A city laid out as a grid of secrets — and very good at keeping them.
In 1733, James Oglethorpe laid the city out as a grid of squares — and the city has been hiding things in them ever since.
A death in a famous house. A trial that went four rounds. Live oaks that, people swear, won't grow moss where innocent blood was spilled. Savannah calls itself the most haunted city in America, and it tells it in its squares and its cemeteries.
You'll be handed sealed envelopes, one at a time, and sent out on foot to work a cold case from a hanging square down to the river — sorting fact from legend from what the city simply chooses to remember.
Everything here is beautiful. Not everything here is true.
One grid. Three ways in.
The Pursuit comes to Savannah in three editions — all self-guided, entirely on foot through the Historic District, roughly two to three hours. Midnight is built and ready; two more are in the works.
Work the cold case across the squares.
The gothic Savannah of Midnight in the Garden of Good and Evil — a death, a trial, and a city that keeps its secrets in its squares and its cemeteries. Teams work a cold case from a hanging square past the house that made the city infamous, through its oldest dead, to the girl who left the garden and down to the river. Sort the facts from the legends from what the city chooses to remember.
The founding grid is the cipher.
Oglethorpe's 1733 plan, run as a pure puzzle: one node per square through the twenty-two that survive, each ward teaching the quiet genius of the design that still shapes the city. A cerebral, elegant, intensely walkable edition where the map itself is the thing you're solving.
Down the bluff, where King Cotton ruled.
A River Street and Factors Walk edition on the cotton trade — the ballast-stone ramps, the old Cotton Exchange and its griffin, the bluff warehouses, blockade-running and the lonely Waving Girl who greeted every ship for forty-four years. Commerce, a little piracy, and a Trade-Up along the cobblestone riverfront.
Whichever story you pick, the shape is the same: a trail that unfolds in your hands as you walk — phones-down on sealed envelopes, or live on the app — and a reckoning at the end.
Open them one at a time, in order, on the honour system. Each sends your team to another square — the case deepening with every seal you break.
Where the story supports it, some players carry a hidden part — a witness, an unreliable informant. Revealed at the Tribunal.
No "tap done." Each stop is earned with the fact carved on a marker on site, or a photo the host approves — before the next unlocks.
Everyone reconvenes for the reveal over dinner, where the whole case turns on its head and every team renders its verdict.
They're on the monuments, the bronze markers and the headstones of the Historic District. You bring the curiosity. Savannah brings the rest. We read the stones — we never touch or climb the graves.
Midnight is ready to run. Dates for the Savannah editions are being set now — step inside, or get in touch to bring The Pursuit to your group.