OFFSCRIPT: A Cooperative Detective Game Built on Shared EvidenceOFFSCRIPT: A Cooperative Detective Game Built on Shared Evidence
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OFFSCRIPT is a cooperative detective game where every player holds a different part of the story.
You open a room, invite your friends with a code, and choose your role. One player receives messages and documents. Another holds maps and access records. In the three-player edition, a scene analyst examines visual evidence.
To solve the case, you have to explain what you see, compare interpretations, share discoveries, and decide together what really happened.
The idea came from a simple question: what would an online detective game feel like if cooperation was built into the information itself?
I wanted to create moments where someone says, “Wait - that changes what I’m looking at.” A message becomes useful when another player opens the floor plan. An access record takes on a different meaning when compared with a clock calibration frame. A sequence of film stills gives the team something concrete to inspect and discuss.
That relationship between people, evidence, and interpretation became the foundation of OFFSCRIPT.
The first original case is The Last Screening: a cinema, a missing original ending, and several accounts that do not quite agree. Players investigate through private dossiers containing correspondence, architectural plans, character portraits, receipts, clock records, and photographic film strips.
The case unfolds through chapters. Each deduction asks the team to connect specific evidence, and accepted deductions open the next stage of the investigation. Shared decisions establish the team’s approach and contribute to the account they ultimately put on record.
The most important interaction is moving a clue from a private dossier to the shared board.
Before sharing, that material belongs to one player’s perspective. After sharing, it becomes something everyone in the room can examine. The board preserves attribution, so the team can see who contributed each discovery.
This is the moment shown in the walkthrough: one player shares a message, and it appears in the other player’s workspace. It demonstrates the central promise of the product through a real two-player session.
Behind that interaction, Base44 coordinates the investigation. It assigns dossiers, maintains room progress, handles explicit evidence sharing, checks submitted deductions, unlocks subsequent material, and collects confirmations for team decisions. Progressive hints support the current deduction when players need help.
This automation takes care of the work a facilitator would otherwise manage: distributing information, tracking which discoveries are available, checking whether a deduction is supported, and deciding when the group can move forward. Players can spend their attention on the mystery and on each other.
Building this also meant thinking carefully about the difference between personal and shared state. A room contains one investigation, but each player needs a distinct view of it. Opening a document, sharing it, submitting a deduction, and confirming a decision are different actions with different consequences. Making those interactions understandable was a major part of the build.
Visually, I developed OFFSCRIPT around the atmosphere of a cinema archive: warm paper, charcoal, muted rust, editorial typography, photographic portraits, and physical evidence.
The visual assets have a practical role in the game. Players can recognise a map, a contact sheet, a message, or a clock comparison before reading every caption. Portraits give the fictional cast a consistent identity. Film frames make visual comparison part of the investigation.
Clue-critical text remains part of the interface. Room labels, timestamps, evidence identifiers, and deduction fields need to stay readable and usable alongside the imagery.
My process in Base44 was iterative: establish the cooperative game structure, implement the room and evidence flows, play through separate guest seats, then refine the visual materials and interactions inside the actual game. Testing from both perspectives helped reveal issues that a single screen could hide.
The submitted video combines real gameplay with a brief look at the Base44 development prompts. It shows room entry, role selection, private evidence, sharing between players, visual comparison, chapter progression, and a team decision without revealing the final solution.
OFFSCRIPT explores Base44 as a platform for a shared interactive experience: a place where rules, narrative, visual design, and multiple perspectives work together.
The outcome I wanted is simple: a group of people leaning into the same mystery, each holding something the others need.
Different dossiers. One shared investigation.
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