r/interactivefiction

▲ 57 r/interactivefiction+1 crossposts

Searching for IFs with satisfying smut and Story

Headline says it all. I‘m an adult and want to read adult stories. 😉

It doesn‘t matter if it‘s WIP or finished, but I want there to be smut already. I‘m sick of starting WIPs only to thirst for more and be saddened by dropped IFs. (No hate against anyone, starting to write IFs❤️ I admire your courage! )

Itch recommendations are also welcome.

Thank you in advance! 😌

Recommended so far:

When Life Gives You Lemons
Hunted
Blood moon
Thicker Than (wip)
Honor Bound
A Vampires Kiss
A Kiss from Death
Love after Death
Paved in Ashes
Werewolves Haven Series (Bly)
God Cursed

reddit.com
u/Professional-Run8157 — 20 hours ago
▲ 18 r/interactivefiction+2 crossposts

Seven years writing horror in Twine - four things I learned the hard way

I started writing Maximilien in 2019. It's a French psychological horror visual novel set in Boston in 1926, built in Twine/SugarCube, releasing on Steam on October 26 for Steam Scream Fest. Somewhere around year four I stopped counting how many times I'd thrown out an architectural decision and started counting what I'd actually learned. Here are four things I'd hand to myself at year one.

TL;DR, after seven years and 1755 narrative nodes:

- I tried to carry too much alone, for too long. The project only became viable once each domain had its own person.

- None of the productivity systems I tried fit how I actually work. I had to build my own, including the part where I walk away from blocked scenes.

- Document the system as rigorously as you write the code. Future you is a stranger who will not remember why `$exor = 1000` meant anything.

- In branching fiction, no decision is local. The structure is a web, not a chain.

Some context first:

Maximilien is a long-form narrative horror project, entering IFComp 2026 in August. The original is in French. The English version is being adapted by a literary translator with an advanced academic background - not a "translation" in the convert-this-string sense, more a full literary rewrite aimed at sustaining the prose register in another language.

The team is four people, all working remote: me on writing and development, Solynk on illustrations, Larant on music, Lucia on the English adaptation, and my brother handling everything marketing-related so I don't have to think about it.

I'm an autodidact. I came to this from writing, not from programming. That shaped almost every mistake I made - and most of what I'm about to describe would never have happened to someone with a CS background. If you're in a similar position (a writer or artist building something in Twine, Ren'Py, or a custom engine), I think the lessons below transfer. If you're a trained developer, you'll mostly read this and nod at the obvious bits. That's fine. It wasn't obvious to me at the start.

One note on the toolchain, since the question always comes up. I picked Twine in 2019 because SugarCube was the tool that matched what I needed for dense interactive prose. I'd still pick it today for that specific use case. This post isn't about defending that choice, though - it's about what I had to figure out *given* that choice.

1. I tried to carry too much alone, for too long.

For the first few years I tried to handle nearly everything myself: writing, structure, technical implementation, early visual direction, even the first attempts at musical mood. Some of that was budget. Most of it was the assumption that because I had a clear vision, I could execute every part of it well enough on my own.

That assumption was wrong. Every domain I touched outside writing slowed the project down and produced output I later had to redo. The shift came when I accepted that good specialists aren't just faster - they bring a grammar of their own domain that a generalist misses entirely. Solynk doesn't just illustrate; he reads the manuscript and answers it. Larant doesn't compose to a mood board; he composes to the emotional structure of the chapter. Lucia isn't translating sentences; she's rebuilding the literary register from inside the target language.

So the lesson isn't really "delegate." It's that the wrong collaborator is worse than no collaborator, and the right one transforms the work in ways you couldn't have anticipated. Hiring slowly, and choosing for alignment rather than just craft, was probably the single highest-leverage decision I made.

2. No methodology I read about fit how I actually work.

I tried a lot of them. Agile-flavoured sprints felt absurd applied to literary writing. Strict daily word counts produced text I had to throw out. GTD systems collapsed within a month every time. After enough failed transplants I stopped looking for the right method and started building one from how I actually function.

What I landed on has two unusual features.

