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In development · soft launch Q4 2026

AlibI.

The detective is artificial. The mystery is infinite.

A premium AI-detective game where every mystery is generated fresh. You arrive after the crime. The suspects are waiting. Ask the right questions, weigh what you find, and name the killer — before the trail goes cold.

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How it plays

Three moves. One culprit.

01

Interrogate

Question a cast of living suspects in natural conversation. They answer in their own voice, with their own memory and their own reasons to help — or mislead you.

02

Investigate

Search the scene for evidence, then link each clue to a suspect's motive, means, and opportunity on your investigation board. The case takes shape as you build it.

03

Accuse

When the board points one way, make your accusation. Get it right and the case closes. Get it wrong and you'll wish you'd asked one more question.

Victorian Manor · I

The Entryway

Everyone who came that night passed through here.

A cast that thinks

Suspects who remember, reason, and resist

Every suspect is a living character, not a menu of canned lines. They hold a motive they may not want to share, they recall what you asked five questions ago, and they react to the evidence you put in front of them. Press the right nerve and a calm witness turns defensive; miss it, and a guilty one walks free.

No two interrogations unfold the same way — because the people you're questioning are improvising their alibis just like a real suspect would. How they decide what to reveal is our craft to keep. What it feels like to play is the part we'll happily shout about: a conversation that surprises you.

  • Natural, free-form questioning — ask anything, in your own words
  • Memory that carries across the whole interrogation
  • Suspects who can deflect, downplay, and occasionally lie
  • A fresh culprit, fresh motives, and fresh secrets every case

I can't say for certain, but the master of the house could rub people the wrong way. He had his share of disputes — especially concerning money. I had my own about unpaid wages. But I wouldn't wish harm on him.

— a groundskeeper, under questioning
Victorian Manor · II

The Dining Room

A dinner no one lived to finish.

Storylines

Self-contained mysteries, in worlds we hand-build

Each case is a complete whodunit — a victim, a tight circle of suspects, hidden motives, and exactly one killer. The setting is the stage; the drama is generated fresh on top of it. We're building these worlds one at a time, each with its own cast of roles, its own mood, and its own kind of secret.

Launch theme · playable

The Victorian Manor

A gaslit English country house, a storm at the windows, and a family with more secrets than rooms. The first world AlibA.I. ships with — gothic, intimate, and full of people who'd rather you didn't ask. Murder among the well-mannered, where everyone has an alibi and someone is lying.

In the workshop

The Desert Excavation

A dig site under a wide, cold sky. A foreign patron dead among the trenches, a crew of rival excavators and uneasy locals, and a buried find worth killing for. Our next world: the same deduction, a wholly different cast of motives.

Directions we're exploring

More worlds to come

We're sketching settings beyond the manor and the dig — each a self-contained stage for a new kind of mystery, with its own roles, era, and atmosphere. New worlds arrive as themes; the detective work stays exactly as sharp.

Victorian Manor · III

The Garden

The grounds keep what the house won't say.

The Victorian Manor

Meet the cast

The Manor is filled by a rotating company of more than twenty suspects — the housekeeper, the gardener, the heir, the weekend guest, and more. Every case deals them new motives, new secrets, and a new culprit, so the faces stay familiar while the truth never does.

Clara Voss, the Housekeeper
Housekeeper

Clara Voss

Keeper of every key and every routine. She knows which doors lock, which guests linger, and which family secrets stay below stairs. Loyal, measured — perhaps to a fault.

Roy Finch, the Head Gardener
Head Gardener

Roy Finch

Works the grounds dawn to dusk and sees who comes and goes through the garden gate. Gruff, plain-spoken, and short on patience for the family’s airs — or their unpaid wages.

Mr. Marcus Steele, the House Lord
The House Lord

Mr. Marcus Steele

Built his fortune and his name from nothing, and rules the house as though he built that too. Proud and self-made — the kind of man other people’s grudges collect around.

Mrs. June Vanderbelt, the Socialite
Socialite

Mrs. June Vanderbelt

Poised, charming, and perfectly at ease at the centre of any room. Every warm word is chosen — and behind the poise, an eye always on what stands to be gained.

Lord Sebastian Crane, the Reluctant Heir
Reluctant Heir

Lord Sebastian Crane

Stands to inherit everything and wants none of it. A fortune you never asked for is still a fortune worth killing over — to someone.

Harriet Wyndham, the Weekend Guest
Weekend Guest

Harriet Wyndham

Charming, well-connected, and always somewhere near the trouble. A guest who seems to know the house better than a guest should — and the family better still.

Lady Harriet Payne, the Traditionalist
Traditionalist

Lady Harriet Payne

Keeper of the old ways and the family’s proper order, wary of every change. She’ll defend the way things were — at whatever cost the present demands.

Lord Victor Ashby, the Protector
Protector

Lord Victor Ashby

Fiercely loyal, he’d sacrifice anything for the people he loves. The line between devotion and control is thin, and he does not always see it.

