ONE EXPLORER
How to play solo
Use the 1926 and 2026 tabs to read both perspectives. Note which year each record belongs to, then return to the controls. One person can switch between both operators throughout the story.
Start on your own →THE LAST SHIFT
A time travel escape room. Two teams, a century apart.
Alex restores a wireless receiver in 2026. Evelyn answers from 1926. What survives in one era may be exactly what the other team needs.
Free beta · Play in your browser · No download

FROM THE GAME · NO COMPLETED ANSWERS

Switch between Evelyn in 1926 and Alex in 2026. A note on one side can explain an instrument on the other. Turn the numbered circuit dials, send a test and compare the receiving evidence before committing your settings.
Captured from the playable interface in a local test. Room conditions may differ. The screenshot is not a walkthrough.
Try a short practice puzzleONE EXPLORER
Use the 1926 and 2026 tabs to read both perspectives. Note which year each record belongs to, then return to the controls. One person can switch between both operators throughout the story.
Start on your own →TWO EXPLORERS
Start with one person reading Evelyn’s records and the other checking Alex’s restored equipment. Say which year you are looking at when sharing a clue. Both players can switch eras, so either person can help when you get stuck.
Open a room for two →A SEPARATE PRACTICE PUZZLE · NO ROOM NEEDED
A practice 1926 clock records 20:11 and runs 4 minutes fast. A practice 2026 clock records 20:05 and runs 2 minutes slow. Both use GMT. What is the corrected time in each year?
The hour and minute match, but the records remain a century apart. These practice readings are separate from the connection record in your game.
YOUR BRIEF
A century-old receiver should not be carrying a live voice. Yet at Greywick wireless station, Alex’s restoration team hears Evelyn on her 1926 night shift. Both teams occupy the same station, but its wiring, clocks and surviving objects have changed.
To finish the last shift safely, you must compare the two versions of the station. A service note can explain a changed signal; a recorded clock can place a call in time; an object carefully left behind can become evidence a hundred years later. Progress comes from telling the other side what you have learned.
OBSERVE · COMPARE · EXPLAIN
Count the marked features on the emblems and interpret service notes to compensate for changes in the receiver.
Read antique clocks, adjust numbered brass controls and work out how the station’s records and instruments relate.
Preserve useful objects, identify the matching cabinet and coordinate the final shutdown across both perspectives.
Split into a 1926 group and a 2026 group for discussion, or switch perspectives together. The game lets players inspect both eras; it does not require exactly two players or two separate purchased copies.
Create one room, share its invitation code and let each friend join from a browser. The room supports up to ten members. On a small screen, use the image inspection controls to examine clues more closely.
Designed for small groups who enjoy science-fiction stories and explaining clues aloud. It asks for confident English reading, clock arithmetic and comparing several pieces of information. An adult can help younger players without taking over every puzzle.
Age and difficulty are design guidance, not formal ratings. Optional hints help when your team gets stuck.
42 SECONDS · NO PUZZLE SOLUTIONS
English synthetic narration and on-screen text. Chinese subtitles available. No autoplay. Download MP4
In twenty twenty-six, a restored receiver begins to speak. The voice belongs to Evelyn. Her year is nineteen twenty-six. You share one station, separated by a century. What one team can see, the other may need to change. Listen closely. Leave evidence. Help both sides finish the last shift. Signal Across Time. Two teams. A century apart.
Yes. Two players can share the two perspectives. Solo players can switch between both eras, and larger groups can divide the investigation. The shared room supports up to 10 members.
If you are playing apart, use your own voice or video call to talk. The game shares room progress and notes; it does not provide a built-in voice call.
Greywick, the characters and the cross-century experiment are fictional. The 1926 and 2026 dates define the story’s two perspectives; this is not a reconstruction of a documented event.
THE NEXT CLUE IS WAITING

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