The first is that I don't fight blocked passages anymore. If a scene resists for more than two or three sessions, I leave it and come back two or three weeks later. Nine times out of ten the obstacle that felt structural turns out to be temporary, and the scene unlocks in twenty minutes when I return with fresh eyes. The tenth time, the obstacle was real, and the gap of time gave me the distance to see what actually needed to change.

The second is that I treat intuition as a signal worth following even when I can't articulate why. On a project this long, the things you can argue for are usually the things you've already done. The real breakthroughs tend to come from a direction you can only name afterward.

Borrow shapes from others if they help. But don't try to inhabit a process designed for someone with a different temperament.

3. Document the system as rigorously as you write the code.

This is the one I'd put first if I were rewriting this post for someone just starting.

Twine doesn't give you much architectural support for long-form branching fiction, so I built my own file system by hand. A naming convention with arbitrary nesting depth: C for chapter, j for day, R for dream, numbers for the node concerned. Real passage names ended up looking like `c_1_r_2_2_1_1_1_1_1`. Each card in my external system tied its variables to their narrative context. That part saved me - up to a point.

What didn't save me was the variable naming I chose at the start. I used letters. `a = 0 to 4`, then `a1`, `a2`, and so on. Compact, abstract, and nearly unreadable six months later. I should have used `$search_perso` and `$biblio_univ` from day one. The readability cost would have been zero. The debugging cost of *not* doing it was enormous.

I made other beginner mistakes that are worth naming, because SugarCube fails quietly on most of them.

I put mixed types in the same variable. `$tele` (the telegram) sometimes held a number tied to `$day`, sometimes the string `"done"`. A comparison between an integer and a string can fail silently in SugarCube - no error thrown, just a wrong result. One variable, one type. Always.

I used arbitrary sentinel values to mean "impossible state." `$exor = 1000` meant exorcism impossible, on the assumption that the value would never collide with anything else. It did, the first time a path pushed `$exor` above 2 through legitimate gameplay. A separate `$exor_impossible` boolean would have prevented the entire class of bug.

If I were starting today I'd use Obsidian with the Dataview plugin to hold the architecture as a connected node system, and Tweego on the command line to work in separate files. Both would have saved me months. If you're starting a Twine project of any real size, look at those before you write your first passage.

The deeper version of the lesson, though.

More than 1700 narrative conditions accumulated over seven years. Ten testers worked the manuscript. Entire paths still went unwalked for years. I almost stopped at one point. What got me back to it was running AI-assisted debugging passes over the scripts, conditions, variables, and links - and discovering four major bugs that had been blocking specific narrative routes invisibly for years. Documentation alone wouldn't have caught them. But without documentation, no debugging pass, AI-assisted or otherwise, would have known where to look.

4. Architecture is a web, not a chain.

The trap in branching fiction is treating each node as a local decision. It isn't. A change at node 800 propagates to node 1200 by paths you didn't plan for, and the only protection against that is an architecture designed from the start to absorb modification. Solid and flexible at the same time, like the web of a spider, which holds load through distribution rather than rigidity.

In practice this means every passage I add now is checked against the ensemble before I commit it. Not "does this scene work in isolation," but "what does this scene change about the routes that pass through it, the variables it touches, the chapters downstream." That check takes time. Skipping it has cost me more time than performing it ever has.

So patience here isn't a virtue. It's a verification budget. Each stone laid into the architecture has to be considered in terms of its effect on the whole. The cost of placing it carefully is hours. The cost of placing it badly, and discovering the problem at node 1200, is weeks.

I'm finishing the final pass now ahead of the October 26 release and the IFComp 2026 entry due in August. Happy to answer questions in the comments - especially from anyone working on a long-form branching project in Twine or any similar tool. If you're earlier in the process than I was, and you want to ask the dumb questions I wish someone had answered for me at year one, please do.

Maximilien on Steam: https://store.steampowered.com/app/4755440/Maximilien__A_Psychological_Horror_Interactive_Novel/

u/Yohan_D_Dev — 1 day ago
▲ 20 r/interactivefiction+4 crossposts

First effort- The Dead City (feedback appreciated)

Hey y’all- like the post says, this is my first effort to make something like this, and I would very much appreciate feedback on it. I made it with Twine and categorized it as a visual novel, but I’m not totally sure that’s the best way to describe it.

