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#Adventure Interactive Fiction Simulation
maxinesophiawolff · 1 year
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The Twine Fishing Simulator!
A little over a year ago, I released my largest Twine project ever, the Twine Fishing Simulator. Explore a surreal, entirely text-and-audio-based world! Meet three unique anglers! Fight through the dreamlike fog... And most importantly. Catch LOTS of fish! Free to play 🐟🤑
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kathrinesadventures · 5 months
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Update! (Patreon version will be updated on 20th! (adding Snu snu time >:3)
The long awaited, and long worked on update is here! What's new?
1. A new character has been introduced right from the beginnig!
2. Depending on which character you choose, this new character has their own unique back story! 
3. You can now burn Harag's house will all three characters!
4. Close to 130K words with multiple routes!
That's pretty much it!! Hope you guys enjoy! Before I go though, I'm looking for beta testers so dm me if you want to apply! (You'll not only gain early access to the game, but also early access to arts!)
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foxdriftstudios · 1 year
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You can now choose your assassin alias.
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The main heroin's true name will still be Iris by default, but choosing her secret identity alias will allow players to customize MC.
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Some assassin name ideas:
Scarlet Streak
The Serpent Mirage
Light Shiv
Nightshade
Temptress
Swift Cat
What would your assassin's name be?
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capsulecomputers · 1 year
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Killer Frequency - Gameplay
We take on the role of Forrest Nash, a newly hired radio host in a small town, only for a dangerous serial killer to make its return. With the police indisposed of we must solve puzzles to guide our callers to safety as the killer stalks his prey in Killer Frequency.
If you enjoyed the video, give us a thumbs up and subscribe!
Killer Frequency is a first-person horror adventure that puts you in the shoes of Forrest Nash, a late-night radio host whose callers are being stalked by a mysterious killer. Solve puzzles, save lives and run the switchboards, all while listening to a jukebox of retro ‘80s tunes!
Killer Frequency Developer: Team17 Digital Publisher: Team17 Digital Platform: Windows, Switch, PlayStation 5, Xbox Series X/S Release Date: 2 June, 2023
Available at: https://www.team17.com/games/killer-frequency/
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dalekowrites · 7 days
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What would your favourite choice of the games interactive stories be? Would you have a favourite type? Romance, Fantasy etc. and did any of the inspire you with the ones you are currently writing? 😁
Oh boy! This is going to be a long answer, brace yourself lol
Let me start by saying that I have a degree in English literature (in fact, I'm going to do a PhD on it), so reading, in general, is one of the core activities of my life.
As for text adventures, even if not from Choice of Games Ltd., I'd like to mention a few inspirations: my passion first came from the original Choose Your Own Adventure series, and I still remember which numbers obsessed me as a child: Mountain Survival #28, The Dragons' Den #33, and more than any other, Space Patrol #22! (The latter may have also fueled my unhealthy obsession with Star Trek TOS, actually). For those unfamiliar with this fantastic book series, the genres of the three books I mentioned are, respectively, adventure, fantasy, and sci-fi. This gives you an idea of how varied my tastes are...
Later on, I discovered interactive fictions and text adventures. Dude, it was a dream come true. I started with Adventure ('76, never finished it, of course) and Zork ('79, never finished that either… of course. How damn hard were they?!). Then Mystery Mansion ('78), Castle Adventure ('82), and too many, many others. I'm a sucker for Sorcery! from inkle, and I deeply loved Magium (RIP Chris, you won't be forgotten). For my Italian-speaking friends, I also really enjoyed the Fra Tenebra e Abisso series (although its current status is unknown).
But back to CoG-related things. I've read a lot, and I'd probably be faster telling you what I didn't like! As you may have figured out by now, I don't have any particular genre preferences as long as a story is well-written, though horror-thriller stories usually grab my attention more easily.
Important note: I've read a lot of stories and, with a few exceptions, I liked most of them. To avoid writing a too-long list, here are the published stories that really impressed me:
A Crown of Sorcery and Steel,
A Midsummer Night's Choice,
Blood for Poppies,
Blood Moon,
Broadway: 1849,
Choice of the Cat,
Choice of the Vampire,
Donor,
Doomsday on Demand (1 and 2),
Gilded Rails,
Golden Rose: Book One,
Jazz Age,
Lies Under Ice,
Life of a Mercenary,
Life of a Space Force Captain,
MetaHuman Inc.,
Noblesse Oblige,
Paradox Factor,
The Evertree Saga (all four books),
Rent-a-Vice,
Revolution Diabolique,
Siege of Treboulain,
Tally Ho,
The Daily Blackmail,
The Dragon and the Djinn,
The Fernweh Saga: Book One,
The Fog Knows Your Name,
The Gray Painter,
The Grim and I,
The Ghost and the Golem,
The Lost Heir,
The Midnight Saga: The Monster,
The Parenting Simulator,
The Play's the Thing,
The Soul Stone War (1 and 2),
The War for the West,
Tudor Intrigue,
Vampire Regent,
Vampire: The Masquerade (all of them),
Way Walkers: University (1 and 2),
Welcome to Moreytown,
Werewolves: Haven Raising,
Zombie Exodus,
Zombie Exodus: Safe Haven.
