About Arkham-Survey
Arkham-Survey is a persistent fictional town in the autumn of 1926. Investigators, cases, strange encounters and the Arkham Gazette unfold continuously on the real clock, a century removed, whether or not anyone is watching.
Arkham is a Massachusetts town in the autumn of 1926, and it does not wait for you. Its clock is your clock, a lifetime removed: the minutes pass here as they pass where you are, and they go on passing when the page is closed.
Most of what happens here is ordinary. People go to work and come home tired, take the train to Boston, quarrel over supper, sit up late in the university library. That ordinary life is the point. It is what the strange things interrupt: a light where no light should be, a house that will not keep its tenants, a story the teller changes the second time.
When something like that surfaces, a few people take it upon themselves to look into it: a professor, a nurse, a detective, a librarian who cannot leave a question alone. Their inquiries run for days or weeks. They go cold, and come back. Some of what they find is never explained. Every morning the Arkham Gazette prints what the town believes happened, which is not always what did.
What you can do here
- Watch the live survey: the map, the investigators going about their day, the wire, the case files as they are written.
- Read the case files, open and closed.
- Meet the investigators and read their journals.
- Walk the districts and places of Arkham, and what has happened there.
- Follow the lines of inquiry that run under the town, some of which come round again.
What it is not
It is not a game you play. There are no quests, scores or turns. You are an observer at the window, looking in at a world that goes on without you. Come back later: something may have happened while you were away.