PostCurious’ newest narrative puzzletale Emerald Echoes, on Kickstarter through August 2025
PostCurious has a new narrative puzzle adventure called Emerald Echoescrowdfunding on Kickstarter, with the campaign running through August 14th. In many ways, it’s a classic PostCurious game: a series of moderately difficult puzzles strung together to tell a heartfelt story, drawing upon thoughtfully constructed game components designed to draw you into the narrative.
But the reason I’m currently obsessed with Emerald Echoes is how the game reinvents PostCurious’ already strong hint systems, taking the game fully offline in a surprisingly satisfying manner.
Three of the four chapters from Emerald Echoes, delivered in narratively relevant envelopes
Emerald Echoes Finds Puzzlers Returning to the World of The Emerald Flame Emerald Echoes is framed as a sequel to one of PostCurious’ earliest games, The Emerald Flame. The first game in the series followed Marketa’s research into an alchemical elixir and the often strained relationship that blossomed with Hannah, as told from the player’s perspective as a Koschei Historical Society researcher poring over letters and artifacts from the time in the modern day.
Emerald Echoes picks up where Emerald Flame left off, as people who have come to care for Marketa try and retrace her steps and find her after the events of the first game: a story that is once more told through the perspective of researchers investigating archaeological findings.
Notably, this is a standalone sequel: I played this with a friend who had never played the first installment, and the story still made sense without context from Hannah and Marketa’s prior adventures, although there are the occasional light nods to prior events.
The custom-built radio was one of many centerpieces of the MIT Mystery Hunt in 2025
It’s late on a Friday night, and our team of investigators have tracked down a lead while investigating the theft of the Shadow Diamond. We’re instructed to send a core group of aspiring detectives to the gala to try and track down the thief. Once our group assembles at the gala event, a helpful bartender tunes our radio to the proper channel, and set us off on a narrative scavenger hunt that weaved across over a dozen buildings on the MIT campus, tracking down the locations of eleven blue paw prints. The twist: since this was a noir detective adventure, our audio helper only saw things in black and white, so many of the colorful signposts along the way were described in shades of gray – fifty, to be exact.
Eventually, our team realized that the film noir world of MITropolis we traced layered perfectly over a map of the MIT campus itself, and that cross-referencing the clues we discovered along the way paired with the locations of those Blue Clues spelled out the identity of the thief.
A map of Downtown MITropolis, used in conjunction with the results of a real world audio adventure
Armed with a name, our full team went up to the gala to confront the thief…only to discover that the culprit was murdered, and the diamond near the body was a fake, covered in scuff marks. Luckily, we were recognized for our efforts and upgraded to trainee detective status.
The MIT Mystery Hunt Means Something Different Every Year At this point, the MIT Mystery Hunt might be the most covered immersive experience on ARGNet, with articles discussing the hunts in 2011, 2012, 2016, 2018, 2021, 2022, and 2023. And while the site skipped coverage of the annual event in 2024, that was because I was part of the team running that year’s hunt.
Some things have been constant about the MIT Mystery Hunt over that time. Hundreds of extremely smart puzzlers gather at MIT (either in person or virtually) over MLK Day weekend to push the boundaries of what a puzzle can be – both as puzzle constructors, and as solvers. There’s a narrative tying that experience together, structured around “feeder” puzzles, and meta-puzzles that use the answers of those feeder puzzles as inputs into a broader puzzle challenge. Teams have a long weekend in January to make it through the puzzles. And the reward for finishing the hunt first is a coin-like object, paired with the responsibility for running the next year’s Mystery Hunt.
Beyond that, the Mystery Hunt becomes an aspirational exercise in what the event can be, presented by teams that are excited about the event for very different reasons. And one of the most compelling questions asked by Death & Mayhem with their 2025 Mystery Hunt The Case of the Shadow Diamond was what it means to be a puzzle hunt community, in the first place.
I have a confession to make: I misplace things all the time. That copy of Ship of Theseus I bought that I was saving for a rainy day? Gone. The transparent lock I used for lockpicking practice? Haven’t seen it in years. My Flynn Lives pin, from the Tron Legacy ARG? Fell off my lanyard at last year’s New York Comic Con, never to be seen again. Many of those lost items are easily replaceable: I still don’t know what happened to my original copy of Ship of Theseus, but I currently have a new copy on my shelf. But some items have enough sentimental value that they can’t be replaced…and that’s where the Ministry of Lost Things comes in.
