From booking to accusation
How a voyage becomes an investigation.
A case is not a box you open once. It is a story paced to a sailing — prepared before you leave, carried aboard in your luggage, and solved somewhere between the last port and the first sight of land.
The five stages
What actually happens.
Each stage has a job. Two of them happen before you ever board, because a case that needs the internet at sea is a case that does not work.
Choose your voyage
Tell us the cruise line, ship, sailing date, party size, and the age of your youngest investigator. We check that sailing against our prepared ship profiles and tell you honestly whether it is Confirmed, In Validation, Waitlist, or Closed — we do not call a voyage supported just because the ship exists.
Receive your case
Your physical evidence file ships to you before departure, not to the ship. Documents, statements, schematics, coded messages, maps and the artifact at the centre of the mystery arrive sealed, so nothing is spoiled before night one.
Get voyage-ready
Install the app and download your case while you still have a connection. The app verifies every asset — audio, images, maps, puzzles, hints, the solution itself — and only then shows the Ready for Voyage seal. That seal is the promise the rest of the trip depends on.
Investigate at sea
One investigation unlocks per sailing day. You open envelopes when the app tells you to, compare what you are holding against what a witness claims, and keep notes as the story stops adding up.
Make the accusation
When the final investigation closes, the accusation unlocks: who did it, why, who was framed, and which piece of evidence proves it. You commit once. Then the case seals and the full resolution opens.
And afterwards
Your accusation, score, rank and notes stay on the device. Nothing about how your party played is uploaded, because there is nothing to upload to.

The rhythm of a sailing
Paced to the sea, not to a timer.
A voyage is not an evening. The Last Crossing opens one investigation per day across five days, so it sits alongside the sailing rather than asking you to give up a night of it. About four and three quarter hours of investigation in total, in six pieces.
Investigations unlock by sailing day. Nothing expires, nothing is missed by being ashore, and a day you skip is still waiting when you come back to it. The last two open together, which is deliberate: that is where the case stops behaving.
Play together, or hand it round
One device is enough. The physical evidence spreads across a table and the app is the thing you pass to whoever is reading aloud.
Hints that do not spoil
Every puzzle carries three hints, taken in order. The first tells you where to look. The third tells you what you are looking at. Taking one costs you nothing at the accusation — only the wrong name does that.
Two things people ask first
The awkward questions.
Do I have to wander the ship?
No. Optional field missions turn public spaces into part of the investigation, but every single one has an in-app or map alternative that gives you the same information. Nothing requires crew-only areas, nothing asks you to block a walkway, and nothing breaks if you would rather solve the whole case from a lounger.
What if the itinerary changes?
Ports get missed and venues close. Cases are authored so that no single location can make the mystery unsolvable — if a field mission cannot happen, its alternative carries the same evidence. An itinerary change costs you atmosphere, never progress.
Ready when you are
Find the case waiting on your cruise.
Check your sailing and we’ll tell you what’s coming aboard.
Find my case