About the society / Declassified

We hide stories
in plain sight*

Asterisk Society writes real-world mysteries for the streets of Gurugram. No rooms, no padlocks. Just a case, a team, and a city that's in on it.

*and then we watch you walk past them.

Who's behind the Asterisk*

Who runs Asterisk Society? Agent White. Their trail begins somewhere in MP, takes a detour through Rajasthan and disappears into Delhi uncovering sleepless nights at IITD before going undercover in Tata1mg investigating users. Always drawn to stories with missing pieces. Still questioning everything. That's all you're getting - handlers don't blow their own cover, and neither do we. What we will say: they've been doing this since middle school, still won't admit how the last twist works, and finds your confusion personally delightful. You may already have met them mid-case. You'll never know for sure.

A wire from Agent White*

Since I was 13, ordinary plans haven't been safe around me. Birthdays turned into treasure hunts. Spy-themed party invites turned into puzzles you had to solve before you even knew where the party was. Get-togethers turned into murder investigations. There's a specific kind of face people make right before something clicks - I've been chasing that face for over a decade. Asterisk Society is just that habit, scaled up and let loose on Gurugram.

Gurugram runs on the same five plans: dinner, a bar, go-karting once, a mystery room once, repeat. Everything fun here either needs a group or gets old in three tries. Nobody's actually hiding anything from you anymore. So we started hiding things.

One case, from the inside*

*composite, not confession. no spoilers here.
ENTRY 01

A dossier, not a ticket.

Coordinates, a backstory, a reason you're supposedly there. You meet your handler on an ordinary street corner.

ENTRY 02

The clock starts.

Everyone around you keeps walking like nothing's happening. Because to them, nothing is.

ENTRY 03

It clicks.

The kind you feel in your chest before your brain catches up. Nobody told you the answer. You found it.

ENTRY 04

You argue. You wander.

Fifteen minutes on a wrong theory. A lane you never knew existed, forty seconds from one you drive through weekly.

ENTRY 05

There's a handler nearby.

Watching from exactly close enough. You probably won't clock them. That's rather the idea.

Standing orders*

*what we believe, in writing
ORDER 01
The city is the set.

We don't build rooms. Most of what you touch was already there.

ORDER 02
Every case runs out.

A handful of runs, then it's retired. Missing it should cost something.

ORDER 03
Failing is allowed.

Most teams don't close the case. The argument afterwards is part of the game.

ORDER 04
Look up.

The point is to leave seeing your own streets differently.

2026

Est. / Gurugram

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