It’s a new adaptation of a dark Symbolist novel called Bruges-la-morte and is sort of a collage of the novel text, some original text material, photographs and video fragments of my own, and some public domain audio and video.

You can try it here, and comment and/or support it if you wish:

https://jesserichardsart.itch.io/the-dead-city-twine

Thanks!!!

u/Funeral_Wells — 3 days ago
▲ 6 r/interactivefiction+3 crossposts

👋Welcome to r/VoiceFirstGaming - Introduce Yourself and Read First!

Welcome to r/VoiceFirstGaming
Welcome to VoiceFirstGaming — a community for games you play by talking.
Voice is becoming more than a chat feature. It can be the controller, the interface, the storyteller, and part of the game itself.
This community is for exploring what happens when players can speak naturally to:
Make choices

Navigate worlds

Talk with characters

Solve puzzles

Control actions

Shape interactive stories

Play without relying on a keyboard, mouse, or traditional controller

We’re interested in everything from voice-driven adventures and interactive fiction to AI characters, accessible gaming, natural-language gameplay, audio games, and the engines that make these experiences possible.
Players, indie developers, game designers, accessibility advocates, voice developers, writers, and curious builders are all welcome.
Share what you’re building. Show us interesting voice mechanics. Discuss what works—and what doesn’t. Post demos, experiments, design questions, accessibility ideas, technical lessons, and games worth experiencing.
The goal is bigger than any one game or platform:
Help define what voice-first gaming can become.
If you’re joining early, introduce yourself and tell us one thing you’d love to be able to do in a game using only your voice.

Thanks for being part of the very first wave. Together, let's make r/VoiceFirstGaming amazing.

reddit.com
u/Pretend-Ad3214 — 3 days ago
▲ 109 r/interactivefiction+18 crossposts

The Failure Even Death Rejects BL/Otome Complete

Hi everyone!

We’re a small indie studio, our hitman-themed BL/Otome visual novel is now fully released on itch.io!

If you enjoy romance, suspense, and meaningful choices, we'd love for you to give it a try.

It would mean the world to us (:

bigdeal.itch.io
u/duckeatsears4786 — 6 days ago
▲ 16 r/interactivefiction+1 crossposts

FIRST LOOK

Hey everyone!

Here’s a first look at the introduction of my interactive fiction game.

It’s heavily inspired by classic Zork-style text adventures, but the game itself is a noir mystery set in Vancouver in '92.

What do you guys think? This is only the first look. There is more to come!

I’m planning to release it on itch.io when it’s finished.

I’m also already writing another interactive fiction game, this time in the fantasy genre.

Thanks for checking it out!

https://preview.redd.it/0f3ra55laljh1.png?width=1365&format=png&auto=webp&s=baf07bb54fdf9e80db91079a0c787de2ac6b3a3d

reddit.com
u/NoSpace2493 — 5 days ago

How to make IF games

Any good read on how to make renpy/interactive fiction with choices? I can not grasp my head of moving out kinetic/flavor choices game into this.

I do understand concepts such as storylets, branch+converge, condensed state. But can not apply it in practice somewhat. It does not fit in how I think about game I suppose. Also I checked stats for popular IF games and it seems in this style only 7%-14% of content experienced in single run - which feels really discouraging in effort/effect. is it true?

reddit.com
u/vision1123 — 5 days ago
▲ 78 r/interactivefiction+18 crossposts

I wrote a play about fan fiction!

If you find yourself in London this weekend, come on down!

Your loved one just came out as a (GASP!) fan fiction writer. How do you respond to that? What will the neighbours think? What is Omega Slick, anyway? Don't worry because fanfic veteran MinaRoseTook is here to answer all your questions. Join us for an unhinged look at where fan fiction came from and why it's a valid art form. Who knows...maybe YOU will write something. 

A one-woman show by award-winning playwright Deanna Strasse.

