This started as a dinner party problem.

I've been hosting dinners my whole life. At some point — I couldn't tell you exactly when — I started daydreaming about a murder mystery game that actually worked. Not the kind where someone reads clues off an index card in a bad accent. Something that felt real. Something with stakes, with characters worth caring about, with a story that could hold the table for a whole evening.

I'd think about it on long drives. I'd sketch out characters in the margins of notebooks. I'd imagine the setting, the victim, the moment at dessert when the accusations fly and somebody gets it completely wrong. The idea never went away. It just waited.

"I've been thinking about these stories for over thirty years. I just didn't have a way to build them — until now."

Then AI showed up.

I'm not a developer. I'm not a game designer by training. What I am is someone with a lot of story ideas and, now, a collaborator that never gets tired of working through them with me.

With AI, I can actually build the games I've been daydreaming about. I can write the characters, design the clues, structure the acts, and build the whole experience — the website, the game mechanics, the way the story unfolds across a dinner — in a way that would have taken a full team and a lot of money a few years ago. Now it's just me, some good ideas, and a lot of late nights.

It turns out the thirty years of daydreaming were the hard part. The building? That part finally got easy.


What Supper Club Mysteries is.

These are full dinner parties with a murder mystery game woven through them — designed for people who actually like good stories. No printed scripts. No host stuck "hosting" while everyone else has fun. Recipes provided. Music suggestions included. The game runs through your laptop and home WiFi — not the internet — played on phones or iPads, timed to your dinner, and gets out of the way so the conversation can happen.

The host has a full character. The host might be the murderer.

Every game is its own world — a Depression-era saloon, a space station, a zombie pizza parlor. Every character has secrets. Every table will have a different night. And somebody at every table is a murderer.


What's coming.

Morgan Kane is the victim in every game. Morgan might be killed by an elephant, an alien, a zombie, or maybe an ex. The cause of death changes. The suspects change. The world changes. But Morgan keeps dying — and somebody at your table keeps doing it.

Morgan first gets killed in Sweetwater Saloon, launching Summer 2026. More games are already in development. The daydream has a lot of material to work with.

If any of this sounds like your kind of evening, get on the list. I'd love for you to be at the table.

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