Dead Letter Night

The Dead Letter Office · Night Shift

DEAD LETTER NIGHT

Letters that cannot be delivered keep arriving from people who cannot have sent them. You are the night clerk. You decide what becomes of them.

Case One playableTen cases plannedIn development

“Don’t get on at Northline. Please. I am asking you the way I would have wanted to be asked.”
Item 4471 · four pages · sealed in black wax · postmarked 11:52 PM from a station that locked at nine

The night shift

The Dead Letter Office keeps four floors of pigeonholes and eleven thousand letters that could not find anyone. You have been the night clerk for six hours. The day staff left you a list: sort, record, do not open. Underneath, in different handwriting: if the chute goes twice, it isn’t the chute.

At eleven fifty-two the chute goes twice. The letter that lands is addressed in a small leaning hand and sealed in black wax, which this office does not stock. Two minutes later a woman is at the counter, soaked to the shoulders, asking whether it has arrived. She says she never wrote it. She also says she knows what is in it, and both of those things are true.

From the Postmaster

  1. RECEIVE.
  2. RECORD.
  3. DO NOT READ.

The impression is still warm. Nobody came in to make it.

How a case is worked

01

Receive

A letter arrives that no address will accept. The wax on it is black, and this office seals in red.

02

Interview

Speak to whoever it concerns. They will not tell you everything at once, and some of them are not lying.

03

File

Every item that crosses the counter is written down. So is the time. So are your initials.

04

Inspect

Look closer at what you were told not to open. The standing orders are three words long and one of them is 'not'.

05

Connect

Lay two pieces side by side and see whether anything passes between them.

06

Contradict

Find the fact that cannot be true, and the second fact that makes it unavoidable.

07

Confront

Put it on the counter. Say what it means out loud, to the person it means it about.

08

Decide

Deliver it, rewrite it, archive it, or burn it. Whatever you choose, you sign the ledger for it.

From the office

Mara Vale at the counter, with three replies to choose from
Nine pieces filed
Choosing two pieces of evidence to present
Present two, and say what they mean
The four decisions: deliver, rewrite, archive or burn
Four ways to end a night

The case files

Case OneThe Letter Mara Never SentPlayable
Case TwoThe Bell Without a TowerIn writing
Case ThreeThe Tenant in Room ZeroPlanned
Case FourThe Woman Everyone ForgotPlanned
Case FiveReturn to SenderPlanned

Ten cases are planned. What you decide in one is carried into the rest — the office keeps a very careful list of who is capable of what.

Specifications

Platform
Android, portrait, one hand. A desktop build exists for development.
Case one
Roughly 20–30 minutes, with four endings that are genuinely different scenes.
Connection
None. The game never touches the network, in any build.
Advertising
None. No analytics, no tracking, no accounts, no third-party SDKs.
Purchases
None inside the game. No loot boxes, no currency, no energy timers.
Accessibility
Text size, line spacing, high contrast, a dyslexia-friendly typeface, reduce motion, and Ren'Py self-voicing.
Saving
Automatic at every story checkpoint, plus manual slots. Everything stays on the device.

Privacy

This game collects nothing

  • It has no network code and never connects to anything.
  • No accounts, no advertising, no analytics, no crash reporting.
  • Saves and settings are written to your device and go no further.
  • Uninstalling removes all of it. Settings → Erase All Progress removes it without uninstalling.

Read the full privacy policy