Parlorex began with a question that wouldn’t go away: why is every murder-mystery board game on the shelf so thin? One murder. One killer. A scripted hour. The cards know. Your friends know. The mystery is over before the second drink.
So we wrote a set. Not one mystery — a library of them. Each case is its own complete murder, hand-written and play-tested end to end: its own cast, its own motives, its own evidence chain, its own reveal. Open one, play it, file it away. There is always another in the set, and nothing gets mixed up between them.
We are a small studio working out of Australia. We write our own dialogue. We draw our own cards. We don’t run a discord and we won’t ask for your data. When the first case ships, we’ll send you one email, and that will be it until the next one is ready.
Heinrich has been writing dialogue trees since he was twelve. He still doesn’t trust any of them.