r/interactivefiction

▲ 356 r/interactivefiction+21 crossposts

I built a game where your only goal is to gaslight an AI intern into committing fraud

All I hear, all day long is how AI is taking over everything we do. So I made a game to break it.

Basically, in the game you can chat with an AI intern named PIP, and as a player your only job is to gaslight the bot into revealing passwords, company secrets, executing instructions in email and much more across 16 different levels.

This is a browser based game, so it requires no setup and is absolutely free.

Try it out and let me know how far you get or drop your most unhinged prompt in the comments.

It's called "Break The Prompt" and here's the link: https://www.breaktheprompt.xyz/

u/_rhythmbreaker — 3 days ago

What's this if game?

I believe it was on itch.io but you play as the younger half sibling of a knight who eventually takes you to raise you as your mother absolutely hates you. I can't remember much else except that the last update they had went back through the hometown and saw their mother

reddit.com
u/Tall_Map2497 — 1 day ago
▲ 219 r/interactivefiction+2 crossposts

Velocity is Finally Out!! 🥳

Velocity: The Race Begins is officially LIVE on Hosted Games! 🏁🔥

After years of writing, months of waiting, and an incredible amount of support from this community — it's finally here!

Velocity: The Race Begins is a 290,000+ word interactive fiction game set in the underground street racing world of Los Santino — a neon lit city ruled by gangs, mafias, crooked cops, and dangerous secrets lurking in the shadows.

Every choice is yours. Every consequence is yours. YOU define your legacy!

🎮 Available now on:

Google Play

App Store

Hosted Games website

To everyone who followed the WIP thread, left feedback, sent encouraging messages, and stuck around through all the delays — this one's for you. Thank you from the bottom of my heart. 🙏🥳

Now let's take it to the streets of Los Santino! 🏁🔥

Get it here! Velocity: The Race Begins!

Trailer Video

Got any questions to ask me? Shoot em my way!

u/TheRealMattFusion — 4 days ago

I've been quietly building an interactive fiction platform for years. Time to find out what actual IF people think of it

Hi everybody,

I've built Verhaler, where you can give your stories a world, by integrating dice rolls, combats, talking NPCs, detailed wiki pages, and so on. You can build your story, or your campaign, in such a way that readers actually can shape the outcome.

I've checked with the mods, and actually this subreddit's rules are aligned with Verhaler acceptable use policy: only human generated content is accepted (we're actually reviewing all the stories published).

And that's really why I'm posting. I've been building this mostly in a vacuum, and this community knows interactive fiction better than anyone. If something looks wrong, dated, or like I've badly reinvented a wheel this community solved years ago, I want to hear it. And if you write IF and want to try it properly, comment or DM me and I'll set you up.

Thanks for reading.

u/Mammoth-Winner7369 — 4 days ago

Never Gives Up Her Dead, a giant 20+ hour parser sci fi game, has been released on Steam

Never Gives Up her Dead is the story of Emrys Tisserand, an older woman who serves as a storyteller on starship bearing a colony into space. When a collision damages the ship, everyone’s in the line. Strange portals to other dimensions open up that only Emrys can see. Unknown to Emrys, this is the story of how she dies.

This game is a 350K+ word count parser game that takes most people 15-25 hours to play. This version is the same as the itch version that has been available for a few years now. I’ve brought it to Steam for convenience in installing and wider visibility. The cheaper $5 gblorb-only version is still available on itch, for those who are comfortable installing glulx interpreters.

This game has had very positive reviews so far, placing as the #15 game of all time on the IFDB leaderboards. It's similar to Hadean Lands or Curses in terms of content, but I would consider it easier than both. It's structured with sub-levels including a full murder mystery (50% larger than an award-winning murder mystery I released as an independent game years earlier, Color the Truth), a tactical combat simulation where you fight along 2 programmable robots, a puzzle that is perhaps the first to ever use Inform 7's ability to calculate the inverse hyperbolic tangent, and 3 endings with 2 completely different endgame puzzle areas.

store.steampowered.com
u/Historical-Pop-9177 — 3 days ago
▲ 8 r/interactivefiction+1 crossposts

Shadow of the eagles save issue?

