THE LAST SHIFT

Signal Across Time

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

Greywick wireless station with antique brass radio equipment and warm lamplight
Original game artwork · Signal Across Time
Play format
Solo or with friends
Design difficulty
Medium–hard
Suggested age
14+
The journey
7 stages

FROM THE GAME · NO COMPLETED ANSWERS

Two eras. One conversation to keep alive.

Three numbered brass circuit dials in Signal Across Time, each at its initial setting with plus and minus controls.
In-game circuit controls · all three dials at their initial setting. View full-size screenshot

What you actually do

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 puzzle

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 →

TWO EXPLORERS

How to play with a partner

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

Two clock readings, a century apart

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?

Reveal the worked example
  1. 1926: subtract the fast clock’s error. 20:11 − 4 minutes = 20:07 GMT.
  2. 2026: add the slow clock’s error. 20:05 + 2 minutes = 20:07 GMT.

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 between every clue

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

What you will do

01

Restore the connection

Count the marked features on the emblems and interpret service notes to compensate for changes in the receiver.

02

Compare two eras

Read antique clocks, adjust numbered brass controls and work out how the station’s records and instruments relate.

03

Leave the right evidence

Preserve useful objects, identify the matching cabinet and coordinate the final shutdown across both perspectives.

Play with your team

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.

Who will enjoy it?

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

Step into the story

English synthetic narration and on-screen text. Chinese subtitles available. No autoplay. Download MP4

Read the film transcript

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.

Questions before you play

Is this a two-player puzzle game?

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.

Do we need a video call?

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.

Is Greywick a real historical station?

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

Two eras. One conversation.

Play Signal Across Time free

Another story for another night

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12 STAGES · MEDIUM–HARD

Museum After Dark

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Solo or with friends · Suggested 13+

Explore Museum After Dark
The lighthouse workroom with a coastal chart, mechanical instruments and a view of the storm

8 STAGES · MEDIUM

The Last Lighthouse

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Solo or with friends · Suggested 12+ with adult support

Explore The Last Lighthouse

Playing with one partner?

Use our online escape room for two guide to set up your shared room and compare clues without spoilers.