PostCurious’ newest narrative puzzle game, The Ministry of Lost Things, introduces its players to a world where many of the world’s forgotten or misplaced items make their way to the Elusiverse. Most of these items that disappear from our world are easily forgotten, leading to regions of the Elusiverse overflowing with everything from unwanted receipts to abandoned umbrellas. But sometimes, an item charged with sentimental value goes missing. And it’s up to the Ministry’s Department of Returns to bring those items home.
The Ministry of Lost Things: Lint Condition is positioned as the first in a series of games exploring the Elusiverse, and tasks players with locating one particular item with deep sentimental value attached to it, and returning it to our world. The adventure unfolds across a series of four puzzle packets. Solving a series of puzzles will help narrow down where in the Elusiverse the object can be found, why it meant so much to its previous owner, and where to return it.
While combing through the ruins of an abandoned game factory, an urban explorer stumbled across a box sitting on the factory’s conveyor belt. Curious, they tried to piece together why the box was sitting there, but couldn’t puzzle out what was going on…so, they forwarded the box over to you, the player. Can you figure out what happened at the Morrison Game Factory, and complete the task hidden within?
The Morrison Game Factory is PostCurious’ newest puzzletale, with a crowdfunding campaign that went live on Kickstarter earlier today. ARGNet has reviewed a number of PostCurious games in the past, featuring stories ranging from alchemical experiments, a tarot-driven journey through the woods, and an ethereal journey through a dream world. And while the visual aesthetics and themes of each game change, PostCurious games revel in delivering an intensely tactile experience, both as a puzzle-solving experience, but also as a vector for storytelling. When playing the tarot-based Light in the Mist, players uncover what happened to their missing friend by laying out tarot spreads. When Adrift directs players to engage in oneirology, players pore over artistic renderings of dreams to find meaning in chaos. And after playing a review copy of the game, I can enthusiastically say The Morrison Game Factory continues to deliver on that promise.
The Morrison Game Factory components
Morrison Game Factory Delivers Modern Puzzling with a Classic Aesthetic That commitment to delivering an intensely satisfying tactile experience follows through with The Morrison Game Factory. Gameplay revolves around board game components and ephemera pulled from a nostalgic board gaming past that hearkens back to heated game nights of Parcheesi with the family. And that translates mechanically in the puzzling: placing tiles, rolling dice, and rifling through a deck of cards all factor into the experience. But you might also find yourself flipping through handwritten maintenance logs, the company’s product catalog, or…other elements, that unfold over the course of the game.
The fact that The Morrison Game Factory continues to deliver such a satisfyingly tactile puzzling experience is notable because this is the first PostCurious game with a different lead designer at the helm. While company founder Rita Orlov was the lead designer on past PostCurious games, Lauren Bello was at the helm on The Morrison Game Factory: and while it is clearly a PostCurious game, the unique spin Bello takes on that theme is also evident.
During its third season, CSI: NY aired the episode Hung Out to Dry, revolving around a series of grisly murders. Each victim was found wearing a mythologically inspired t-shirt, with the logo Kodecon emblazoned on the collar. Solving the puzzles embedded in the shirt’s design would reveal information about the motive for murder, both through the hidden meanings woven into the shirt’s design and through a video clip unlocked on the Kodecon website.
Hung Out to Dry was inspired by the real world company Edoc Laundry, founded by a number of 42 Entertainment veterans to use a line of designer clothing to introduce players to the band Poor Richard, and unravel the mystery of who killed its lead singer. And while Edoc Laundry’s narrative puzzle shirts may be over a decade out of print, there’s been a recent resurgence of experiences that hide stories in fashion.
Solve Our Shirts’ games Escape From the Maze of the Minotaur and The Treasure Trove of Pirate Cove
Solve Our Shirts: This T-Shirt Comes With Its Own Sea Shanties When the pandemic shut down escape rooms and immersive theater companies across the globe, designers explored different ways to recreate the escape room experience for players in the comfort of their own homes. Many rooms translated their existing rooms into online Zoom experiences, where players instructed in-person avatars on how to navigate the room’s challenges. Some experimented with audio escape experiences, mashing up escape rooms with tabletop gaming. Still others effectively re-invented alternate reality games, by asking what an escape room experience would look like if the narrative was no longer enclosed within a single building.
Introductory postcards from Solve Our Shirts games, along with unlockable envelopes
To play a Solve Our Shirts game, “wish you were here” postcards themed to the game provide login instructions to CU Adventures’ at-home player portal, where players are tasked with a series of tasks that ask them to more deeply interrogate the secrets hidden within the shirt. After completing certain puzzles, players might also be instructed to open a series of marked envelopes to aid them in their journey through the shirt.