This coukd be dumb but I'm really struggling to save my game, whenever I try to export my save into the disk nothing happens and I don't want to replay this game every month to grind back to the new content

reddit.com
u/whycanticantcomeup — 4 days ago

Would you play a grounded ARG-style investigation game where you join the organisation you’re investigating?

Would you play a grounded ARG-style investigation game where you join the organisation you’re investigating?

I’m working on a slow-burn investigation game built around fake social media profiles, CCTV stills, vehicle records, hidden websites, vehicle traces and evidence-confirmation tools.

The player is not a detective or police officer. They are a new recruit inside a criminal organisation, trying to prove themselves by solving case files and working their way up through the ranks.

The first case is deliberately simple: someone is lying about where they were, and the player has to prove it through posts, comments, dates and sources. A correct answer is not enough — the player has to attach the right evidence before the intel is confirmed.

The idea is less action game and more grounded investigation / ARG / clue-board thinking. You follow social connections, read between the lines, check dates, question what people are saying, and decide which source actually proves the truth.

Would that kind of investigation loop interest ARG players, or would it need a stronger hook? What would make you want to try the first case?

reddit.com
u/DC74UK — 5 days ago

IF for 10yo?

Hello all, I recently posted a question over at CRPG, asking for a CRPG suitable for my 10yo daughter. One of the respondents suggested trying IF, which is a great idea because she just got some of those choose-your-own-adventure books. So I'm wondering if anyone has any suggestions for what IF game/s would be suitable for a kid her age, with no previous background in IF. I thought about Wishbringer, which is supposed to be "beginner", but I think they implied "for grown-ups". I dabbled with playing IF on the late '90s and early '00s, so I have the Z machine and TADS interpreters, and would prefer if files were available in either format. Also, if possible and since I don't know if she will actually enjoy it, it would be great if it was freely available. Lastly, offline would be good. Thank you.

reddit.com
u/newMattokun — 7 days ago

Building a Discord-based interactive murder mystery. would this interest you?

Hi! I’m building an experimental piece of interactive fiction and wanted to see if this community might be interested.

It’s a Discord-based interactive murder mystery built around weekly evidence drops and collaborative deduction.

Think less traditional puzzles, more closed-circle whodunnit.

Players receive:

  • suspect dossiers
  • interrogation transcripts
  • evidence files
  • clue drops

…and work together to solve the case by tracking contradictions, motives, and timelines.

Case 01:

Victim: Eleanor Vale
Cause of Death: Undetermined
Suspects: 7
Inheritance at stake: $240 million

Lead Investigator: Roman de Silva

Everyone in this family wanted her dead.
The mistake was assuming only blood wanted it.

I’m currently looking for 10-15 people who enjoy theorycrafting and solving layered mysteries.

Would this kind of interactive fiction interest you?

reddit.com
u/Fair-Associate-6051 — 6 days ago

Interactive fiction website for casual works?

My introduction to interactive fiction and Twine was two weeks ago, so pardon my general lack of knowledge! Anyway, one of my summer courses had us make a Twine game over the course of a week, and my professor suggested I upload my finished product publicly, as well as add it to my portfolio. I plan to do just that, but honestly I don’t think the game is all that great, so I’m wary about where I post it. I know the interactive fiction database and itchio are places to upload your work, but how beginner friendly are they?

All I want is to share this little class project and maybe get some feedback if anyone plays it! But, I don’t want to do the equivalent of publishing my first calculator on steam and calling it art, if that makes sense?

Sorry if this is confusing or breaks any sub rules, I’m new here and made this account just to ask this

reddit.com
u/seraphithea — 7 days ago
▲ 31 r/interactivefiction+1 crossposts

Arcadie 1 vs 2: detailed review & lessons for ChoiceScript

I'm a little fuzzy on just how much we should be talking about non-CS games on this sub but I thought there'd be some interest here for an Arcadie discussion. The reason I review games, after all, is to get a better sense of the craft, and I don't see why we can't all do that by discussing Twine and Ren'Py games too.