Get tickets HERE: https://camdenfringe.com/events/dead-doves-and-lemons-or-everything-youve-ever-wanted-to-know-about-fan-fiction-but-were-too-afraid-to-ask/

** Praise for Dead Doves and Lemons OR Everything You've Ever Wanted To Know About Fan Fiction (but were too afraid to ask)**

"Deanna Strasse...has created a brilliant piece that is not only interesting but educational in a fun way and the show is fairly unserious in the educational aspects which made the show incredibly enjoyable." - GJD Reviews 

"Such a joy to watch!" - Colchester Fringe audience member

"This is an important piece of storytelling." - Colchester Fringe audience member

u/MinaRoseTook — 7 days ago
▲ 3 r/interactivefiction+2 crossposts

DON'T LET ME DIE: My debut game

This is a game about being a doctor in a starving country, filled with moral choices to save your patients while surviving yourself.

Inspired from papers please, Nothing to Envy book and North Korea real situation even right now

there is a line in this book "dogs in China ate better than doctors in North Korea"

The woman and child is a metahuman they will be prerendered, this will add real depth to the experience

Steam page will launch in few days.

It is my debut game, love to hear your thoughts on this teaser.

youtu.be
u/Desperate_Judge_5711 — 5 days ago
▲ 3 r/interactivefiction+1 crossposts

Looking for feedback on an interactive story

Hey y'all!! I'm in the beginning stages of writing an interactive story that I want to share on Facebook.

I'm looking for feedback.

Any feedback is appreciated before I go live with the story.

Here is what I have so far.

Kendra lay under the covers, watching Darius get dressed.

Damn, he know he fine, she thought.

She pulled the covers up a little more and looked outside. The wind was blowing hard, and the snow was just starting to build up on the streets.

Being from Detroit, snow wasn't that big of a deal.

But this wind in Chi-town?

Sheesh.

Darius pulled on his pants, then pulled his shirt over his head and looked down at his phone.

“So, you really about to leave?”

He looked at her. “You know, I gotta go.”

Kendra frowned. “You could stay. I want you to. Besides, it'll be nice to be snowed in together.”

“Kendra, don't start.”

Kendra sighed. “I know, I know. You gotta run the hotel.”

Damn. Another night alone.

Six months of this with Darius.

The sex was amazing. Like, really amazing. But she didn't know how much longer she could deal with this whole friends-with-benefits business.

She wasn't asking him to marry her.

She just wanted him to stay sometimes.

Especially tonight.

But whatever. She had more shit to worry about than some man.

Like unemployment.

Her rent.

Finding a job in this economy?!

And then there was her dad.

So, how soon before you think you'll be working again, Kendra?

Ugh.

She hated that question.

Mostly because she didn't have an answer.

“Kendra. Kendra!”

“Huh?”

Darius laughed. “Damn, girl. I got you speechless like that? I asked if you needed anything before I left. I was gonna lock the door on my way out.”

“Oh, my bad. Just thinking. You good, boo. Drive safe.”

Darius gave Kendra a kiss on the forehead and a light tap on her ass.

“I'll hit you later.”

He left, locking the door behind him.

Damn.

Alone.

Again.

Sigh.

Her phone started ringing.

She didn't even have to look at the screen.

It could only be one person.

Mo.

Kendra answered the FaceTime.

“Hey girl. What's up?”

“Hey heaux, you sound reaaaaallll relaxed... Darius must have just left.”

Kendra smacked her lips.

Mo continued, “Yep, I knew it.”

Mo laughed loud as only she could do. She had one of those very contagious laughs, so naturally Kendra chuckled.

“Girl, what do you want? I'm about to grab me some snacks and watch my show. Tell Trey I said he better catch up so I don't spoil nothing.”

“I got you an interview!”

“For real? Where? Doing what?”

“They're hiring for an executive assistant at the tech firm I freelance at. I used my connections and got you an interview. The job is as good as yours. Just go in there and pop yo shit like I taught you, and you good.”

Mo continued talking.

Damn, it sounds good, but I don't want to be no coffee-fetching secretary. Ugh. But man, I got these bills to pay.

Maybe it can just be temporary until I find what I really want to do.

Or maybe I'll hit the lottery tomorrow.

“So when is the interview?”

“They said they'll call Monday with the details to schedule.”

“Yeah, girl. And we're gonna get you ready. Now, let's talk about what you're gonna wear. And don't even think about wearing that basic black blazer you wore to your cousin's funeral.”

Kendra laughed. “Girl, shut up.”

