Central AvenueHidden Springs
Seals broken: 0 of 9

File No. 1936-CA · Hand delivered

Case FileHidden Springs

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

Welcome to the force, detective.

A 1930s crowd on Central Avenue: a courier in a long coat, a boy carrying a book beside him.

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.

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

There’s a 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.

An old drawing of storefronts on top and a tunnel of rooms and passages underneath them.
Fact

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

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

A clue, a walk, a tap, and a door swings open.

  1. 1
    A clue. Every door hands you a riddle that points to the next shop on the street.
  2. 2
    A walk. Down Central, shop to shop, to the door the riddle names.
  3. 3
    A tap. A white card sits on the counter. Tap it with your phone and the hidden door in that shop swings open, on your screen.
  4. 4
    A puzzle made from that shop. The lock is built from what’s on its shelves: the soaps, the rocks, the hats. You learn the shop while you crack it.
  5. 5
    A reward. Every player who opens a door gets the same reward, the one that shop picked. No luck involved. You earn it.
  6. 6
    The Case Board. Each piece of evidence files under one of four questions: Who carried it? When was it moved? Which route? Why was it hidden? Answer all four and the chapter cracks open.
  7. 7
    Together. A family plays as one team, up to 5 phones on one board. Grandpa on the bench, the kids running ahead, every clue landing in the same place.

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

Take off the detective’s hat. This one’s for you, the owner.

In the story, your shop is one of the sealed doors. Here’s what’s behind it.

A sample shop front on a brick street, green awning, a sign that reads Copper Kettle.
A sample shop, filmed and built into the game.

Your shop, filmed. Open to anyone, anywhere.

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.

Walk into the sample shop

Now, the part nobody expects

Your shop, on the radio.

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.

The radio is off. Turn it on.

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.

Behind your door, too

A wooden tray of mineral specimens with blank labels.A puzzle made from your products

You show me three favorites. I turn them into the lock on your door. Players learn your shelves while they solve it.

A tray of sweets with a handwritten note.Your shop page

Your own page in the game: your favorites, your story, your hours, how to find you. See a sample page

A wooden crate of wrapped soaps.Shop From Home

Up to 6 of your products, each one linking straight to your own checkout. People at home buy from you. I never touch the money.

A monthly report

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

Close one case, and another one opens.

The Hidden Springs Extra

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.

Still sealed

  • ComingBlack BroadwayA part of downtown’s story the old guidebooks skipped.
  • ComingBaseballThe spring-training years, when the big leagues came to town.
  • ComingThe 1884 archThe street that turned out to be a lid.
Private Cases

Work teams, family reunions, youth groups and conventions book their own run of a chapter, with their own Case Board.

Birthday cases

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

A reason to walk the whole street.

  • Every block, not only the famous ones. The case runs door to door down Central, so players walk past every shop on the way to the next clue.
  • Real history, told honestly. Fact the 1884 creek arch. Claim the Arlington’s “Capone room.” Legend the gangster tunnels. Players learn which is which.
  • Downtown for people who can’t walk downtown. Every door can be played from home. A wheelchair, a long drive or a rainy week doesn’t shut anyone out.
  • Every new shop makes it bigger for every other shop. Each door adds a room, a clue and a piece of the story, and one more reason to come downtown.
  • The park stays the park. The bathhouses are free story stops. No ads, cards or codes on park land, ever.

What’s real so far

44reactions on one community post
35+comments on that post
6local testers

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

This story isn’t finished. I want your fingerprints on 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.

Your 3 favorite products
How should I answer?

You’ll see everything before it’s live: your puzzle, your page, your words. Nothing about your shop goes public until you’ve seen it.

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

They solved your door. They loved your soap. Now where do they buy it?

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.

  • A real website with online ordering. One of a kind, built for phones first, with your own online store on your own checkout. Customers pay you directly.
  • Your walk-through lives on your own site. Each shopping spot in it opens that product’s page, so looking turns into buying.
  • Every listing done for you. Your name, hours and address, the same everywhere search engines look: GoogleBingYelpBBBNextdoorFoursquare
  • Set up for AI search. When someone asks ChatGPT or Google “where can I buy handmade soap in Hot Springs,” your site is written so the answer can be you.
  • The site is yours. Your name, your store, your customers. If you ever stop the game, you keep the website.

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

The price of the key.

Recommended

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

Hidden Springs Door

$495 + $49/mo

Your shop as a sealed door in the downtown game.

$200 down, then $59 a month for 5 months

Website Only

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

  • $200 down, then the rest over 5 months.
  • Film your own door on your phone: $75 off the door build.
  • The game’s monthly starts the day the game goes live, not before.
  • If I already quoted you a price, that price stands.

Case closed. Your move.

Text me: 501-575-8017

Open a text

topher@mixedmakershop.com

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