And now, onto works in progress! There aren’t that many because I barely have time to follow my own (heh…), so here, in alphabetical order, are the ones I'm following with the most interest:
Adoriel's Tears (@adoriels-tears-if),
A Father's Love (@kal-down),
Crown of Ashes and Flames (@coeluvr),
Dawn Chorus (@dawnchorus-if)
Disenchanted (@disenchantedif),
Dragon's Edged (@dragonedged-if),
Elysium (@elysiumcircusif),
Fallen Lights (@fallenlightsif),
For King and Country (@forkingandcountry-if),
From The Ashes We Rise (@kal-down),
Hubris (@hubris-the-if-game),
Kingdoms and Empires (@kingdoms-and-empires),
Return to Misty Cove (@fluorescent-if),
The Abyssal Song (@ri-writes-if),
The Adventures of Sherlock Holmes - An affair of the heart (@doriana-gray-games),
The Lonely Shore (@thelonelyshore-if),
The King's Hound (@the-kingshound),
The Reaper Watches Me (@thereaperwatchesme),
The Bureau (@thebureau),
The Unseelie (@theunseelieif),
Van Helsing (@vanhelsing-if),
When Life Gives You Lemons (@when-life-gives-you-lemons-if).
Okay, that was… a lot. As for direct inspirations, I don't have any direct ones, but I can say I felt like writing a post-apocalyptic story after reading Doomsday on Demand! Other than that, I guess the collection of narrative, text adventures, and interactive fiction I've read have led me to where I am now.
Damn, it took me hours to write this answer. I hope it's satisfying at least! Thanks for asking ☺
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crustaceousfaggot · 2 years
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Why you should give Text Adventure games a try (and how to do so)
There is not nearly enough love for Text Adventure Games here on Tumblr. Or anywhere really. But especially here, I feel like you guys would really get a kick out of them. Here's why:
(quick note, I'm gonna be using the words Text Adventure and Interactive Fiction pretty interchangeably here. Technically that's not perfectly accurate, they are technically different things, but I don't care to explain the difference Just roll with it.)
So
Do you like weird short stories told through unconventional mediums? That's most of what Interactive Fiction is
You like story based video games but hate the finicky combat? Congrats, there is literally no combat skill required beyond the ability to type "hit guard with crowbar"
Blind or visually impaired? Since these games are (with a few exceptions) entirely text based, they work great with a screen reader!
Sick of profit motivated AAA titles with no creative integrity? Well, these games are almost always produced by a single nerd (usually a horrid amalgamation of computer geek and literature geek) with no budget and no responsibilities of the product they're making. And they're usually not paid, since these games are free. Text Adventure is a labour of love, and in most games you can feel the care and effort the creator has put into the game.
Sick of spending $20-70 on a video game? Lucky you, I've been playing TA for years and I have not spent a cent in doing so (Fallen Londen will try to make you pay. But Fallen Londen sucks and is run by bigots. Fuck Fallen London.) Games are either available free on a browser, or as free, small downloadable files (most of which can be played using the Parchment Interpreter)
Wish you read more, but reliant on the quick dopamine of digital media? Well now you can read while also being an active participant in the narrative.
Bad at puzzles? Me too! Games from the 80s and 90s, as well as more famous newer games, have walkthroughs and hints easily available online. Newer games tend to either have a "hint" command, or come with a walkthrough file.
Do you like weird surrealist horror? Well there's... A lot of it.
Okay, but where do I start?
So there are two types of text adventure. The one you might be more accustomed to, and which sees more modern use, is called Hypertext Interactive Fiction. The other is called Parser Interactive Fiction, it's generally seen in older games, as well as games that are larger, feature more puzzles, or involve more exploration.
Hypertext games
Basically, the game will give you a scenario, and then a list of options (hypertext links) to click on to decide what to do next. These are usually more beginner friendly since you don't need to fiddle around with parsers, but personally I find them a bit limiting. Nonetheless, if you're new to Text Adventure, they're a good place to start.
Some of my favourites hypertext games (summaries in green)
My Father's Long, Long Legs is an interactive horror story about family, unease, and loss. Really more of a story than a game, but still good. Very nice use of sound. It does have some visual aspects, so this one might not work with screen readers
Scene Kid Simulator is pretty much what it says on the tin. A cute, nostalgic, coming-of-age slice of life story from the POV of a 2000s scene preteen. Nothing special, but a fun time.
The Uncle Who Works at Nintendo is a strange, unconventional, witty, and heartfelt horror game. Your friend has an uncle who he says works for Nintendo. You're about to meet him, or so he says. A fun and spooky look at childhood, childhood friendships, and childhood lies.
16 Ways to Kill a Vampire at McDonald's is... A joy to play. The name says it all honestly. Witty, charming, tense, engaging, and emotional when it wants to be. I actually found this one through a lucky Tumblr Blaze, which makes sense since this is perfectly suited to Tumblr sensibilities. This one has more puzzle aspects than most hypertext games, but it's still relatively easy and beginner friendly. You're a vampire hunter. It's your night off, and you go to McDonald's. But there's something wrong with the customer sitting beside you...
Toadstools is a game about hunting mushrooms. You have trespassed in a national park and you are wandering blindly through the woods looking for rare fungi. Good luck :)
Parser games
Okay these fuckers are where I really get excited. These games have the classic flashing cursor line where you input text like "go north", "search bookshelf", or "kiss my husband", and the game's rudimentary AI parses your input to decide what happens next. These are my favourites. They really allow you the feeling of exploring the game world, immerse you in the protagonist and the story, using just text on a screen and simple inputs. This does make them considerably more difficult, since a) you need to decide the right way to phrase what you want to do, otherwise it won't work, and b) more possibilities means more chances to mess up and miss things. Unlike video games, your cursor won't light up when you see something important, you'll have to search stuff and work things out on your own But, in my opinion, it is so, so worth it. Summaries in red
The first text adventure game I ever played was One Eye Open. It's an extremely graphic and gory medical horror game (although I would consider it tasteful medical horror, in that it never derives horror from medical procedures, disability, or ooOoHh gross scary sick people) You play as a volunteer test subject for a medical research facility, having to unravel the mystery of the hospital's bloody past. It's good. It's fun. It's tense. It has some really dumb mechanics. Don't play if you're sensitive to descriptions of gore, death, or corpses. This one doesn't have a walkthrough, but I've played it enough times to know the puzzles by heart, DM me if you need help.