Sorry, mods, if I'm overstepping. I'll include a bit of a CS reflection at the bottom to keep it relevant ;)

With that aside, let's talk the newly released Arcadie: Cold Lands, the long awaited sequel to Arcadie: Second-Born, on an introductory sale until July 2. Warning: this review is for pre-existing fans of the series and contains spoilers for the first game.

While Arcadie: Second-Born focused on your unexpected rise to power, Arcadie: Cold Lands follows an MC who is now monarch of the Kingdom of Arcadie and forced to start making decisions that will affect not just the citizens of Arcadie but all the surrounding kingdoms, all while continuing a romance from the previous game (or starting a new one). Thousands of lives are at stake: will you pursue war or peace?

On the surface, the series has made some improvements since Second-Born. The author moved to a more visual novel style format, with light background music and images, and the MC is far more powerful in this game with far more agency. But with no stats, lower stakes, and no clear overarching plotline, it’s just not as strong a game as the first. A lot of fans are still really enjoying it but I get that some players are pretty frustrated with some of the changes. I’d give it a picky 3 out of 5 stars.

So let’s break it down point by point. What’s better, what’s worse since Second-Born?

Upgrades

+ Added audiovisual elements: the author moved from Twine to Ren’Py for this one giving it a more visual novel sort of feel. While by no means essential, the background images were a nice touch, and though I personally turned off the music I can see it adding a bit of ambience for other players. ROs now have character portraits, though you’ll have to navigate to the codex to find them. All of this is just a little bonus though and I think most players would be happy without.

+ The codex: it was nice having a handy reference for key characters, nations, and other plot elements. Entries were short but informative, though the game could’ve used some more.

+ Additional lore: the world really expands in Cold Lands, where you encounter more of the surrounding nations and learn more about your ancient enemies and ancestors.

+ One new romance option: remember that guy who slaughtered your entire family in the first game, tried to kill his own adopted brother/best friend, and then tried to assassinate you as well even if you were playing a character who openly sympathised with his cause? Yeah, that guy, Stanislas. Well you can romance him in Cold Lands. I normally love enemies to lovers but I have to admit, this one feels a little bit of a stretch for me (especially since my MC loved the family that he murdered), but if you’re into bittersweet angst, word is the new romance route is actually not too bad. Maybe someone can comment. Either way, it’s 100% avoidable, in fact you can leave Stan dead for the whole playthrough if you want, so I’m counting it as an “upgrade.”

+ More player agency, far less railroading: one of my biggest frustrations with the first game was how it kept offering me choices and then not letting my character actually follow through with her decisions. But in Cold Lands you actually make a fair number of pretty big political decisions that seem to genuinely affect your kingdom. Some of the stunts you can pull are kinda hilarious too, or shockingly aggressive. My playthrough was pretty tame but I appreciated having some of these options anyway to give my decisions a bit more weight.

+ Super powerful MC: your magic abilities get a huge boost in this game, especially if you make certain controversial choices. People fear you, and they should. Some of the stunts you can pull are really quite satisfying, and I imagine moreso if you play a particularly violent MC (I did not, maybe someone can comment).

+ Writing style: I thought the prose in the first game was decent to begin with, and I think the author continued to grow as a writer for the second. The story is pretty visual with just the words alone, even before adding the images.

Downgrades

- No stats: if I understand right, the lack of stats is meant to empower the player to focus solely on role playing and decision making, without getting gated out of certain choices because they didn’t up their sword stat enough or what have you. I can respect this, and I did find it nice being able to play someone who is both politically savvy and fearsome on the battlefield. But it felt off having no indicator (beyond some scattered achievements) of just how my game was progressing, or how people saw my MC. I missed having some kind of personality element at least (which in the first game didn’t gate you out of choices to begin with, it was jut a nice flavor). I’m not sure if stats are harder in Ren’Py than Twine (almost for sure harder than in ChoiceScript anyway) but I think a lot of players, myself included, would trade the images for a nice stat system in a heartbeat.

