Clue Stack
Overview Toolkit Blueprint Plans Story Answers Request Access
The toolkit

Nine tools. One sequence. No spreadsheets.

Clue Stack is not a pile of apps stapled together. Everything below reads from the same room graph, so a change on the canvas reaches your game masters, your reset checklist and your analytics at the same moment.

01

Sequence canvas

Design

An infinite board where every puzzle, prop, gate and reward is a node. Draw real dependency links between them, including AND gates, OR gates, timed unlocks and optional branches. The canvas is the single source of truth and everything else in Clue Stack reads from it.

02

Logic checks

Validate

Validation that runs while you build. It flags unreachable puzzles, circular locks, props used by two puzzles at once and any path that can strand a team. You cannot publish a room with an orphan in it, which is the whole point.

03

Playthrough simulator

Test

Run virtual teams across your sequence with adjustable skill, hint tolerance and group size. You get a solve time spread, a heat map of where teams stall and a warning when act two goes quiet for twenty minutes.

04

Hint ladders

Operate

Three tiers per puzzle for a nudge, a steer and a solve. Written once by the designer instead of improvised nightly by whoever is on shift. Ladders sync straight to the game master console.

05

Game master console

Operate

The game night view. Countdown, live puzzle states, one tap hint delivery, manual overrides and a running incident log. It works on the tablet already sitting in your control room.

06

Prop and hardware registry

Manage

Every maglock, keypad, RFID reader and relay with its wiring note, firmware version, spare count and the puzzle it serves. Reset checklists generate from the registry so closing shift stops depending on memory.

07

Playtest journal

Learn

Log every session and pin feedback to the exact puzzle that caused it. A note like team stalled here for nine minutes attaches to the cipher, not to a group chat that scrolls away by Tuesday.

08

Version rooms

Iterate

Branch a live room, change the middle act, test the variant against the simulator and roll back in one click if it flops. Your original sequence is never overwritten.

09

Room analytics

Measure

Solve rate, average hints per run, drop off point, throughput per shift and difficulty drift over time. The numbers you need when deciding whether to retheme a room or retire it.

Also included

The unglamorous essentials

A

Role based access

Designers edit, game masters run, owners see everything. Nobody rewires a live room by accident halfway through a shift.

B

Spoiler lockdown

Solutions are permissioned separately from the sequence. A contractor can wire a prop without ever seeing the answer.

C

Print packs

One page game master briefs, reset checklists and wiring sheets export as clean PDFs for the wall by the door.

Want to see it against your own room

Send us the sequence you are most tired of explaining. We will model it in Clue Stack and walk you through what the logic checks find.

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