Anchorhead is possibly my favourite piece of interactive fiction I've ever played. It's incredible. You play as a newlywed woman, moving to the small seaside town of Anchorhead after your husband Michael inherited a mansion from some distant relatives. There's something wrong with the town though. There's definitely something wrong with your husband's mysterious ancestors. And you're starting to think that there might be something strange happening to Michael. Get ready for some wonderfully atmospheric and immersive Lovecraftian horror, action sequences that are incredibly vibrant for Text Adventure, and a super compelling mystery that the game lets you work out on your own. The puzzles here are hard. I'm not gonna lie, I used a walkthrough at several points during this game. But my god it's worth it. Big massive huge content warning here for mentions of incest, sexual assault, and pedophilia. Not in excess, and nothing explicit, but it will be mentioned as part of the story.
Little Blue Men is a short, strange, sci-fi-ish horror-ish comedy-ish game by the same author as Anchorhead, though the two games are wildly different. You are an office worker. Cope with it. Take The Stanley Parable, Stella Firma, and Hitchhiker's Guide to the Galaxy, mash 'em together, and you have Little Blue Men. It's bizarre. It's evocative. It's pretty darn good.
Coloratura is a strangely beautiful sci-fi story. You're a weird little alien blob. You've been separated from your home and are trapped aboard a human spaceship. You need to get home, need to make the humans understand in the only ways you can: color and song.
Slouching Towards Bedlam is a brilliant little steampunk game about language, choice, cults, Armageddon, and triangles. This game has multiple endings. It's neat in that none of the endings are really "good" or "bad". Rather, you need to decide where you stand, and act in the way you think is best.
The Lurking Horror is the grandparent of horror interactive fiction, released in the late 80s. You're a tech student in university. Something more than electricity is powering the school's computers. Find it, but don't die along the way. Besides the comically archaic descriptions of computers, this game doesn't feel all that dated. It's tricky, puzzle-heavy, and charmingly surreal. (Fun fact, this game and another old TA game called Zork inspired the "darkness kills you" mechanic which would later be popularized in Don't Starve!)
Nine Lives is a very short, very weird, very cartoony game where you play a cat that is very bad at staying alive. Cw for non-graphic but repeated cat death.
Spider and Web is one of the most ingenious uses of Text Adventure as a medium I've ever seen. It's famous for having one of, if not the singular best puzzles in video game history. It's tense, it's fast-paced, it introduces you to mechanics slowly and then lets you test them out on your own. I won't spoil too much, but you play as a very badass spy, reliving your brilliant heist during an interrogation. This game even features a character destined to be a Tumblr Sexyman. It really has it all.
If anyone actually read through all this, and has even considered playing any of these games, I'll be a little surprised. This post turned out a lot longer than I wanted it to be. It was meant to just be "hey interactive fiction is a cool and underappreciated medium, go check it out", but this is my special interest, and not one I often get to talk about. I guess this was me infodumping to the only place that will listen, the empty void of the internet. But these games are fun. And they do not get enough love. Text games are a dying genre, if they're not dead already. Give them a chance, show them some love.
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oinonsana · 2 months
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thinking about world-first design
My last three games were more or less centered on the character, and consequently the player. I think this is a completely valid way of playing, but having done three kinds of games that had this, I wanted to branch out into a world-first style of design.
World-first design are the ones I associate with the stylings of mostly OSR: where the gameworld and the modules and the adventures and the equipment, the counting of ammo, of resources, are all more important than creating a character in such a way to fulfill a particular fantasy or character concept.
I call this world-first rather than character-first because it puts into primacy the very world and fiction that the players must interact with rather than the player characters being only focus of such games. In the same way that character-first design (WotC D&D, Exalted, Lancer) doesn't inherently preclude an overwhelming focus on a world's lore and vibe, world-first design doesn't inherently preclude a focus on character building or a certain primacy of the player characters over NPCs. In World-First design, to be someone of note is to have played the game and interacted with the world long enough. However, a caveat of this world-first design is that it's very easy to die, to be extinguished (it is important, in a way, in World-First design to showcase the strength of the world and how it doesn't bend to the whims of a player).
The difference of course, is how the mechanics are mostly written and presented. In World-First design, there's not much use for metacurrencies that imply that the PCs are inherently different or privileged over other player characters. World-First PCs gain privilege from things within the gameworld. While diegesis is of value, it is not the be all end all, as long as the game focuses on mechanics of the world rather than of the player. Frex: ROMANCE OF THE LOTUS THRONE has a (very rare, D&D 4e Action Point-esque) reroll system known as DETERMINATION. However Determination is a very real thing in the game, and can be gained from succeeding in particular tasks, or interacting with community and finding some form of purpose. Its sublimated form of willpower. Its also a bit of an Undertale reference. The difference then is that Determination is not meta-currency: it's in-world currency. There's no Determination stat in the character sheet: it instead fills up an inventory slot. It's a mechanic of the world and not of the player. It's simulationism without the tax forms (rules-lite, fiction-first simulationism is a topic for another post).