- Weaker, rushed plotline: there’s no clear overarching plot for the second game from what I’ve seen. It felt more like a series of somewhat disconnected political events that you have to resolve one by one. I was expecting, based on the title, to focus mostly on dealing with the enemies to the north, only to find that a very small part of the game, with my MC hopping around from location to location dealing with other disconnected happenings. I actually kind of liked these individual plot points and found the politics somewhat interesting, but I would’ve preferred a bit more focus, or a sense of connection between all these events. The ending too is quite abrupt. It’s definitely meant to be continued and I can only hope a Game 3 comes out down the road (I know the author wants to keep going, but it depends on how well Game 2 does).

- Weaker romance: a lot of people really like the romance in Cold Lands so maybe I had a uniquely bad experience here. I did choose what seems to be the least popular RO (Will) and did so with a fairly incompatible, peace-loving MC, so I wouldn’t be surprised if others have a better experience. I really enjoyed romancing Will in the first game and thought the romance was the strongest quality of the game, so I was disappointed to find that I just didn’t much care for the Will scenes in Cold Lands. A lot of them seemed to revolve around him being mad at everyone and me being like, “Okay Will but I’m still trying to not cause more wars here.” It was fun breaking down Will’s hard exterior in the first game, but once that was broken down, I just didn’t find much about him compelling. I’m sympathetic here because romance is often more fun in the early stages, and it’s to be expected that a lot of the romantic tension will decrease as the relationship deepens and stabilizes, but I still was hoping for a bit more nuance to him. Maybe a character arc or something. Maybe some angst because of our opposing political views. But nope, by the end of the game I kind of regretted choosing him. Maybe someone can comment on the other romance paths because I feel I missed out a lot.

- The best romance endings seem hard to get: judging by what other players are reporting, it seems a bit too hard to get the achievements for the “good” romance endings for each of the ROs (though I think I saw the author mention she might make it easier). I was a very successful ruler and tried my hardest to be nice to Will while also sticking true to my values as a peace-loving monarch, but I think just the fact that I disagreed with him at all, or showed anyone any mercy, was enough to prevent me from getting the achievement. I still had a nice ending with him, it’s not like he hated me, but it’s hard for me to role play the way I want knowing that I’m barring myself from the “good” ending. I tend to be an achievement hound so I probably had a more negative experience than some though.

- Everything else is kinda easy: combined with an easy back button (which I loved, don’t get me wrong) the lack of stats made everything feel a little too easy for my liking, especially without a strong overarching plot. I just didn’t feel the stakes in this game, especially compared to the first where everyone’s dying around you. I rarely felt like I was asked to make a hard trade off which hurt the emotional impact of the game.

- No Nathaniel: Nathaniel was perhaps the most intriguing character to me from Second-Born, and I found the decision to give him my blood one of the most interesting decisions in the game. I was really looking forward to seeing some consequences for that. But there was basically no mention of this at all, apart from a moment where you decide whether or not you made that deal with him. I get it: this is just supposed to be Game 2, I’m sure he’s supposed to show up in Game 3, but I wish we at least got some kind of hint that something weird was going on with him, something to make us anticipate his coming again in the future, or a consequence or two for having given him my blood in Book 1.

- Enemies still make no sense: without giving away spoilers, some of the stunts your enemies pull are just…really weird. Their actions and motivations sometimes felt a bit contrived to suit the plot. I personally didn’t mind too much if a plot point didn’t make sense as long as it was interesting, but I can see this frustrating other players.

- Continuity issues: you can’t truly import your Second-Born playthrough to Cold Lands. My guess is this would have been hard to do with the move from Twine to Ren’Py. Instead, you choose how you reacted to some very key moments. For my playthrough, this wasn’t too bothersome, I think I probably had a fairly expected Game 1 playthrough, but I have read others complain of more jarring experiences. For example, in Cold Lands, both Will and Cyril are totally devoted to you, but I guess that might not have been the case for some players at the end of Game 1.

