r/textadventures

Seven years writing horror in Twine - four things I learned the hard way
▲ 18 r/textadventures+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/textadventures+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
▲ 5 r/textadventures+1 crossposts

¡Mi juego text-based "EL SÉPTIMO AÑO" ya está disponible!

¡Buenas! Hace poco terminé de hacer mi primer juego y queria venir a compartirlo:

Pasaron 6 años desde que "los hongos" terminaron con el mundo como lo conociamos. Las decisiones que tenemos que tomar son cada vez más dificiles y acaso ¿Podemos seguirnos llamando humanos después de todo lo que hemos hecho para llegar hasta acá? ¿Qué quedará de nosotros pasado...EL SÉPTIMO AÑO?

El Séptimo Año es un juego de browser 100% de texto (¡Y gratis!) donde cada decisión puede cambiarlo todo, los problemas no son siempre los mismos y cada explorador se juega la vida cada vez que pisa fuera de tu base. ¿A quién envias? ¿Qué hacés si uno vuelve con sintomas? ¿Está tu base lo suficientemente protegida de los saqueadores y hongos que ahora rondan la ciudad?
• Plataforma: PC/Mobile
• Desarrollador: Abismo Estudio
• Web: https://abismoestudio.netlify.app/
• Link al juego: https://abismoestudio.netlify.app/juegos/el-septimo-ano

reddit.com
u/Zeo332 — 3 days ago
▲ 96 r/textadventures+1 crossposts

I just released the demo for my cyberpunk hacking game

I just released the demo for HACKING INTO EREBUS, my cyberpunk terminal based hacking game.

You control a robot aboard a stranded research vessel, hacking into its systems to keep the ship and its crew alive.

The demo is live on Steam. I would love to hear what you think!

u/laughoury — 4 days ago
▲ 6 r/textadventures+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
▲ 5 r/textadventures+2 crossposts

ACOTAR Night on The-Night.Com (TNC)

A COURT OF THORNS AND ROSES NIGHT

When: Sunday, August 16, 2026
Time: 7 PM Eastern / 6 PM Central
Where: The-Night.Com -- port 2000
Location: Newgate Bar & Lounge, Straford Island

Join the players of The-Night.Com (TNC) for an ACOTAR-themed night at Newgate Bar & Lounge! Pick your Court, dress as your favorite character, and come celebrate the books and characters that we can't stop talking about.

Drink, dance, and talk all things ACOTAR -- from your favorite characters and couples to the moments that made you laugh, scream, swoon, or throw the book across the room.

Come dressed in your best as the Court is calling.

https://the-night-mud.carrd.co/

____

Note: TNC's website (the-night.com) is under construction, but there's a temporary carrd site with some helpful information to get people started: https://the-night-mud.carrd.co/

Players are happy to help you in game with commands and how to get around. The game is very newbie friendly. We'll help you get ready for ACOTAR night.

TNC is set in the present day. It has helicopters to use for free to get around from island to island, and everyone gets a smartphone and smartwatch with their own phone number to connect with everyone else around the islands. There's lots of fun and friendly people. We wait for you to join in. :)

reddit.com
u/FlightOfTheUnicorn — 4 days ago
▲ 3 r/textadventures+2 crossposts

Run a country in the shadows or get discovered

Posted about my game here a couple of weeks back, and some of you asked to actually see it in motion, so here it is.

What's happening in the clip is fairly simple. My character is a royal who had an encounter with a supernatural being, resulting in their transformation. While this is great, it comes with some caveats. People are noticing their queen not aging despite being 78, she looks as young as ever while her partner and child age. She "abdicates" her throne and steps into the shadows with a replacement Monarch she has sired and an inspector ever so determined to uncover something fishy.

How would you reign an empire from the shadows? and what will you do about your partner and child?

u/ConsiderationOne6329 — 6 days ago
▲ 15 r/textadventures+3 crossposts

I made a visual novel where the two protagonists tell contradictory versions of the same story, and the game never tells you which one is lying

DUALITY: The Adventures of Glorp and Zorp. Free, runs in your browser, no download.

The setup: a brother and a sister get taken by a government program. She escapes and ends up with an alien armada. He goes looking for her and takes the galaxy apart doing it.

There are two routes, and they aren't "the same plot from different camera angles." They disagree on what actually happened. In her account he's one thing; in his he's another. Both are told completely straight, neither gets walked back, and there's no third route where the game sits you down and explains it. You're the only person who ever sees both sides, and you're left holding the contradiction.