When I play or run RPGs, my personal preference has always been that of immersionism. The deeper you sink into a world's physics, a world's customs, the more the Other becomes the Self is a point of great joy for me: whether that be the chilling borderlands of SYMBAROUM, the intricate Underworld of VAMPIRE, the ineffable Space Opera of FADING SUNS, or the crimson-gold otherworld of ARTESIA. World-First can be a genre emulation philosophy (frex, if your world is meant to emulate a genre, a la Exalted's Creation) but I believe that Genre Emulation is not the be-all end-all of Role-Playing Games, as some would think it to be. Mechanics aren't automatically good just because it hearkens to a particular genre, a la PbtA. I think mechanics are good when they accomplish the Design Goal of the game. And sometimes Design Goals are to simulate or fabricate an otherworld and transport you there. I think that goal is one of the more difficult ones to truly achieve, so any that attempt it to this day I hold in respect, even if they end up being rules-heavy simulation-esque attempts. I believe that World-First games are like, the immersive sims of TTRPGs (in the sense that they take some getting used to but create for some of the best emergent gameplay moments, as well as potent immersion of a world).
In ROMANCE OF THE LOTUS THRONE, I’ve managed to do a bit of a mixing. Inspired by the likes of Dark Souls and Elden Ring, where the world is important, but its the character builds that make or break a game, I’ve made the characters dependent on the world. This means you more or less start a game with a blank slate of a character, or someone with the bare minimum of detail. Then, as you play, you learn and gain abilities from milieu of the world, gaining items and powers and magicks from playing the game, rather than from a Class Table. In a way, this is also an inherent forcing of diegesis in the game, and diegesis is one of my favorite concepts in all game design, across all mediums.
This does (somewhat) assume that the characters you’re playing are either amnesiac, young, or people that have not really accrued anything over the years. This is just as well: I believe that you can gain world-changing skills and capabilities even at 60 or 70 or beyond. However, if you want to build a character already seasoned, that’s easy enough to do: simply give them a number of starting equipment and Arts.
All of this lends itself to the ROMANCE's Buddhist bent, especially concerning the ideal of Anatta or Non-Self. Metaphysically, there is no self, all individuation arises from a nigh infinite set of other factors that eventually form the character. This enlightenment is inevitable for PCs that live long enough in Romance: a character eventually becomes a master of anything, removing the individuation of specialization as they inch their Cultivation closer to Awakening. To gnosis. To bodhi.
At the end of it, world-first design kind of asks the players to interact with the game not from their own biases but on the game's own terms. For the longest time this has been a no problem: the biggest world-first games are OSR after all, and they carry the baggage of D&D. However, for games that need and deserve worlds to be taken on their foundation and not the player's, both a World First design approach as well as a World First player mentality could provide a different, maybe even enriching experience that most character-first games would not deliver in the same way (character first games deliver a different, honestly more marketable niche in the realms of OC gaming and Power Fantasy).
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illuminesce · 1 year
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In December of last year, @mabbees and I gave a talk at Nerd Nite Tokyo about a genre of games that have been called "desktop simulators" or "UI games"—essentially, a narrative fiction that takes place entirely within an interface, whether it be a smartphone, an old school Mac, or an imaginary interface in hypnospace.
We called these types of games "Interface Dramas," as in, "telling dramatic stories through the use of interfaces."
We think this should be its own defined genre and should be something games can be tagged as on Steam, just like "point-and-click adventure" games or "story-rich" games.
Check out the transcript of our talk—it goes over what interface dramas have in common with other adjacent genres such as interactive fiction, visual novels, simulation games, and alternate reality games, and what makes them different.
View transcript and slides here.
Games featured in the cover images are:
Terranova
Her Story
SIMULACRA
Hypnospace Outlaw
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easternmind · 1 year
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- Lessons in Japanese Game Design #3 -
Aside from what is easily one of the most stylish presentations in a videogame from the 1990s, one of Front Mission 3′s truly remarkable features consists of an in-game internet browser running within a simulated operating system. Expanding on the concept first rehearsed by Squaresoft in the second entry of the series, this massive component of the game can be accessed during breaks between missions, offering the player access to a number of pages for government entities, enterprises or other institutions. Access to additional websites is permitted as the game progresses.
This inventive solution offers unparalleled insight into the fictional universe of the game, in that it paints a very granular image of a futuristic society, its economy, geopolitical environment and zeitgeist. The information contained in these pages comes in the form of of bulletin boards, institutional updates, press releases, top secret data volumes, or the occasionally amusing curiosity. The user interface itself permits some degree of customisation, such as the option to disable the startup animation - itself a gorgeous visual relic that one hardly tires of watching - or changing the wallpaper pattern. Certain websites will also provide the option to download content, including images which can be set as said wallpaper. Other resources require secure access via the insertion of a password. Moreover, the player will have access to an email inbox to both read and send messages as may be relevant to advance onto the next stage.
Make-believe computer front-ends in video games were no novelty by the year 1999. Several sci-fi adventure, role-playing or action games allowed access to often very believable GUIs for the purpose of, for instance, retrieving precious clues or, say, disabling security locks. Aside from Front Mission 2, Final Fantasy VIII fans will likely remember the exciting Balamb Garden Network terminal. Kowloon's Gate's unforgettable Kownloonet terminals gave access to an email inbox, an all-important database and various other quotidian curiosities that helped fleshing out its mystic sci-fi narrative. The Japanese were privileged to have a complete version of Ace Combat 3: Electrosphere with access to an in-game encyclopedia the player could browse, as well as additional story elements told through email exchanges between the characters. 
That same year, the western Tactical RPG sensation from the West, Jagged Alliance 2, dabbled in this idea. Only three short years later, CyberConnect2′s singular .hack series was designed around the idea of a MMORPG that plays offline, allowing for countless interactions with non-playable characters which simulate messaging formats of the era. Other notable examples include the 2chan boards in Steins;Gate or, inescapably, the passionate love letter to web 1.0 that is Hypnospace Outlaw.
Generally, all of the aforementioned titles are either entirely dedicated on a similar concept, or merely resorted to it as a secondary, amusing distraction. Front Mission 3 pioneered the use of this device as a storytelling technique. No other game of the time, at least to my knowledge, had dedicated so much of its resources to producing a credible replica of design and functionality of the internet as it once existed.