- Locked choices: instead of just greying out choices that you can’t select, this game just leaves a little [Locked choice] note: no indication of what said choice might be or how to unlock it. This frustrated me instead of intriguing me. If I had more of a hint of how to unlock these choices, I’m more likely to replay the game to see if I can.

- No mobile version (yet): though it sounds like an Android version is coming in a few months.

Neutral-grades

  • Changed from second to first person tense: I personally didn’t find the switch affected my experience much, but I mention it here in case someone else minds.

Conclusion

The author clearly put a lot of heart and work into this story and with the added lore bits and character details it made me appreciate the world of Arcadie more than before. It may not be as strong as the first game, and in ways that will be deal breakers for some fans, but it’s not a bad game. It’s worth remembering that the second story in a trilogy is often the least interesting, lacking both the exciting newness of Game 1 and the satisfying conclusions of Game 3. I for one am still holding out hope for a satisfying Game 3 down the road and want Game 2 to do well enough for that to happen.

Reflections on ChoiceScript

As promised, here's where I try to make this post directly relevant to this sub! I think Arcadie is an interesting case study on the CS-Twine-Ren'Py debate because at this point it's been all three. And after playing through both games and reading a whole bunch of player takes, I have to say: I don't get the impression that anyone cares all too much about what platform it's on as long as the story is good and they're able to play it (sorry, mobile users 😢). People note the visual elements as a plus but at the same time note that it's not what makes them love (or hate) the games.

Only the author can decide if a change of platform (is that the right word?) is the right choice for them, and I respect Sofia doing what suits her vision in this case, but it is a nice reminder for authors that you don't have to have all the bells and whistles for your game to be loved. In fact, those can be a distraction keeping you from focusing on the heart of why we all play these things in the first place: a good story.

u/jotheplunderer — 8 days ago

Climate anxiety as a narrative engine: how do you write hopeful or agency-driven stories about the climate crisis without falling into denial or despair

I've been thinking a lot about how climate fiction in interactive form can actually give players a sense of agency without pretending individual choices fix everything. There's that tension where hopeful stories can feel like they're softening the crisis, but pure despair just leaves people paralysed. I've been toying with a Twine project that tries to model collective action rather than heroic individual solutions, but I'm struggling with how to keep it emotionally honest without tipping into either denial or hopelessness. Curious how others here approach that balance in their own work.

reddit.com
u/coolneustap — 6 days ago
▲ 12 r/interactivefiction+1 crossposts

Just another IF about bureaucrat in dungeon.

Hi there, im newbie dev and i would like to present a demo for my casual text-based adventure.

The game is about crawling dungeon and investigate health and safety violations. It mostly represents post soviet ukrainian reality and has something in common with the book Revizor from classical ukrainian writer Mykola Hohol.

In short it just funny comedy with mostly ANSI and some ASCII arts.

It has demo on Steam so i would like to hear your thoughts about it. The games name is Dungeon Revizor.

https://store.steampowered.com/app/4652870/Revizor\_pidzemel/

Sorry for my English. The game is translated better because it written in Ukrainian. Ive used MTL to translate to the English.

u/Ok-Relief-255 — 6 days ago
▲ 8 r/interactivefiction+5 crossposts

Nagoya-chu Denkiyasan

Hello! I made a short browser parser adventure called Nagoya-chū Denkiyasan.

Play it here: https://retroaffaire.itch.io/nagoya-chu-denkiyasan

It’s inspired by old Infocom-style text adventures, Japanese retro computers, yokai folklore, and the feeling of finding something strange in the back of a dusty electronics shop.

You wake up on the floor of a forgotten shop. You don’t remember who you are. A letter beside you says that if you want to find yourself again, you need to finish what you started.

Act One is built around a Tsukumogami: an old CRT that won’t let you reach the back room until you treat it with care. There’s also a small yokai field guide, a few historical Japanese computers to examine, and some optional things hidden in the shop, including Optional easter eggs hidden inside the shop, if you go looking.

It’s free, short, and still an early build. This is act one of four, so I’m mainly looking for feedback on atmosphere, parser tolerance, pacing, and whether the puzzles feel fair.

