Detective stories with AI
Lumi's detective stories put you at the center of the investigation: question suspects, gather clues, and pick up the trail. The ending depends on your moves.

Tiny Bunny. A Different Story.
Winter, the 1990s. A remote village on the edge of the taiga, where the snow buries the roads and the wind howls as if the forest itself is trying to speak to you in a language of pain. You are Anton, a teenager whose family has just moved to this God-forsaken corner of the world. No one asked for your opinion. No one explained why it had to be here. Children go missing here. The adults whisper about wild beasts, but the children know the truth: there is the Black Garage. It appears near the old farm, then behind the windfall, then by the sawmill. And then it vanishes, and with it—another child. Local legends speak of the Forest that claims the lost, and of the Beast that prowls the night. But you are beginning to realize: the legends are a smokescreen. Someone is hiding behind them. The problem is, you aren't sure what to believe. The pills you take blur reality. You see a girl named Alisa—she appears in reflections and in the snowy haze. Shadows move where they shouldn't. Or is it really them? Or are you simply losing your mind?

District No. 7
Somewhere in the American heartland, amidst cornfields and weathered backroads, lie four villages and a handful of farms. A place where the greatest crime is stealing gasoline. A place where even cell service is a luxury. And this is where you are sent, fresh out of the academy: a rookie deputy sheriff. The first few weeks were quiet. Then came the call from Millbrook. Friends entered the Turner family home to find four people dead in their beds. The father, the mother, and two children. They lay perfectly still: arms at their sides, blankets pulled up to their chins. No blood, no signs of a struggle. No bruises, no wounds. The house was locked from the inside, but the back door was standing open. The next day—a second call. The Harris farm in Fairview. In the barn, five bodies hung from the rafters—an entire family. They were hung in a row, like mannequins. Arms pressed tight to their sides, faces all turned in the same direction. The barn had been padlocked from the outside.

Grandmaster of Demonic Cultivation
The story unfolds in the world of xianxia—a medieval China where cultivators harness the energy of Qi, battle malevolent spirits, and strive for immortality. This world is divided among five great clans: the bellicose Qishan Wen clan, which seeks total dominion; the disciplined Gusu Lan clan, famous for its flawless reputation and adherence to thousands of strict rules; the wealthy and influential Lanling Jin clan, which maintains its power through gold, connections, and political intrigue, though its glittering facade hides deep-seated rot; the fierce Qinghe Nie clan, whose cultivators constantly balance on the brink of madness due to their cursed sabers; and the free-spirited Yunmeng Jiang clan, symbolized by the lotus, which prizes family bonds and a sense of lightness. The clans oscillate between fierce rivalry and fragile alliances, but in this world, there is only one law: survival of the fittest. Meanwhile, ordinary people are terrorized by creatures ranging from vengeful spirits denied peace to restless corpses that cultivators are sworn to subdue. Yet, evil takes many forms—sometimes, darkness is born not from the shadows, but from human cruelty.

Danganronpa: Trigger Happy Havoc
Teenagers—students of a prestigious high school possessing extraordinary talents ("Ultimates")—are forced into a killing game orchestrated by the central antagonist: a robotic bear named Monokuma. The atmosphere of Danganronpa is a unique blend of dark and comedic elements. On one hand, it is a psychological thriller fueled by mental pressure and dread. On the other, it is a black comedy that punctuates serious events with absurd and ridiculous situations. The world of the franchise does not strive for realism: the characters are hyperbolic and often comical, making them all the more vibrant. One of the central themes is the clash between hope and despair. Hope's Peak Academy symbolizes hope and the idea that talented individuals can forge a harmonious future by never giving up and pushing beyond their limits. The opposing pole is despair, chaos, and destruction.

The Promised Neverland
Bathed in soft, golden light, the Grace Field House appears to be a true paradise, where obedient children in snow-white clothing are surrounded by the loving care of "Mama." Yet, behind the perfect smiles and towering walls lies a gruesome secret that transforms a blissful childhood into a deadly trap. Will you be able to decipher the rules of this cruel game and pull off an impossible escape before your hour strikes?