“I'm serious! You need to look like you belong in that office. We're going for professional, but cute. You got that cream-colored blouse?”

“I think so.”

“Okay, wear that. With the black pants. And your hair—”

“My hair is fine.”

“Your hair is NOT fine for this interview. I'm thinking wear it down. Nothing too extra. You want them paying attention to what you're saying, not trying to figure out what you got going on up there.”

Kendra rolled her eyes.

“See? This is why I called you. You always doing too much.”

“And this is why you need me. You're welcome.”

Mo kept going, laying out Kendra's entire interview look like she was getting her ready for a red carpet.

“Kendra.”

Kendra looked at the screen.

Mo was still talking.

She hadn't said her name.

Now I know I'm not trippin'.

This was like the fifth time this week she kept hearing her name, but it was clearly not Mo.

She jumped a little.

So weird.

Am I losing my mind?

Nah.

She was just stressed.

Damn. She wished Darius stayed.

Ugh. Him again.

Then she heard it.

“Kendra doesn't know.”

Kendra froze.

She stared at Mo through the screen.

“Mo.”

Mo stopped talking.

“What?”

“What are you talking about?”

PLEASE comment and let me know the following:

  1. Is this something you would keep reading?

  2. Do the characters feel real?

  3. Would you interact to keep the story going?

Thanks in advance

reddit.com
u/choosethechaos — 5 days ago
▲ 2 r/interactivefiction+1 crossposts

[Software] iFStudio

Written on mobile

Hi peeps. I've been developing a program that focuses on developing text based interactive fiction (thing choice of games). My goal was to make a visual editor specifically for writers/novelists in mind, so they don't have to learn a coding system on top of writing their story.

I've already done a beta run, and got some great feedback. Now I'm ready to hold another beta and I want to open it up to some reddit users for review (God I'm scared). It will still be a limited to a small number, but if you're interested, please check out the site and sign up to be a tester.

iFStudio

Caveat: this program runs on Unity 6, and you must have that installed (free), to run it.

My goal is to launch the beta in September.

I'm using my normal reddit account for this post, despite my better judgment, since I want to show people I'm an actual human. As such, please feel free to ask questions and the like.

I checked the rules, but if mods find this post breaks the rules, please just let me know.

u/dragonwithin15 — 6 days ago

For writers who have finished a book: what stages did your manuscripts actually go through?

Hi writers!!! I need some direction.

I’m curious how you guys think about the different stages of writing a book, from beginning to finished manuscript.

For those of you who have completed one, what were the actual phases/stages for you?

Did you think of it as outlining, first draft, then revisions, then editing ,then proofreading, or was your process completely different?

I’m especially interested in where you personally felt one stage ended and another began, and which stages took the most time.

I don’t think there’s one “right” process here. I’m more interested in how writers actually work than what writing guides say they should do.

I want the app to feel as personal to real writers as it can be.

Thanks in advance!

reddit.com
u/SoloAnoProject — 6 days ago
▲ 9 r/interactivefiction+1 crossposts

ChoiceFall: An interactive experience I developed while going through a depression and anxiety episode

I have bipolar disorder, and recently went through a pretty severe episode of depression and anxiety.

During the periods where I wasn't completely numb, I found myself needing something to focus on. Something that could occupy my brain and give all that restless energy somewhere to go.

So I started building ChoiceFall.

It began as a fairly simple idea: a browser-based interactive story where you're presented with choices and the narrative branches depending on what you do.

Then I kept building.

And writing.

And making increasingly questionable decisions about just how far a branching story could actually branch.

The first story starts with you lying in bed and refusing to get up when your alarm goes off.

That's it.

Except the alarm clock starts talking to you.

Then it starts getting increasingly frustrated with you.

At one point it attempts to strangle you, and you end up catching it in a logic loop by pointing out that killing you would be directly counterproductive to its primary objective of getting you out of bed.

Things continue to deteriorate from there.

Underneath the absurdity, though, the story has ended up reflecting quite a bit of what I was experiencing while I was building it, particularly anxiety, questioning your own perception of things, intrusive thoughts, and that uncomfortable feeling that you can't necessarily trust what your own brain is telling you.

I didn't really set out to make a game about mental health. It just seems to have found its way into the thing I was making.

