only thing they unlock is more cases.
Read the statements. Everyone at the table says something. Some of them are lying, and which kind of person each one is decides how.
Ask the right question. You can question whoever you like — but every question costs, and a perfect solve spends as few as possible.
Mark your notebook. Tick and cross your way through who is honest, who lies and who did it. The game never checks these — it is your scratch paper.
Make the accusation. Fewer questions, more stars. Getting a name wrong costs you one question and nothing else — it never ends the case, because you are meant to experiment.
Not every case asks the same question. Most ask who did it. Some ask which of them always lies. Some only ask you to find the two statements that cannot both be true.
It starts with a changed label on a medicine bottle in the corner shop and ends with a cellar unlocked at four in the morning at Hollis Manor. The town starts simple and gets complicated: new kinds of witness arrive one at a time, and by the last chapter you will be drawing a grid on paper.
The Corner Shop
Honest and Liar
Kettle Street
The Alternator arrives
Tinbrook School
Somebody here is mistaken
The Village Hall
Honest unless guilty
The Post Office
Rooms to search
Hollis Manor
Nobody speaks against their betters
Twenty residents, each with a trade and a way of talking. Learn that the locksmith alternates and that the barber will tell you anything, and case forty goes faster than case five. That is the only way you get stronger in this game — you never get better tools, you get to know the town.
Name somebody wrongly and they will remember it. That one is not undoable.