Everything in it is hand-drawn pixel art at 240×160 and the whole soundtrack is a chiptune synth written into the page — no audio files, no art assets, the entire game is about 300KB.

24 scenes across the two routes, maybe 5-10 minutes each.

Content warnings, and I mean them: forced medical experimentation, child abduction, graphic surgery, confinement and abuse, planetary-scale violence. It's a dark sci-fi story wearing friendly pixel graphics, and that gap is deliberate.

stream game free no download required:

https://omegaredduck.itch.io/duality

or check out the trailer i made here:

https://www.youtube.com/watch?v=bC2uH_Vm8L4

Edit:I've always been really fascinated with conspiracy theorys,scifi novels, and retro gaming...what makes this fun to me is the hand written story. Put simply its a story from my mind I wanted to tell but not in a traditional way I like the idea behind there being two sides to every story and the idea that you can derive different narratives of the same story simply by changing the point of view I think that's what this game does different than a lot of other visual novels.also retro gaming visuals feels like a bit of a different take than the normal visual novel

u/Additional_Thanks927 — 5 days ago
▲ 5 r/textadventures+3 crossposts

J’ai créé Fableris, une appli pour créer et jouer à des histoires interactives 📖

Salut tout le monde !

Ça fait un moment que je travaille sur Fableris, une petite application Android autour des histoires interactives.

L’idée est assez simple : créer des histoires dans lesquelles on peut faire des choix et influencer le déroulement de l’aventure, plutôt que simplement lire une histoire de manière linéaire.

J’ai essayé de construire quelque chose de simple à utiliser, avec une approche assez orientée création + découverte d’histoires.

Si certains veulent tester, l’application est disponible gratuitement sur Android :

👉 https://play.google.com/store/apps/details?id=com.pegasuscorp.fableris

Je suis preneur de tous les retours, même les critiques. C’est justement pour ça que je viens poster ici plutôt que simplement faire de la pub. 😄

u/Arknoid01200 — 5 days ago
▲ 11 r/textadventures+5 crossposts

[Free] DRIVE: Silas – A browser-based interactive narrative experience. Looking for feedback!

Hi everyone!

I’ve just released the first experience in DRIVE, an independent universe of interactive narrative experiences.

DRIVE: Silas is completely free and playable directly in your browser—no download or account required.

Rather than focusing on traditional gameplay, the experience is built around branching choices, multiple endings, hidden archives, and a Stability system that reacts to your decisions as the story unfolds.

I’m looking for honest feedback on anything:

Writing
Pacing
Interface
Choice design
Overall experience

If you decide to give it a try, I’d really appreciate hearing your thoughts.

🌐 https://enterdrive.net

Thank you!

enterdrive.net
u/enter_drive — 6 days ago
▲ 56 r/textadventures+6 crossposts

Looking for players who still like room-by-room text adventures — Escape from Dungeon Keep (Steam)

I miss the feel of exploring a place one room at a time, reading descriptions, and piecing the story together — so I made one.

The Escape from Dungeon Keep is a text RPG: examine everything, talk to NPCs, fight when you have to, and push toward the summit. There’s a journal/hints system if you get stuck, but the world is written to be readable without a walkthrough.

If you like Infocom-ish exploration with light RPG combat and side quests, this is aimed at you.

Also there is workshop mods for the game i hope you guys can wishlist!

Steam: https://store.steampowered.com/app/5050070/The_Escape_From_Dungeon_Keep/
Keys available for IF reviewers / Let’s Players — email dungeonkeepmaster@proton.me

u/Technical-Top-9044 — 9 days ago
▲ 17 r/textadventures+3 crossposts

Akashic life

Hello everyone 👋

I've been working on a project called Akashic Life, a text-based Xianxia life-simulation RPG that I'm building for Android/IOS

The idea is simple:

You are born into a world of cultivation.

You live a life.

You make choices.

You die.

And your actions leave a legacy.

Sounds similar right🪄

But every life can be completely different.

You might be born with an extraordinary talent and discover a powerful Dao.

Or you might be born into an ordinary family, struggle to survive, build relationships, join a sect, and leave behind a (legacy) that influences the next generation.

One of the systems I'm currently developing is the Dao system.

In each life your character can pursue a Dao based on their experiences, choices, understanding, and destiny. Some may comprehend a single Dao while exceptionally rare circumstances can lead to a Dual Dao.

The game will also include systems such as:

Dao & Comprehension

Cultivation of course

Bloodlines

Talents

Techniques

Relationships

Dynamic Events & Choices

Items

Achievements

Sects

(World Exploration

Legacy, as in stats carryover

Fate & Destiny)( Might need to release it in another upd)

I'm currently building the underlying systems and content pipeline before putting everything together with the final UI.

