Cipherfell

Good judgment.
Built through play.

A medieval mystery that makes security thinking tangible. Explore the village. Follow the evidence. Decide who to trust.

Free to play · No account · Progress saved in your browser
An illustrated aerial view of the walled town of Cipherfell and its market square
CIPHERFELL · AERIAL FILM
7 security cases3 optional dungeons8 East Ward jobs50 min classroom plan
Learning, made playable.

Think it through.
Then make your move.

Security ideas become decisions you can explore: who to believe, what to protect, and how to check what changed.

01 / EXPLORE

Hear the village’s story.

Talk to residents, inspect evidence, and use the atlas to follow your objective through the streets.

02 / COMPARE

A claim is not proof.

Bring clues back to the Case board. Compare independent sources before making a decision.

03 / EXPLAIN

Make your reasoning visible.

Use feedback, reconsider an assumption, and explain what would change your mind.

Actual Cipherfell gameplay: the Warden, residents, buildings and minimap
Actual browser gameplay
Beyond the main street

A world worth
investigating.

Explore the Sealed Vault, Flooded Mine, and Crypt. Read enemy warnings, dodge, and counterattack. Victories have a 75% chance to add a hint.

Visit the East Ward for supplies, rest, and route notes. These side trips are optional; your main case is always the focus.

Evidence puzzlesNPC conversationsDungeon combatAtlas & minimap
Watch. Play. Put it into practice.

A clear start.
For players and educators.

Real gameplay, English captions, and Benji narration. Watch at your own pace, then put the ideas into practice.

FOR PLAYERS04:00 · ENGLISH

Your first investigation

Movement, conversations, evidence, combat, hints, and returning safely to the village.

Open the learner guide →
FOR INSTRUCTORS & TAs05:00 · ENGLISH

Turn play into a discussion

A focused university lesson with paired roles, evidence prompts, transfer, and a six-point exit ticket.

Open the teaching guide →
Everything for your session.

Less preparation.
More discovery.

Open the guides in your browser or download materials for preparation, projection, and reflection.

00–05Frame
05–10Controls
10–25Investigate
25–35Discuss
35–45Transfer
45–50Exit ticket
Before you enter

The details.

Do I need an account or an installation?

No. Open the game in a browser and choose New Game, or Continue for a saved journey. Keyboard and touch controls are available. The game and materials are in English.

Where does my progress go?

Progress is saved in this browser on this website. Return with the same browser and address. Clearing site data or using a different device does not carry that save with you. The new /play address uses the same site storage as the previous homepage.

Is research logging required?

No. Choose No on the research prompt and you can still play. Optional CSV export requires logging and is per browser. There is no teacher dashboard, class roster, or automatic gradebook.

Must students finish the game or fight enemies?

No. The first lesson focuses on one identity case and a justified explanation. Dungeons and town jobs are extensions. Do not assess combat speed or random hint drops; use the included exit ticket.

What does the game help us practice?

The seven cases introduce identity verification, secrecy, access, information leakage, forged messages, integrity, and recovery. Use the classroom discussion to connect the village analogy to a new setting and consider its limits.

Start with a question.

See where it takes you.

Leave with a reason for what you believe.

Play Cipherfell ↗