As we continue to grow we want to emphasise one thing – itâs never been about just puzzles or plot twists, itâs about what happens around the table – when screens go off, stories come to life, and people feel closer. Weâre here to challenge an industry built on noise and clutter, and our mission […]
We wanted a game that helped people feel closer not just entertained. Not more plastic, not more competition, just stories worth sharing. When we launched Cases & Clues, the response was instant. Within 18 months, over 120,000 people had played. Couples, friends, families laughing, solving, connecting. This wasnât just a game, this was a movement.
We spent years testing and refining Cases & Clues – not just with friends, but complete strangers. Every detail had to feel fun, clever, and worth returning to. We werenât building a gimmick. We were building something people could actually connect through.
We decided to make something better. We reimagined what games could look like – designed with sustainability from the start. No plastic, no giant boxes. Just smart, compact, recyclable design. It wouldâve been easier not to, but thatâs not the future we believe in.
Over time, we saw how wasteful the industry has been. Billions of plastic toys, oversized packaging just for shelf presence, and little thought for what happens after. It wasnât just the volumeâit was the mindset. Short-term impact, long-term waste. And we realised⊠it didnât have to be that way.
We met at Mattel (the worldâs biggest toy company at the time) and it was an amazing chapter in our lives. We were surrounded by creativity, play, and iconic brands. Weâre incredibly grateful for everything we learned, and for each other. But being on the inside, we started to notice things that didnât sit right […]