Mrs. Agnes Morrow, the Caregiver
Caregiver

Mrs. Agnes Morrow

Everyone in the house has been mended by her hands at some point. She puts others first without fail — though a lifetime of quiet sacrifice can curdle into something colder.

Professor Hartwell, the Mentor
The Mentor

Professor Hartwell

Elevated half the house at one time or another and gave his time freely. Just don’t outshine him — pride sits close beneath the generosity.

Mrs. Evelyn Marsh, the Grieving Optimist
Grieving Optimist

Mrs. Evelyn Marsh

Carries a private grief and still finds the bright side for everyone else. Hope, worn as armour, hides as much as it heals.

Miss Clara Wren, the Peacemaker
Peacemaker

Miss Clara Wren

Smooths every quarrel before it can catch fire and wants only for everyone to get along. What she’ll do to keep the peace is the question worth asking.

Mr. Callum Frost, the Loner
The Loner

Mr. Callum Frost

Keeps to the edges of every room and misses nothing from there. Patient, self-contained, and hard to read — silence, with him, is a strategy.

Mr. Jimathy Timbol, the Eccentric
The Eccentric

Mr. Jimathy Timbol

Generous to a fault and delighted by his own oddness. Gives freely, talks endlessly — and somehow always seems to be somewhere he shouldn’t.

Mr. Edmund Graves, the Community Pillar
Community Pillar

Mr. Edmund Graves

The name everyone in the district trusts, upright and dependable to the last. Pillars, though, have the longest way to fall.

Mr. Gabriel Shaw, the Redeemer
The Redeemer

Mr. Gabriel Shaw

A man rebuilding himself from a worse past, earnest about every amends. The trouble with a buried history is who else remembers it.

Mr. Idris Calloway, the Reformer
The Reformer

Mr. Idris Calloway

Wants the house, and the world, made fairer, and backs conviction with action. Believes the ends can justify the means — a dangerous certainty in a locked house.

Miss Petra Holloway, the Idealist
Idealist

Miss Petra Holloway

Holds herself and everyone else to a spotless principle. Idealists forgive least of all when the world — or a friend — falls short.

Miss Rosamund Pike, the Gifted Underachiever
Gifted Underachiever

Miss Rosamund Pike

Brilliant, and content to waste it where no one’s watching. The ambition she denies having is the hardest kind to trace.

Mr. Silas Drummond, the Expert
The Expert

Mr. Silas Drummond

Knows the workings of the house better than anyone and says the least about it. Quiet competence that could dismantle any alibi — including his own.

Mr. Theo Bancroft, the Fierce Advocate
Fierce Advocate

Mr. Theo Bancroft

Champions anyone who can’t defend themselves, fierce and unflinching. That protective streak has a hair trigger, and proportion isn’t its strong suit.

Miss Verity Strand, the Reluctant Confessor
Reluctant Confessor

Miss Verity Strand

Painfully honest, she tells the hard truths others won’t. When the proper channels fail her, she has been known to deliver justice herself.

Sister Mae Aldercott, the Nurse
The Nurse

Sister Mae Aldercott

Tends the household’s ailments with unwavering care. Protective to the point of possession — she decides what’s best for you, whether you agree or not.

Miss Nora Finch, the Quiet Intellectual
Quiet Intellectual

Miss Nora Finch

Reads more than she speaks and remembers everything she reads. Watchful and precise — the quiet ones, after all, are the ones who notice exactly where everybody was.

The Victorian Manor

The evidence

Every case scatters the Manor with objects that mean nothing on their own. Match them to motive, means, and opportunity — and mind the ones planted to mislead you.

Family Portrait
Clue

Family Portrait

The whole family, painted in better days. Study it long enough and you notice who has been left out — and who stands a little too far from whom.

Jewelry Box
Clue

Jewelry Box

Found locked from the inside, the keyhole freshly forced and a thread of glove caught in the hinge. An alibi as much as an object.

Cellar Key
Clue

Cellar Key

Opens a private route up to the study that no one thought to watch. Whoever held it could come and go unseen.

Dusty Decanter
Clue

Dusty Decanter

The port sits untouched beneath a film of dust — save for a single glass poured the night he died. What was in it is the question.

and many more

The Victorian Manor

The weapons

How it was done is half the puzzle. Each weapon leaves its own mark, fits some hands and not others, and belongs to a room someone had to reach.

Letter Opener
Blade

Letter Opener

A slim silver letter opener from the study desk. Small, but the point is honest — at close range it parts flesh as cleanly as an envelope.

Marble Bust
Blunt

Marble Bust

A heavy marble bust from the library plinth. Too heavy to swing — but deadly the moment it is toppled.

Prussic Acid
Poison

Prussic Acid

Decanted from the darkroom chemicals. Swift, volatile, and gone from the glass by the time anyone thinks to look.

Smothering
Silent

Smothering

A pillow pressed over the face in the sickbed. No blade, no blood — silent, and terribly intimate.

and many more

Be there when the first case opens

Soft launch Q4 2026 on iOS & Android. Leave your email and we'll tell you the moment it's live.

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