The Murdoku generator builds a complete murder mystery on demand. Set the board size, pick a difficulty, press the button, and a few seconds later you have a floor plan, a cast of suspects, a victim and a stack of witness clues that resolve exactly one way. Nobody has ever seen the case before and nobody will see it again unless you save it. Where a Sudoku generator hands you a grid of holes, a generated Murdoku hands you a scene: rooms with names, people with faces, and a killer to find among them.
Everything happens on your own device. The puzzle is built in your browser rather than fetched from a server, which is why there is no queue, no daily limit and no account — and why you can keep generating cases for as long as you feel like it.
A generated case is not handed to you until the solver has proved it resolves a single way. Candidates that turn out ambiguous — two arrangements that both fit every clue — are thrown away before they reach the screen. This is the part that separates a real puzzle generator from one that simply scatters constraints and hopes: an ambiguous case is not a hard case, it is a broken one, and you would only discover it after twenty minutes of honest work.
Uniqueness on its own is not enough. A puzzle can have exactly one answer and still be reachable only by trial and error, which is not deduction — it is bookkeeping. So every case is additionally checked against a forward-only solver: if the chain of reasoning cannot be completed without backtracking, the case is rejected. What survives is a puzzle a person can actually reason through, one step at a time, the way a good logic-grid puzzle works.
On medium and hard there is a second gate: a case is also rejected if any single clue could be deleted and the puzzle still solved. A clue you did not need is noise — you read it, you reasoned with it, and it was decoration. Easy cases are deliberately exempt, because there the extra clues are what make the opening approachable.
The board runs from a four-by-four introduction up to a twelve-by-twelve investigation. Size is the main dial on difficulty, because the cast scales with it: a board always holds one victim and one suspect fewer than its width, so 4×4 gives you three suspects and 12×12 gives you eleven. A 6×6 is a coffee-break case. A 9×9 — the size of the hand-built cases most players call hard — is an evening. A 12×12 is a project.
Difficulty in the Murdoku maker is not simply a clue count. A harder case holds the whole board open for longer before anybody can be placed with certainty, and asks you to carry several partial deductions at once instead of letting one clue pin one suspect. An easy case gives you a foothold early and lets the rest fall out from there. Both are fully deducible; they differ in how long you have to hold the case in your head.
Pick a setting and the whole case is furnished to match: a manor, a grand hotel, a police precinct, a hospital, a school, a farm, a supermarket, an auto shop, a campsite, a castle, a pool, a zoo, a ski lodge, or an ordinary home. The rooms take their names from the theme and the furniture follows — you will not find a ski rack in a supermarket. Leave it on random and the generator picks for you.
When you want to build rather than be surprised, the editor lets you draw the rooms, place the suspects and the victim, and attach the clues yourself. It checks your case for a unique solution before you save it, so a puzzle you hand to somebody else is one you know is fair. You can also send a generated case straight into the editor and treat it as a first draft — usually the fastest way to make your own Murdoku, since the hard structural work is already done.
Cases you want to keep are stored in your browser, and any case can be exported as a file: a backup, a way to move a puzzle to another device, or something to hand to a friend who wants to try it. Nothing is uploaded, and nothing needs an account to come back to later.
A Murdoku is a deduction exercise with a story wrapped around it, which makes it an unusually painless way to teach elimination and constraint reasoning. Generate a small easy board for a first lesson and a 9×9 for the students who finish early.
Generate one case per table at the size you want and let people race. Because every case is verified deducible, nobody ends the evening arguing about whether a puzzle was solvable.
The 142 hand-built cases eventually run out. The generator does not, and at hard it aims for the same qualities the best hand-built cases have — a board that stays open a long time and reasoning that runs across several suspects at once.
Use the generator as a structural first draft, then open it in the editor and rewrite the clues in your own voice. The uniqueness check runs on your version, not just the generated one.
A 4×4 or 5×5 case is small enough for a child to finish and real enough to feel like solving a crime. Build one in the editor with the family's own names in it and the case stops being an exercise.
No sign-up, no ads interrupting the reasoning, no daily cap. Set the dials, press the button, and there is another case.
Unique solution and forward-solvable are requirements here, not hopes. A case that fails either check never reaches you.
Generation runs on your device. No account, no upload, no tracking of what you make; saved cases stay in your own browser.
Every size, every difficulty, every theme, the editor and the export are all available at no cost. There is no premium tier holding the good cases.
Choose a size from 4×4 to 12×12 — the number of suspects follows from it.
Easy, medium or hard, in one of fourteen settings, or leave the theme random.
Press the button and read the clues. Keep the case, export it, or send it to the editor and make it yours.