The Post under this one, there is an unpolished version of the Dao interface you can Look for it if youre interested and yeah so there's still a lot still to improve.

I'm creating this subreddit so I can share the development process, show new systems as they're implemented post lore and mechanics, and eventually let people who are interested help and decide parts of the world.

Akashic Life is still in development but your ideas may make this Game more fulfilling and fun

If you're interested in Xianxia, cultivation, life simulations, roguelites feel free to follow along.

Thank you 👋

reddit.com
u/celestialvoidd — 10 days ago
▲ 156 r/textadventures+3 crossposts

I built a little game to be your own frigate captain for us - hope you all enjoy

Hi all

Almost two years ago, I was diagnosed with advanced cancer, and it has been a wild and crazy ride for my young family and me. Through a lot of treatment, uncertainty, and long days, Patrick O’Brian’s world has been one of the places I’ve continued to find warmth.

Jack, Stephen, and the rest of the company have kept watch with me through some very rough weather.

Along the way, I’ve also been teaching myself computer engineering and AI as I prepare to get back into the job market...and, somewhat improbably, I ended up building a little game called 

The Quarterdeck.

You get to take command of HMS Surprise, solve problems under pressure, and fight a French frigate. My hope was to create a small pocket of O’Brian’s Age of Sail that you can carry around with you: something fun and approachable that might make you smile for a few minutes.

There is a fairly thoughtful sailing and combat simulation underneath it, but the goal was never complexity for complexity’s sake. I wanted it to feel warm first...a little like stepping aboard with Jack, Stephen, and the company.

I’m not really trying to sell anything here. I built this during a difficult chapter because it brought me joy, and I wanted to share it with the community that helped inspire it.

I would genuinely love to hear what you think in the comments. If you have a few extra minutes, I’ve also included a short survey so I can collect more structured feedback.

If people enjoy it, I would love to keep building....more ships, historical scenarios, richer battles, and perhaps the ability to develop your own style of command. But for now, I mostly hope it gives a few of you some of the same warmth that these books and this community have given me.

Thank you all for the humor, companionship, and kindness you’ve unknowingly provided during a difficult couple of years.

I hope you enjoy it and feel free to share with your own communities, friends, and family. 

Mack & my own fighting crew (Claudia, Bennett [3], Parker [1])

reddit.com
u/HNelson123 — 13 days ago

I made an in-game OS where you actually type commands to hack spaceship

Hacking Into Erebus has you controlling a robot on a stranded research vessel while hacking its systems through a fake desktop OS wiht real typing/terminal input.

I am curious if this crowd would be into a keyboard-driven hacking game. I am open to any suggestions.

Game link : Hacking Into Erebus

u/laughoury — 12 days ago
▲ 11 r/textadventures+2 crossposts

I've made a tool that helps you make old text-based adventure games. Basically, it's a game engine for adventure games.

Always wanted to make a game like that but I'm bad at coding so I created this and made a simple example for myself. Thanks AI.

bardullica.neocities.org
u/Bardullah — 11 days ago

Gliches?

I had an idea to write in gliches into my game. They would only occur on a first playthrough. Some would be more innocuous (though still serve a purpose in adding atmosphere and stressing certain things), some would force certain choices. Nothing that would significantly effect your playthrough, but if I want the player to have certain bits of info locked behind a choice, the game would 'glich' and you'd be forced into that option. I'm a bit worried that it would feel annoying. Though I know not to do something like that too often. First one I thought about would force you into a game over, so it wouldn't feel like it has any effect on the story path. And it would only be on a first playthrough, after that you could make what ever choices without glitches. I want my game to be a psychological horror, and I thought foe glitches that only occur once but seem too significant would add to feeling a bit crazy.

What do y'all think?

reddit.com
u/Impossible_Corgi5576 — 11 days ago

Hero vs Villain browser RPG — open beta, free to play

Hey everyone, I've been building a browser RPG for about a year and just opened it up to beta players.

It's called Masked City — you pick Hero or Villain when you sign up and fight real players for control of a corrupt city. Has PvP combat, alliances, a casino with multiplayer poker, an explore system, and a lot more.

Still in beta and better on desktop but mobile works too. Completely free, no downloads.

maskedcity.com

Also looking for a couple of people interested in staff/mod roles if that's your thing. Happy to answer any questions 😄

reddit.com
u/Ok_Row_6526 — 13 days ago