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THEME: Ironsworn/Starforged Hacks
This week’s recommendations are all inspired by Ironsworn, by Shawn Tomkin, or Starforged, its science-fantasy successor.
Inspired by PbtA games, Ironsworn stands out because it can be played solo, GM-less, or as a traditional roleplaying game - and the PDF of the rulebook, a work of stellar quality, is free. It uses unique mechanics such as Vows, Momentum, and Supply to support play - Vows being personal goals that drive the character’s story and generate progression, Momentum being an asset that can be used to track your character’s general level level of success, and Supply being a representation of how prepared or energetic your characters are.
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While Ironsworn is a game of fantasy adventuring, Starforged takes cues from space fiction and science fantasy, and comes with unique character pieces and a planet generator.
Let’s take a look at some of the hacks created out of these games!
Iron Valley, by M. Kirin.
Iron Valley is a cozy solo ttrpg hack for Ironsworn and Starforged.
In this game you take the role of someone moving into a small community and starting their life anew. Maybe you’ll restore your family’s farm. Maybe you’ll explore the mysterious forest just beyond town. Maybe you’ll fall in love and get married! This is a game about living a cozy life with good company, one day at a time.
As a farming simulation, this is a great example of a cozy game. Follow the course of a year, making a new home for yourself using a simplified version of Ironsworn. Fundamentally, the game revolves around the promises you make to your friends, losing track of time instead of hit points. 
This is a chunky game that takes some set-up, that a single can play over many days or weeks. It’s something that requires a bit of work to put together, but you can pick it up a little bit at a time if you’re looking for sustained play, and you don’t have to work with a group to try and schedule game time.
Stonebound, by S0ra.
The Dawnlands are filled with various groups of palaeolithic humans, all trying their best to survive in this prehistoric world, where they are far from the top of the food chain.
You are not like them.
You will venture forth from your home, rise up and challenge the monstrous creatures who roam this land, discover secrets better left forgotten, protect your people from the feral horrors that rise in the night, bind your will and your word to the sacred stone of this land and become Stonebound.
This isn’t much of a departure from the original Ironsworn: the author describes it as a re-skin, with new assets and foes to make the system fit in a stone-and-sorcery kind of setting. The game is still in development, so changes might continue being added, but the game is Pay What You Want for now! In Stonebound, stone replaces iron as the way by which you make vows, and as a result stone becomes a vital part of the landscape. If you really like the way Ironsworn plays but are interested to see how it looks in a new setting, you might want to check this game out.
Cybersworn, by Homebrewster, and Hyper City, by Thomas Manuel.
You’ll need to know how Ironsworn or Starforged works in order to play these hacks. Cybersworn is meant to fit a number of different flavours of cyberpunk; from high-magic settings, to low-magic settings, to settings with cyborgs or a virtual other space. It provides new pieces to slot into the basic ruleset to make the game neon and gritty. And just like Ironsworn, this game is free!
Hyper City is a specific corporate dystopia that you build based on a real city that you’re interested in. It uses Burning Questions rather than Iron Vows, it provides a mode of play that focuses on investigation and exploration, rather than action and adventure. Hyper City is also designed to be played “solo together,” as described by the designer. Each player is playing their own solo journey, but their characters can interact with each-other via messaging apps or something similar to trade information and give each-other updates. 
These games aren’t designed to necessarily be played together, but since they’re built for the same system, it’s likely easy to steal a little from one to place into the other. If you’re into cyberpunk and building your own city, these might be worth checking out!
Silversworn, by fyret.
This is a hack about being a werewolf (possibly in space). It is a hack about rage and trying your best to hide it. It is a hack about finding what lengths you'll go to keep the beast inside, and what carnage you'll bring when it is unleashed. 
This game specifically alters the rules of Ironsworn to allow you to play as a werewolf character. One of the basic moves, Face Desolation, is replaced by Face Rampage, which is meant to replicate your struggle to keep your human form. Apart from mechanical changes, this hack comes with some tips about playing as a werewolf, especially when you’ve transformed. The game also comes with a new series of Truths and Assets, to help you build the world you want, whether you want to tell a story within the fantasy world of Ironsworn, or the galaxy of Starforged.
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If you want to see more genre hacks of these games, I’d recommend checking out the Starforged 2023 Jam on Itch.io. 
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badsummer · 1 year
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Hey, everyone! If you have been eagerly awaiting a new gaming experience that will transport you to new dimensions of romance and horror, then search no further. "Bad Summer" is a captivating journey that promises to immerse you in a hauntingly beautiful narrative, filled with twists, turns, and unexpected encounters. We can't wait to introduce you to "Bad Summer," our upcoming visual novel and analog horror experience!
"Bad Summer" weaves a chilling tale in the form of a dark visual novel, blending elements of horror, mystery, and romance to create an eerie tapestry of the unknown. Play as Jenny, a teenage camp counselor fighting for her life as a deadly creature of unknown origins stalks her every move. Can you survive the dangers of Camp Bear Ridge summer camp and find love along the way?
Our visual novel has unique point-and-click adventure elements. Interact with objects and use/manage your inventory well to discover hidden lore and solve puzzles. Found a key in an inconspicuous location? Take it with you! Might be useful for later. Items stored in your backpack will help you progress through the game. Take it everywhere you go. Never know when you might need it.
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Unlike normal point-and-click adventure games, "Bad Summer" has a big emphasis on romance. Our horror elements are inspired by successful visual novels such as The Letter and Doki Doki Literature Club. Our romance took inspiration from k-dramas, TV shows, and steamy best-selling fiction novels. Our storyline was also heavily inspired by interactive drama video games such as The Quarry and Halloween movies starring Jason Voorhees.