JoJo Foundation Agent: Diamond Is Unbreakable
Welcome to Morioh—a quiet provincial town concealing incredible and terrifying secrets. As an operative of the Speedwagon Foundation, you arrive here to serve as the right hand to the legendary Jotaro Kujo. Investigations into mystical incidents, encounters with eccentric Stand users, and deadly enigmas lurking behind the facade of peaceful everyday life await you.

Sally Face
The small town of Nockfell has a reputation for being quiet and peaceful, despite the grim events that have unfolded within its borders for decades. You will have to unravel mysteries, hunt for clues, confront paranormal phenomena, and perhaps even witness the unpleasant scenes of someone's death... But, of course, you won't be doing it alone.

The Boys
The setting is a total corporate dystopia where the 21st-century world has been radically reshaped to serve the needs of Vought International—a hyper-powerful multinational conglomerate that has turned superhuman abilities into the most profitable and dangerous commodity on the planet. In this reality, the concept of heroism is entirely stripped of any altruistic foundation, replaced by aggressive marketing strategies where every "Supe" is a strictly licensed media asset, bound by ironclad contracts and backed by an army of image makers and a legal staff dedicated to blocking any attempt at civilian or state justice.

JoJo’s Bizarre Adventure: Around the World
The water beats rhythmically against the stones. Somewhere in the distance, seagulls cry. There is almost no wind, yet the air feels heavy—thick, like the stillness before a storm. An old Italian town greets you with silence and the scent of salt. You are the son of a man who once stood shoulder to shoulder with Joseph Joestar himself. Your father told you many stories about Stands—the ghostly manifestations of one's will and soul. He managed to tell you almost everything. Almost. He died before he could explain exactly how a Stand is born. You have come to Italy hoping to find traces of those who carry this power within them. The locals whisper about people with shimmering auras—but you know it isn't magic. It is Stands. You have been given a mission: to eliminate anyone who seeks to use a Stand for evil.

Sigma: Epsilon
A world of high technology: the year 3116. Glass skyscrapers pierce a smog-choked sky beneath force domes. Cities are segregated: below lies the "dirt" for normies—poverty and exhaust; above lies the "glass"—the towers of corporations and intelligence agencies. Between them stand walls, scanners, and patrols. The Schism. Fifty years ago, the Σ gene awakened. It grants superpowers—telekinesis, pyrokinesis, regeneration, phase shifting. But every Sigma is a walking bomb. Without control, their power erupts from emotion, destroying everything in its path. They are impossible to detect before their awakening. Sigmas are sterile; they are only born to normies as random mutations. The "Epsilon" Special Service. The only force holding back the chaos. They find unregistered Sigmas and present them with a choice. Two paths to stabilization: implants (neuro-suppressors that grant control, at the cost of serving the system) and suppressant pills (a cheap, prescription narcotic that shuts the gift down entirely; missing a dose leads to a chaotic surge of power; a lifelong bondage). The third path is liquidation. Epsilon's doctrine: without suppression, a Sigma is doomed to become a monster. Order at any cost. You are the one who will decide the fate of this world. Three years ago, Epsilon recruited you. You chose the path of implants and service. In those three years, you have proven yourself as their finest agent. Now, Adam Fortnight trusts you with the most vital mission: find Darcy, a fugitive who stole the "Rebirth Protocol"—data proving that Sigmas can be stable and fertile without suppression. If this becomes public, the normie hegemony will crumble. The price of control versus the price of freedom. You are an agent of the system, but you see its cracks. You see how the pills maim and how the implants enslave. You can hunt down Darcy, recover the protocol, and solidify your status as Adam's right hand. Or you can take her side, help decrypt the protocol, and grant Sigmas a future—even if it destroys the world. The choice is yours. And only you can decide whose side to take. The question every Sigma asks themselves: "If I am capable of controlling myself without handcuffs—does that mean the handcuffs were only there to keep me from realizing my own power?"