ChoiceFall itself has also grown beyond that first story. I've been building systems around branching narrative, persistent choices and state, so things you've done earlier can quietly affect what happens much later.

It's still very much a work in progress, and I'm at the point where I'd really like people other than me to play it.

I'm particularly interested in hearing from people who enjoy interactive fiction:

  • Did you actually feel curious about what was down the other branches?
  • Did the choices feel meaningful?
  • Were there moments where the story genuinely surprised you?
  • And, probably most importantly, where did you get bored or lose interest?

You can play it here:

https://choicefall.com/

No download or account required.

I'd genuinely love to know what you think — including criticism. I've spent so long inside the branching mess at this point that I have absolutely no idea what it feels like to encounter it for the first time anymore.

choicefall.com
u/ASOP_Terminal — 6 days ago
▲ 7 r/interactivefiction+2 crossposts

I got universe jacked. Was it malice, flattery, or just plain opportunistic?

Honestly, I don’t care the motive, I’m flattered. The only bummer is now I have to “yes and” this new website into my ARG’s universe. Since there is no way to inform players that this is not ME (mainly because ME doesn’t even exist), I think my only option is to roll with it.

Here’s what happened:

I’ve been working on my narrative since mid December. In late January I published my first website artifact for one of two fictional organizations. The other company website wasn’t required for the first Act’s narrative, so I simply bought the domain I would use (and a handful of similar ones just to be safe) and sat on the initiative while I finished the first part and launched it.

Lo and behold, there was a domain I DIDN’T think to buy…and some mad genius whipped up a website for the other company without my knowledge.

The crazy part is that it isn’t entirely off the mark of what I would have done. However some key details (like founding timeline and primary business verticals) are completely different.

I’ve tried contacting them, but their contact page doesn’t work and the email on the site likewise bounces back.

So here I am.

Frustrated by the forced course change, but flattered by the high jacking nonetheless. I’m at peace, but…

…what would you do?

reddit.com
u/Portuberous — 7 days ago

Looking for an IF from late 90's early 2000's

I have been thinking about this interactive fiction I played and loved in the past. I remember coming across a IF competition and trying some of the candidates. I don t remember anything about the name. Its like remembering a dream, little bits and pieces here and there and I am not sure i am not pulling from other games I played at the same time.

What I remember

I think the character is a female

I remember being in a forest and a stream runs down to the beach or you can go up to a house in another direction

I think there is a cave, maybe under the house and there is a creature in the cave that may have been an homage to Zork. (Very fuzzy on this)

The best part is the hardest to describe. The game mechanics become more and more fantastical as you play and I think you there is a part by the ocean / sea where you maybe astral project or something like that.

Other small things, there might have been an important necklace, a missing or dead parent and maybe a dolphin you talk to in your mind or maybe you just see it.

I wish I hade more clear info.

Thank you for any help!

I think is is World's Apart. Thank you so much for helping me find this again and now I have new ones to enjoy too.

reddit.com
u/Radiant-Charge-2071 — 7 days ago

The Path, a short second-person interactive story about noticing your own patterns

I work as a clinical psychologist. Most of what I see is not a crisis. Someone says something, it lands wrong, and they handle it the way they always handle it.

I built a short interactive story around that moment. Two episodes, second person, 15 to 20 minutes, in the browser, no account: thepathstory.com. It is listed on IFDB as well.

The choices do not branch the plot. They are the moves people actually make in a hard moment, and the branches are the same scene lived differently, depending on how you meet it.

One note on how it was made, since that matters here, I cannot code, so the app the story runs in was built for me with automated tools. The writing is not. Every line is mine, written and rewritten the slow way.

If you read a lot of choice-based work, I am curious how this lands.

reddit.com
u/Dovamova — 6 days ago
▲ 223 r/interactivefiction+8 crossposts

Hi everyone, I am an indie developer making a narrative RPG set in a country inspired by Yugoslavia. For my soundtrack, I wanted to incorporate elements of Yugoslav folk music and revolutionary songs.

I am wondering whether anyone has good resources where I could find recordings that are in the public domain that I could use. Or any suggestions for good songs to use in the project or use as reference for commissioning work.

Thanks!

u/WitheringState — 10 days ago