Expect jump scares, blood, gore, death, and analog horror sequences.
Although horror and unsettling themes is the primary focus in Bad Summer, this is a narrative-heavy game with choices, consequences, and multiple endings. Your decisions can either save lives or end them. The stakes are high in Bad Summer and you will find yourself constantly questioning who to trust.
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Romance is a critical part of "Bad Summer", but we didn’t want our game to feel like an average dating simulator. Instead, when pursing a romantic interest in this game, there is no “right” or “wrong” choices. Converse with your love interest however you choose. Take a timid approach, speak with them from the heart, boldly make your advances, or shy away if you want to.
You won’t need to choose the right answers to romance a character in this game. No need for a guide or silly mini-games. Be yourself and you’ll find love regardless. You deserve it.
But you can only romance one and you’ll be locked in early in the game. (There will be a notification before you make the choice, don’t worry.) Choose wisely. Your life might depend on it.
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Warning!
"Bad Summer" is rated 18+ and is intended for a mature audience. This game includes violence, blood and gore, sexual themes, strong language, and discussions of death, grief, and depression. Jump scares too. Horror and distressing depictions go hand-in-hand. It is a core element of our game, and is not suitable for children. You’ve been warned.
Interested? Follow us for more updates, teasers, and cool spooky stuff! Also, check out our website for more details! 🔥
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if-whats-new · 5 months
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What's New In IF? Issue 2 (2024)
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By Erika, Marjorie, Axelle and Noi
Now Available!
Itch.io - Keep Reading below
This is a repost of Issue 2 (this see notice). The original post was not salvageable. We have removed the tags so not to inconvenience creators with notifications. You can still download the original version on itch.io.
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EDITORIAL
We didn't grasp what it would mean to do this project…
We are so grateful about the love we received from the community since the release of the first issue of What's New in IF?
We didn't think it would reach so many people so quickly, and so positively. We're really floored by the lovely comments we received in the reblogged tags and replies and dms. It really means so much to us!
Though it is quite a bit of work, to track so many places and select the coolest stuff (especially from itch…), and we really didn't realise until now what we brought ourselves into…
But it is all worth it.
And we hope we can meet your expectations every week!
Thank you for everything!
ERIKA, MARJORIE, AXELLE AND NOI
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ADDENDUM
The game mentioned as The Dice in the zine is actually called The Dice Test. Apologies to @/stanwixbuster .
We misnamed the project Bladeweaver (as Dawn of Heroes), and the update only included new scenes, not the full Ch2. Apologies to @bladeweaver-if.
REWIND
BECAUSE WE MISSED SOME THINGS LAST WEEK
Femboy Dating Simulator received an update with new routes. (@/kathrinesadventures)
anhedonia and SUDDEN DEATH by DOMINOCLUB were released.
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Spotlight on: The Spring Thing
Currently in its Voting Period, the Spring Thing is a yearly Interactive Fiction festival, meant as an informal counterpart of the big IFComp in the autumn. It has been held every year since 2002.
“The Spring Thing especially welcomes diverse voices and populations traditionally under-voices and populations traditionally under-represented in gaming, including women, people of color, queer and LGBT+ folks, and blind, neuro-diverse, or disabled creators. People from all walks of life should feel encouraged to participate as players, authors, or reviewers.”
The event is sectioned into three categories: the Main Garden, for games eligible for prizes, the Back Garden, for unfinished projects or experiments, and New Game+, for remastered and updated games.
Aside from the winning “Best in Show” ribbon (and prizes), each entry can receive “Audience Awards”, customized ribbons submitted by voters.
You can play the 33 entries over on the Spring Thing website! And if you liked one very much, consider voting for it before May 11th!
According to the organizer, the votes are really split, so EVERY VOTE COUNTS!!
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CONFERENCE
You can now register for the Narrascope! It is happening June 21-23, in hybrid. They've also released the schedule of talks!
ONGOING (VOTING)
Do you speak German? The annual Grand Prix has released its submissions and is looking for voters! Deadline is May 1st!
[And the Spring Thing too!]
ONGOING (SUBMITTING)
The Dialogue Jam by the @/neointeractives group is open for submission until Tuesday 30th! Only Dialogue is allowed!
On Tuesday 30th, the window to submit for the Text Adventure Literacy Jam 2024 will end. The goal is to make a parser for beginner players.
Also ending at the end of the month is the Amare Games Festival 2024, which is all about love!
On the Choice of Game Forum, the Diversity Jam is running. They accept any CScript game… as long at is not in ENGLISH!
THE BITSY JAM IS BACK!!! NO DIALOGUE - 8 DAYS (sorry, we almost missed it, we're really excited for it, but space was limited)
OTHER
The Interactive Fiction Showcase is still running, with new submissions, since last week! It is happening on itch!
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GAMES
NEW RELEASE
We're Women, After All (RenP’y) is a new short entry to the Art Without Blood's universe. (@/catskets)
Loser (HTML) is a new short game by the DOMINO CLUB collective.
Leechcraft (Twine) is a dark-fantasy medieval game where you play a vampire healer. (@/addersmire)
Mysteries of the Star Odyssey (Twine) is a sci-fi first project looking for feedback.
A Tavern at Night (RenP’y) is a cosy fantasy D&D- inspired visual novel involving campfires and tarot cards. (@/qkayoostudio)
Werewolf: The Apocalypse — The Book of Hungry Names (COG) is out!
NEW RELEASE (WIP)
Geo-Terra (Twine) is a fantasy project where you will be able to play multiple races.
