
A real-time headquarters for investigation games. Pin the evidence, trace the threads, keep the sheets and roll the dice — and when the night turns to a fight, handle it without leaving the table.
A case, mid-thread.

The wall for your evidence. The shelves for your files. The table for the fight, and the screen to run it all behind. You don’t assemble Annex — you walk in and get to work.
Every dossier, document, and clue, filed and findable. The case remembers itself, so your table doesn’t have to.
Pin the evidence and string it together. Trace who’s connected to what, and annotate why two clues belong on the same thread.
When it comes to a fight: a square or hex grid, tokens, HP, initiative, and dice — the combat these games run, without leaving the room.
A room only the Keeper sees. Stage the next reveal, hold your secrets, and hand a clue across the table when the moment lands.
How a night runs
Drop in the photos, letters, dossiers, and clues — everything the table has found so far, filed where the whole room can see it.
String the evidence together and argue about why. Trace who knew whom, what happened when, and what the cult intends next.
When the night turns, step onto the grid — tokens, HP, initiative, and dice — and settle it without leaving the table.


For the table that's chasing the truth
Built for systems where investigation is the game — where players spend a session piecing together what happened, what is happening, and what the cult intends to do next.
· Call of Cthulhu · Delta Green · Vaesen · World of Darkness ·
Annex is built and run by one person — a player making the tool I always wanted — and it’s growing fast: new features land and rough edges get sanded on a steady cadence.
Don’t see something your table needs? Tell me — I’m always taking ideas.
The case is waiting.
Step into the Annex