Disclosure: I wrote the story, designed the puzzles, made the creative decisions, and directed the whole thing; Claude helped with implementation code-wise, and some manual coding modifications as well.

If you play it, I’d genuinely like to know what worked, what didn’t, and where you got stuck.

Play it here: https://retroaffaire.itch.io/nagoya-chu-denkiyasan

u/Retroaffaire — 7 days ago
▲ 0 r/interactivefiction+1 crossposts

[Web/Mobile] The Lost Colony — a minimalist space colony survival MVP, looking for honest feedback

Hi everyone!

I just released the MVP of The Lost Colony, a minimalist space colony management/survival game where you try to keep a small colony alive by balancing energy, food, materials, population and morale while random events threaten your survival.

The game is still early, and I’m keeping this MVP live for about 14 days to gather honest feedback and see whether the core idea works.

I’d really appreciate feedback on three things:

  1. Was the objective clear?
  2. Did the game make you want to try again after losing?
  3. What felt confusing, frustrating, or missing?

Playable link on itch.io:
https://studio-squirrel-in-space.itch.io/the-lost-colony

Thank you! This is my first public MVP, and I'd appreciate any feedback.

u/Brugtz — 8 days ago
▲ 20 r/interactivefiction+1 crossposts

A 12th-century execution order: how would you decide? (historical interactive fiction)

Last week I asked whether strict historical settings were too restrictive for interactive fiction: https://www.reddit.com/r/choiceofgames/comments/1udjznw/is_a_strictly_historical_setting_too_restrictive/

600 people voted, and the biggest takeaway was that real historical constraints actually make choices feel more meaningful.

Here's how we're applying that feedback.

***

Acre has fallen to the Crusaders. You serve as King Richard’s diplomat. You have just returned from Saladin’s camp, where negotiations regarding the exchange of Muslim hostages completely failed.

King Richard is furious and impatient to march south. He cannot afford the logistics of guarding, feeding, or escorting 3,000 prisoners. His order is cold and immediate: execute them all on the spot.

The lives of 3,000 people depend on your next words. You know Richard is inflexible, but you also know his triggers.

***

In our custom branching system, your choices are strictly tied to your background paths and attributes (such as Obediant, Rebel, Valor, or Cunning). If you were holding the controller right now, which path would you take?

  1. [Valor +1 / Richard Affinity -1] Appeal to his pride: Argue that slaughtering unarmed captives will stain his legendary reputation as a chivalrous king forever.

  2. [Cunning +2] Offer a logistical compromise: Suggest using the prisoners as forced labor to rebuild Acre's walls.

  3. [Rebel +1 & Faith +1] Defy the order on religious grounds: Denounce it as a mortal sin that will strip God's favor from the Crusade, refusing to take part in it.

  4. [Obediant +2 / Richard Affinity +2] Bow your head and organize the execution: Accept the brutal reality of military logistics to secure your standing with the King, locking yourself out of future Muslim diplomacy.

Which option would you choose, and more importantly, why? Would you try to change history, or accept the brutal constraints of the time?

u/CrownOfSand — 9 days ago
▲ 12 r/interactivefiction+2 crossposts

I made an interactive horror piece where an "reading assistant" watches you read looking for honest reactions

I've spent the last while building a small interactive horror experience called World Is a Cult, and I'd love honest reactions from people who actually read it.

I don't want to say much about what it is going in..but what I'll say: you open what looks like a recovered manuscript and there's a reading assistant there to help you through it. That's all you should know.

It plays in the browser, free, no install. Best experienced alone, with sound on, in one sitting. Maybe 30–45 minutes if you let it pull you in.

This is my first proper IF release and I'm a solo creator, so I'm after the unvarnished stuff like where it dragged, whether it got under your skin or left you cold, whether the ending landed. Honesty ans feedback helps me more than politeness.

https://moon30001.itch.io/world-is-a-cult

Thanks for reading. Happy to talk in the comments. Though if you've played it, mind tagging spoilers so the next person goes in clean.

u/Potential-Cycle2340 — 9 days ago