The Heir of Alvion Kingdom (Twine) is a fantasy game where you suddenly become the sole heir of a kingdom. Website:
Mending Yesterday (Twine) is a dark slice-of-life project with maybe a hint of horror. (@/moonlightpeddler) Website:
GAMES UPDATES
Obsolete Stars (CScript) completed its 8th chapter, now available in the demo. (@/obsolete-stars-if)
Alpha, Beta, Omega (Twine) has included new scenes in the demo. (@/dam-peace)
An Unexpected Green Journey (CScript) is going through final general updates before submission! (@/krogpile)
The Bar on the Abyss (Cscript) released Chapter 4 (@/thebarontheabyss)
Daria: A Kingdom Simulator (CScript) is looking for beta readers for the last update.
Ripples of blood (CScript) now has a new route.
FFS, Another Northern Duke (RenP’Y) has released its final demo before commercial release.
Thicker Than (CScript) has made the last update public (@/barbwritesstuff)
BREACH: Chicago War Zone (CScript) is now over 1 million words! (@/breachverse)
Those Long Dead (Twine) has released the Twine port of the demo. (@/aevumgames)
Midnight Market - Book 2 (Twine) has made Chapter 4 public (@/night-market-if)
To be human (Twine) has released its demo! (@/kinglyoverlord)
BLESS (B+F+S) (Twine) has released Chapter 7. (@/mahadeoh-blog)
The Ink Stained Chessboard Test (Twine) has been moved to Twine. (@/inkstainedchessboard-if)
“The In-Between” (CScript) has released a SFW version of the game.
The Ultimate Magic Student (CScript) now includes 31k more words.
We apologize if we missed an update or a release. We are but volunteers trying to find as much info as possible, but sometimes news pass through the cracks.
Please, let us know if something should have been added to the zine, and we will shout it out next week!
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HIGHLIGHT ON...
A couple of games that we thought were cool.
Birdland by Brendan Patrick Hennessy (Twine) @/brendanpatrickhennessy
The XYZZY Award-winning interactive game about summer camp mystery, surrealism, and finding who you are. An amazing lesbian YA dramatic teenage romance. recommended by [anonymous]
31st March, midnight by Prof. Lily (RenP’y)
An a phenomenal short visual novel about the game dev experience in an up-and-coming studio and the perception of Visual Novels in the gaming industry. recommended by Kastel
Ryan Veeder's Authentic Fly Fishing by Ryan Veeder (Inform)
“I can't believe I only found this game like… 3 days ago. I just freaking love fishes and this was the most frustrating ever because you can't only fish in there. But gosh darn isn't it amazing. Like I didn't expect to get tangled in all of this…”
submitted by Eli
Your favourite game here?
Do you have a favourite game that deserve some highlighting? Tell us about it! A old or recent game that wowed you so much you want to spam it to everyone? Tell us about it!
We'll add it to the page!
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FINAL WORD
Before we end this issue, we would like to thank:
[anonymous], @/elegantunknownphantom, Eli, [anonymous], Jill, Kastel, [anonymous], and (again xD) [anonymous].
Your messages left on our itch page, our Tumblr ask and submission inbox, our email (! even), and the Google Form, have been so so useful in making this issue (seriously, we wouldn't have found at least 10 games without your tips).
And we'd like to thank all of you, who liked and especially shared the issue with so many people! Thanks to you, we were able to reach new readers (who got to find new games!) and new authors (who we didn't know about before!).
Sharing is truly caring!!
See you again next week!
ERIKA, MARJORIE, AXEL, AND NOI
WHAT'S NEW IN IF? 2024-ISSUE 2
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Alright! An update!
For those who are following my Patreon, I know I said I’d release it on the first of this month but uhhh… Yeah, thing kinda got a bit out of hand. More importantly, the scene where you burn Harag’s “house.” You can fully skip it but it’s 9K (Might go to 12-13K as I said, getting outta hand). You’ll also find a lot of things so I suggest you don’t, but then again, I’m giving you so many options because I want your options to matter. Whether it’s burning down someone’s house, or choosing just how loving you want to be towards your rift walkers.
Now, onto the updates!
First off, I just want to thank all my Patreons and Ko-fi (I know there aren't any yet but thank you all future supporters! <3). They’ve been a massive motivation and I may have had an emotional breakdown this week over “OHMIGOSH PEOPLE ARE STILL SUPPORTING ME ” So haha, yeah. Thanks, everyone. You guys are awesome <3 I might also hold a poll there to choose a short story so yeah!
The game is at 44K (Yep, you heard that right. That’s almost 9K words from last week >:3) I’m gonna try to push myself really hard this week because on the 10th or 11th I’m gonna have to go camp at my professor’s house so he doesn’t send us on an unpaid internship. (A lot of reasons for me doing that, but first and foremost would be that I already left my previous job hence why I’m able to write 9K a week, but also cause It’s unpaid and a 9-10/11 job instead of a 9-5 (cause of me learning and such) along with other subjects in Uni, and then tutoring kids as well, it just leaves me no time to spend on the book, even if I pull all-nighters like I used to.). Dunno how long it’ll take for that but I won’t be alone so yeah, I am going to push really hard to release a Patreon version on the 8th or 9th (Imma try to release it on Friday or Saturday but I want this to be as perfec and enjoyable). (I think I might be oversharing, do tell me if I am;-; )
I’m just gonna leave this here cause I’m having way too much fun with the game.
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Three heartfelt moments with Thor and two with Laurel, you can now extort a femboy from Harag (I was thinking of having you send Laurel to extort a femboy from a 12-year-old and also beat him up and take his money cause that’s literally what Pokemon was lmao but then I thought “Hey! This is even better!” As such, you can punch Harag where it hurts the most… well, not between his legs, but you’ll get the time to do that later.