Ginger Lamarr (Elise Roth) performs on stage at Club Drosselmeyer, backed by the house band
The year is 1939. The United States of America has yet to officially enter World War II, but those who are in the know suspect that it’s only a matter of time. Particularly enterprising corners of the private sector recognize the military-industrial complex is likely to pay top dollar for technological innovations that can deliver an edge in the coming conflict. In Cambridge, two companies are leading the charge: Drosselmeyer Industries seeks to push the boundaries of science with its research in artificial intelligence, while Rattibus Labs is exploring more paranormal lines of inquiry, attempting to use mind control on Earth’s smartest creature: the noble rat.
Of course, none of this should matter at Club Drosselmeyer: the local nightclub planned a big night of music, dancing, spirited performances, and even more spirited libations to provide a needed distraction from the increasingly dire state of the world. To be sure, there’s rumors of an escaped test subject from Rattibus Labs on the loose…and a curiously strong yet naïve man known only as “our cousin Alan” says the most curious things while wandering the nightclub floor…but none of that should be important. Not at Club Drosselmeyer.
“Cousin Alan” (Devon Courtney) performing a series of lifts with his handler Carla (Madeline Song)
Club Drosselmeyer is an annual immersive show by Green Door Labs that transforms the holiday classic tale of TheNutcracker into an evening at a World War II era nightclub. And while it’s possible to treat Club Drosselmeyer as a fancy night on the town with live performances and swing dance lessons, the show can go in a surprising number of directions. Fans of puzzles can help the night’s adventures unfold by solving a series of puzzles, while attendees more interested in live action role-playing can adopt a persona to interact with over a dozen character actors scheming their way through the night. Club Drosselmeyer offers up a buffet of immersive possibilities, and it’s up to each attendee to decide what balance of dancing, puzzling, and character interactions they want to chase to fill their plates for the night.
The Main Course: Picking Sides Through Puzzles with a Side of Roleplay The events of Club Drosselmeyer open as Herr Drosselmeyer receives an encoded telegram from his mentor. The message is encoded in what should be an unbreakable cipher…luckily, the artificial intelligence his company has been working on, “Project Nutcracker”, should be capable of translating the message after assembling a module from five component parts, and installing it in the Nutcracker. At the same time, Erasmus King is looking for help with his mind control experiments…some of his experiments escaped from their cages, and he needs help tracking them down.
Players interested in helping with either of these challenges were directed to check in with characters at opposite ends of the ballroom floor to receive puzzle packets to assist in the respective investigations. For instance, the Drosselmeyer puzzle track revolved around solving pen-and-paper variety puzzles to determine the names of the five components.
Project Nutcracker’s fully assembled translation module, ready for installation
Just knowing the name of the component, of course, was not enough to help out. Armed with that knowledge, players could start chatting with the characters scattered throughout the event to find where those components could be found. For instance, Club Drosselmeyer host Fritz Stahlbaum was sitting on a suitcase full of one particular component. The only problem? He had a bit of a gambling problem, and owed Erasmus’ son Rhett King a sizeable chunk of money. Players would have to find a way to help him out in order to get the MacGuffin. And while some of these tasks involved the accumulation of in-game currency, others challenged players to join a character for a short dance, or collect signatures for a birthday card a character neglected to prepare for his mother.
The largely pen-and-paper puzzles would have felt right at home at a Puzzled Pint event in both variety and difficulty, and were particularly good at blending the flavor of the challenge with the puzzle’s structure and design. The puzzle that led to Fritz Stahlbaum’s first component, for instance, involved reviewing research notes from a scientist who inadvertently took faulty readings: correcting the mistake and tracking the real results would spell out the component’s name.
After assembling all five pieces of the module through a combination of puzzle-solving and character interaction, Herr Drosselmeyer guided players into a back room to confirm it was in working order. After that, players were instructed to head up to Drosselmeyer Industries’ safe to recover Project Nutcracker’s blueprints so the module could be installed properly.
Missing blueprints in the Drosselmeyer safe leads to a mind-controlled Erasmus King
Once players entered the safe, they discovered that Erasmus King arranged for the theft of Project Nutcracker’s blueprints: luckily, the rats’ irradiated paws meant that a trail of blue prints could be seen under UV light, leading players to Erasmus King…or rather, an experimental rat who mesmered Erasmus King’s body into reenacting Ratatouille. The blueprints would help the rat take control of an even more powerful body: Project Nutcracker, who was “cousin Alan” all along. Realizing what he’d done, Erasmus briefly regained control of his senses and handed off the blueprints and told the group to flee.