Hi r/twinegames : finishing a 7-year SugarCube project, finally coming out of the lurker corner
Hi everyone,
Long-time lurker here, first post. I'm a French writer based outside Paris, and I've spent the last seven years building a psychological horror in Twine/SugarCube. It's finally close to release and I figured it was time to come say hello to the people whose threads I've been reading for years.
The project is called *Maximilien*. It's set in Boston in 1926, written in a quiet literary register, with around 1755 narrative nodes. The original is in French and the English version is being adapted by a literary translator with an advanced academic background, a real adaptation, not a string-replace job. I'll drop a screenshot of the editor view in a comment below if anyone's curious what seven years of SugarCube looks like from the inside.
A few technical notes, since this is the sub for it.
I came to Twine from writing, not from programming. That shaped almost every architectural decision I made in the early years, and it shows. I built my own external file system to hold the routes coherent — a naming convention with arbitrary nesting depth, where real passage names ended up looking like `c_1_r_2_2_1_1_1_1_1`. It worked, up to a point. The point being roughly the moment SugarCube started failing silently on my mixed-type variables and arbitrary sentinel values. I'd be happy to talk through the specific mistakes if anyone's mid-project and wants to avoid them.
One thing I'm particularly happy with, and that I'd love to compare notes on with other authors here: the prose carries visual artefacts that appear and intensify in response to the protagonist's inner state. It's not a sanity meter in the gameplay sense - there's no number on screen, no fail state. The text itself takes on visual layers, and the player can adjust the intensity in the settings, which I think matters for accessibility. It took a long time to find the right balance between expressive and readable. Curious whether others here have worked with similar live text effects in SugarCube and what techniques they've found.
I'm also entering IFComp 2026 in August with its core version, and with the Steam release of the "definitive edition" (with visuals, music, sounds and more narrative branches) the same week as Steam Scream Fest on October 26. I'm aware those are crowded windows. I'm doing what I can to make sure the work itself holds up to that exposure rather than chasing it.
Two questions I'd genuinely love to hear answers to:
For anyone who's shipped a Twine project of meaningful size, what's your file organization, and what would you do differently next time?
And for those still mid-project on something ambitious — what's the hardest call you're sitting on right now? I might not have advice, but seven years of similar calls has probably given me at least good company.
Thanks for the years of conversation I've read silently. It shaped this project more than you know.
Yohan