A lot of world-building was done… and by a lot, I mean I referenced to like, 4 or 5 things BUT HEY! PROGRESS IS PROGRESS >:c
Annnddd that’s all folks! Thanks for coming to my TED talk, have an amazing weekday! Remember to sleep well, eat well, and drink well! (Cause I don’t lmao) Love ya’ll
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hexfroggames · 9 months
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OUR LITTLE GAyMES
Were a group of Brazilian friends who have been making some cool indie games. For now, it's mostly from game jams, but we're working on some big projects! Here are them:
OverClouds
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A simulation and adventure game where you take photos and catalog the wildlife that inhabits these mysterious floating islands. Under development.
Hivemind
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A boomer-shooter where you need to protect your space boat from alien jellyfish. Made in a seven-day game jam.
Pit & Ty
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A two-person local co-op platform where a musical fly helps a robot pass through an invisible path? Idk kinda random. Made in a weekend game jam.
Abaugi
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An interactive horror fiction, you explore a small neighborhood after your car breaks down in the middle of the road. Made in a five-day game jam.
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open-hearth-rpg · 1 month
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#RPGaDay2024
Amazing Adventure
One of the most challenging things for game designers is offering a solid, easy to get into, slowly building, and comprehensive starter adventure. Back of the core book ones have the additional pressure of being there forever. I’ve seen some that have become classics– which many people can bond over. Isle of Dread for Expert D&D back in the day was one of these. I’ve also seen ones that aren’t great– with broken rules references, dropping in too many systems, railroading, or focusing too narrowly. 
The original Coriolis quickstart adventure which came out before the game had some of these problems. It listed several things on the character sheets which weren’t in the rules presented. But more importantly it offered a sci-fi bug hunt scenario which a) was boring and b) did absolutely nothing to sell the actual setting. The earliest Modiphius Conan 2d20 qs adventure, despite being based on a Howard story, was insanely boring: basically a series of linear fights, no social interactions, little other skill use, and almost no choices on the players’ part. 
But there’s one intro adventure which I love. I’m recycling from an #RPGaDay prompt from back in 2015, but my answer still holds: Auspicious Beginnings. 
What is it? A tutorial adventure for Weapons of the Gods, the wild wuxia system. WotG is, IMHO, a hot mess but I love the vibe of it. There are legendary stories, tales of factions, explanations of philosophies, discussions of gender, and descriptions of nations throughout the book. They contain a mix of fiction and description.
But more importantly players can buy connections to those ideas and stories. You can purchase a link and become part of these fables- creating a destiny, showing the GM what you want, and encouraging you to play within those archetypal elements. It’s cool and something worth stealing for other games.
But I had a hard time following the system beyond that. It uses the kind of dice tricks I’m not fond of- pattern matching and the ability to flow dice out of your pool to the side and then back again later. Fireborn and some other games have done that and "it's not my bag." (tm) And the combat’s super involved, though I suspect it does simulate the feel of a legendary encounter. 
But forget all that. Ignore what I just said, because Auspicious Beginnings is wonderful.
The PCs heroes arrive at Only Two Devils, a frontier city with a reputation for the exotic. The city has several striking key NPCs and factions associated with them (like Ironhand Nan and the Sheathed-Blade Empty-Hand Prosperity Society). The Governor has elaborate rituals for city entry and stiff requirements to access the more interesting spots. One or more members of the group need to get to the secret markets to secure a special lost item. To do so, they need a sponsor. Therefore they have to participate in a grand contest- not of fighting, but tests of skill. Like leaping from spear point to spear point carrying a flag while avoiding arrow fire. If the group can succeed, they’re adopted by one of the factions- which leads to a fight and a jump off for further adventures.
The contest’s brilliant and colorful. It’s intended to showcase and ramp up the use of the game mechanics. That holds true for other systems besides WotG. You can use this as a model to show how to do cool stuff. The characters are awesome- the Pre-Gen PCs, the rival contestants, the leaders of the faction. The setting’s vivid and full of amazing hooks. It has twists, ways to buy into the setting, and great advice for running any Wuxia game.
I’ve used this set up straight or in modified form about a half dozen times. I’ve come up with all kinds of crazy new contests. My favorite is racing hungry monkeys to gather fruit from a private garden. There’s a ton of inspiration here and it’s fun to come up with new ones tuned to the players’ builds. Use Auspicious Beginnings for any fantasy game with stunting concepts and athletic tricks for the players (like Exalted or Hearts of Wulin).
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animatedintellect · 3 months
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Reflection on Sword Art Online
I've watched "Sword Art Online" before and initially thought it was just a relaxing and interesting anime, nothing too profound. However, everything changed when I decided to rewatch it. This time, armed with a bit more knowledge about Jean Baudrillard's "Simulacra and Simulation," I realized how deeply the themes of the show resonated with his ideas about the blending of reality and simulation.
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The series, which immerses its characters into a life-or-death virtual reality game, perfectly encapsulates the concept of simulacra, where simulations become indistinguishable from reality. Watching it while simultaneously engaging in an online course where my virtual interactions were significant and impactful, I couldn't help but draw parallels between my life and the show. The virtual classroom, much like the game in SAO, had become a pivotal part of my daily reality, making me question the very nature of what it means to 'experience' something.
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This rewatch, enriched by my online learning, made me appreciate how SAO explores the impact of technology on our perception of reality. It's not just about the thrilling adventures within a fictional game; it's a commentary on our evolving digital lives. It made me reflect on how online interactions, learning, and digital communities are increasingly becoming as real as their physical counterparts.
It's fascinating, and a bit unsettling, to realize how an anime I once viewed as mere entertainment now serves as a profound narrative echoing my academic explorations. This deeper connection has sparked introspective thoughts about my own digital habits and the blurred lines between virtual and physical realities.
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