AN EVENING WITH CECIL

The Last
Toast.

AT ASHCOMBE HALL

The storm has closed the road.
Someone has closed the conversation.

Explore the evening
THE STORY BEGINS9:15 PMTHE LAST TOAST

2–4 human players · One shared screen · Private phones

01 / THE EVENING

A toast to the house.
A silence at the table.

Sir Alistair Ashcombe raises his glass at a private gathering. Before the applause has ended, he collapses.

Outside, the storm has taken the bridge. The police will arrive at dawn. Inside, Cecil draws the guests back to the table.

There is a house to search.
And rather a lot to explain.

02 / CROSS THE THRESHOLD

Every room has
something to say.

Six rooms. One uneasy house.
Choose a door and take a closer look.

A candlelit entrance hall with dark oak stairs and rain-streaked stained glass.

ROOM 01 / 06

Entrance hall

Rain beats against the stained glass.

Inspect the entrance register

The original rooms and artwork from the game. The case’s secrets stay behind closed doors.

03 / WHAT YOU KNOW. WHAT YOU SHARE.

One table.
Different truths.

Explore on your phone. Read what your character discovers. Decide what to share with everyone.

The shared screen holds Cecil’s public story and the evidence you put on the board. Your briefing, private messages and unshared discoveries stay with you.

01   Inspect02   Share03   Compare

Try the flow with one short, spoiler-safe extract from an opening-act clue. This is a self-contained preview.

PRIVATE CASEBOOK
Jules Mercer
YOUR SAMPLE PERSPECTIVE

Jules Mercer

The systems specialist

ENTRANCE HALL / ACT I

The borrowed service pass

The register has something to tell you. Take a look before bringing it to the table.

Only this perspective sees it until you share.

Cecil, silver-haired and immaculately dressed, with a composed, knowing expression.CECIL / YOUR HOST

04 / IMPECCABLE MANNERS. INCONVENIENT OBSERVATIONS.

He keeps his composure.
You keep your suspicions.

Cecil welcomes the table, moves the story along and presides over the final accusation. Dry, observant and just a little too comfortable with an uncomfortable silence.

“Welcome to Ashcombe Hall. Sir Alistair has made his final toast, and the bridge is quite impassable. I’m afraid you’ll be staying the night.”

The revised welcome is shown above. Its recording is pending.

05 / MAKE AN EVENING OF IT

Four seats.
Everyone gets to play.

Example seating. Characters are assigned at random in the game.

Rowan Blake
HUMAN

Rowan Blake

The investigator

Jules Mercer
HUMAN

Jules Mercer

The systems specialist

Alex Hart
COMPANION

Alex Hart

The confidant

Dr Evelyn Ward
COMPANION

Dr Evelyn Ward

The physician

Two humans, two companions. Nobody has to sit out as game master.

Empty seats can use AI companions or explicitly labelled scripted stand-ins.

I

Look closer.

Search the rooms. Discover the evidence your character can uncover.

II

Compare accounts.

Share discoveries, question suspects and work through the house’s interruptions.

III

Make your accusation.

Each human chooses who, how and why. Your answers must agree to make it final.

Three acts, then a final accusation. Companions never vote on the humans’ behalf. The clock follows the story; there is no real-time countdown.

THE HOUSE WILL KEEP ITS OTHER SECRETS.

For now,
do come in.

Explore the evening

A spoiler-free glimpse of a private playable demo.
The full multiplayer game is a separate, locally hosted experience.

AN ATMOSPHERIC STUDY

The house in motion

The game’s artwork, brought to life with Cecil’s recorded welcome and an atmospheric soundtrack. A Remotion sequence of animated stills, not gameplay footage. Sound and captions can be adjusted in the player. This film uses the earlier welcome recording.

Read the voice and visual transcript

Sound: An intriguing orchestral motif builds into a dramatic crescendo. Footsteps approach through the hall; rain and a distant clock set the scene. After Cecil’s welcome, the music rises into the final title and comes to a deliberate close.

Cecil: “Welcome to Ashcombe Hall. Sir Alistair has made his final toast, and the bridge is quite beyond persuasion. Search the house. Compare what you find. Above all, do try to distinguish a secret from a murder.”

On screen: The bridge is gone. The evening is not over. A private toast. A very public silence. Search the house. Compare what you find. Do try to distinguish a secret from a murder. One shared screen. Private phones. 2–4 human players. Companions fill the table. Three acts. One final accusation. Cecil presents The Last Toast at Ashcombe Hall. Explore the evening.