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Complete Storefront
from $1,495 + $79/mo
Your website with its own online store, your door in the game and your walk-through, together.
$200 down, then $259 a month for 5 months
File No. 1936-CA · Hand delivered
Rain on Central Avenue, March 1936. A courier slipped. His ledger burst open, and its pages slid under the shop doors on both sides of the street.
One of those doors is yours.
Nine envelopes, nine wax seals. Tap a seal to break it. About eight minutes, start to finish.
Sound is optional. The speaker up top turns it off.
Seal 1 · The envelope

Yes, you. The one holding this file. You’re the newest detective on Central Avenue, and you’ve drawn the wettest case in the building.
Courier Dewey Pruitt was crossing Central in the rain when his feet went out from under him. His leather ledger popped open. The pages went swimming down the gutter and under the shop doors, eight of them, gone into the sealed rooms behind the shops.
One page didn’t make it that far. It’s right here, stuck to the wet pavement.
The ink has run. Tap the page to blot it dry.
One word, underlined twice: COUNTER. Remember it. Every door in this case opens at a shop’s counter, and nowhere else.
Where did the other seven pages go? Under the street, the old-timers say. Your next clue is behind the second seal.
Seal 2 · The town under the town
Every kid in Hot Springs hears it sooner or later. Under the shops on Central Avenue, there’s another street nobody walks.

In 1884 the creek that runs through downtown was closed into a stone arch, and the main street was paved on top of it. Central Avenue is a lid. The arch is real, it’s sealed, and going in is against the law.
Source: National Park Service, Hot Springs Creek.
Legend says gangsters used tunnels under the shops to move cash, cards and people out of sight of the law. Historians doubt it. It makes a wonderful story, so the game tells it the honest way: as a legend.
So here’s how Hidden Springs works. The real tunnels stay sealed. Nobody goes down there. Everything underground happens on your phone: the tunnel rooms, the secret passages, the ladders that only open from below.
Players never go near a real tunnel, grate, basement or manhole. Every door opens at a shop counter, in daylight, with the shopkeeper right there.
Every piece of history in the game wears a tag: Fact Claim Legend Fiction. A legend is never passed off as history.
So how does a detective get underground without leaving the sidewalk? The third seal shows you.
Seal 3 · How a player moves
Try it: the Case Board
Two clues just came in. Tap a clue, then tap the question it answers.
Sample clues, made for this page. The real ones are in the game.
You’ve worked the street. Now step behind the counter. The fourth seal isn’t addressed to the detective. It’s addressed to the shop.
Seal 4 · Your door
In the story, your shop is one of the sealed doors. Here’s what’s behind it.

I come to your shop and film it, then build it into a walk-through anyone can explore from anywhere: off the sidewalk, through your front door, down your aisles, up to your counter. Someone planning a trip from Dallas walks your shop before they ever leave home.
Now, the part nobody expects
Music plays the whole time people play: the old radio sound of 1936. But when a player steps into your walk-through, the music fades, the dial turns… and they hear your ad. I write it with you, and it’s voiced by a warm radio voice.
What they hear
This sample is read by the game’s radio voice. Yours is written with you for your shop, voiced the same warm way, and you approve every word.
Every time a player steps into your shop. Only in your shop, never in the story’s tunnel rooms. Change it once a month: a new sale, new hours, something new on the shelf. Players can always mute it.
A puzzle made from your productsYou show me three favorites. I turn them into the lock on your door. Players learn your shelves while they solve it.
Your shop pageYour own page in the game: your favorites, your story, your hours, how to find you. See a sample page
Shop From HomeUp to 6 of your products, each one linking straight to your own checkout. People at home buy from you. I never touch the money.
How many players opened your door, tapped your card and clicked your shelf. Real counts. Clicks, not proof of sales, and I’ll never pretend otherwise.
That’s one door. But a game people play once is just a flyer. The fifth seal is why they keep coming back.
Seal 5 · Why people keep coming back
The Hidden Springs Extra
Eight editions a chapter · one a week
New Edition On The Stands!
Every chapter runs 8 weekly editions of the paper. Each one only opens when your investigation reaches that point, so nobody gets spoiled and everybody has a reason to come back next week.
12 endings to every chapter.
At the end of each chapter you decide. Publish what you found, lock it away, or guard it yourself. Who you trust. Who gets the credit. Twelve different endings, and the next chapter remembers what you chose.
Finish every chapter, and the game lays all your choices on the table and asks you one question:
“Is this who you’ve become, or where you change?”
324 ways your whole case can close.
Work teams, family reunions, youth groups and conventions book their own run of a chapter, with their own Case Board.
The birthday kid is the lead detective. The whole party works the street together.
Players coming back is good for you. But this game was built for more than one shop. The sixth seal is about the whole street.
Seal 6 · What it does for Hot Springs
What’s real so far
One of those testers has a teaching degree, and called it a teaching tool.
No made-up visitor numbers here. The game opens once 8 shops are in, and I’ll report real counts after that.
Here’s something most games won’t tell you: the people inside the story get to help write it. Seal seven.
Seal 7 · Help write it
Got an idea for the game? A story about your building? Something you’d love players to see in your walk-through? Send it. And tell me your three favorite things in your shop: that’s where your puzzle starts.
There’s one more half to this. The game sends people looking for you. Where do they land when they find you? The eighth seal.
Seal 8 · The other half
Maybe they’re back in a hotel room in Dallas. Maybe they played from a couch in Little Rock. Either way, the game just gave them a reason to buy from you. Your website is where they do it.
You’ve seen everything behind the door. One thing left: the price of the key. The last seal.
Seal 9 · The price of the key
Recommended
from $1,495 + $79/mo
Your website with its own online store, your door in the game and your walk-through, together.
$200 down, then $259 a month for 5 months
$495 + $49/mo
Your shop as a sealed door in the downtown game.
$200 down, then $59 a month for 5 months
from $850 + $39/mo
For a business that isn’t in the game: a real website, no online store.
$200 down, then $130 a month for 5 months
Case closed. Your move.
Text me: 501-575-8017
I’m one person, I live here, I build every door myself, and I answer every text.
Topher Cook · Mixed Maker Shop · Hot Springs, Arkansas