CASE STUDY / 03ROOM EXPLORER · STABLE

Time Watch
Room

One piece of evidence. Three layers of time.
The truth becomes whole only when two abilities meet.

ROLE
Experience design / Frontend / Multi-device sync
STATUS
Stable local multi-device prototype · 2026.07
FORMAT
Computer investigation desk + two role phones
Live story opening with archivist Lin Mo in Time Watch Room
STORY OPENING / REAL CAPTURE
THE CASE

At 20:25, the clock in the room
stops at the same second again.

Three years ago, investigator Gu Yan vanished from this apartment. Players build an evidence chain across temporal traces, forensic relationships, and room mechanisms, deciding which apparent answers are only the outer shell of a lock.

Live shared investigation desk in Time Watch Room
JOINT INVESTIGATION DESK
SHARED WORLD

One floor plan, three rooms, one chain of evidence

The computer displays connected roles, room states, shared items, NPCs, and achievements. Bedroom and bathroom clues first form kitchen code 72; after the kitchen opens, evidence from all three rooms forms 724.

PLAYER FLOW / 01
01

Two players take different roles

The computer is the shared investigation desk. The Chrononaut and Detective scan in with separate phones, each keeping a personal flashlight and role-specific abilities.

02

Search through three layers of time

The Chrononaut shifts between Past 20:10, Anomaly 20:25, and Present 20:40 to scan the traces left by the same evidence at different moments.

03

Use four tools to determine the order

The Detective reads relationships between evidence with UV light, fingerprint powder, a structure lens, and a reagent dropper, locating the bedroom, bathroom, and kitchen digits.

04

Turn two bodies into one mechanism

The bedroom blowdart requires the Chrononaut to aim while the Detective blows into a phone microphone. Exchanging information becomes synchronized physical action.

05

Combine objects and open the final exit

Photographs, a valve, and a projector form one connected path. The final exit opens with code 724, the restored note, and the time insignia.

ASYMMETRIC ROLES

Not two flashlights,
but two different truths.

The Chrononaut reads time; the Detective reads evidence. Each phone is simultaneously a flashlight, a forensic workstation, and a physical input device.

Chrononaut switching between past, anomaly, and present
CHRONONAUT / 3 TIME LAYERS
Detective tools: UV light, fingerprint powder, structure lens, and reagent dropper
DETECTIVE / 4 FORENSIC TOOLS
SYSTEM / 02

One playable case,
built as a system that can keep growing.

Modular case packsRooms, roles, items, time layers, and puzzles live in independent case data, so new stories do not rewrite the core runtime.

Reconnect and continuePhones preserve role identity after reconnecting. A refreshed computer restores room, inventory, puzzle, and lock progress for real event conditions.

Dual tracking fallbackThe computer camera tracks the phone light when possible; phone motion takes over when recognition is unavailable, keeping the experience moving.

STATUS / STABLE LOCAL PROTOTYPE

The case is fully playable.
Next come new rooms and new stories.

The player-facing experience now contains only the main computer view, two phone roles, and printed marker cards. The level editor remains an internal production tool rather than part of the public game interface.

BACK TO ALL WORK