Popular games built on game engine Inform
Anchorhead is a text adventure game in the style of classic Infocom games from the 1980s. Travel to the haunted coastal town of Anchorhead, Massachusetts and uncover the roots of a horrific conspiracy inspired by the works of H. P. Lovecraft. Search through musty archives and tomes of esoteric lore; dodge hostile townsfolk; combat a generation-spanning evil that threatens your family and the entire world. To mark the twentieth anniversary of its initial publication, Anchorhead is now available in a special Illustrated Edition with rewritten code, revised prose, additional puzzles, and illustrations by Carlos Cara Àlvarez.
A game written by Arthur DiBianca for the 21st Annual Interactive Fiction Competition.
The last two officers of a tropical colonial outpost wait for evacuation.
Interactive Fiction created by Andrew Plotkin being a fusion between a game and a programming tutorial.
A piece of Interactive Fiction written by Victor Gijsbers. Winner of the Spring Thing 2006.
A piece of Interactive Fiction written by Nolan Bonvouloir.
You wake to stillness. The hammering, banging, and shouting that kept you awake half the night are gone. The air is cold, and something smells burnt. Your master's experiments must be finished, but with what result? A piece of Interactive Fiction written by Emily Short.
A short piece of Interactive Fiction written by Jon Ingold.
An interactive fiction story by Andrew Plotkin depicting a tense and harrowing chase in a claustrophobic cavern setting.
Down, the Serpent and the Sun is a piece of Interactive Fiction written by Chandler Groover.
Something new in your everyday hunter-gatherer routine: where did this strange edifice come from? Dare you enter and explore the secrets of this... thing, or do you try to face your enemies? Like you have a choice.
You're an ordinary Soviet citizen, but to your surprise you are selected to play a highly important part in the defense of the Motherland - and then the crisis comes...
A text adventure game about an orc named Grunk and a pig who would much prefer to remain lost.
A piece of Interactive Fiction written by Adam Cadre. Is on the list Interactive Fiction Top 50 of all time (2015 edition).
The fourth one in a series of anthologies of unbelievable terror, edited by Ryan Veeder.
A millionaire guards a fabulous ruby in her private train car. Countless thieves have failed to steal it. But they weren't the Magpie!
In this castle, you'll eat or be eaten. May contain dairy, carnage, puzzles, nuts.
Hotsy-totsy! It's 1928 and you're madcap flapper Hazel Greene, tottering around the city's finest hotel with a gullet full of giggle juice...until a gaggle of ghosts shows up to spoil the fun by turning every drop in the place into lousy, undrinkable WATER. Explore the beautiful Poseidon Grand Hotel, meet Barnaby Mooch the Magnificent Pooch, and get splifficated on a snootful of ectoplasm in this paranormal puzzle comedy.
Enter a steampunk adventure set in a London that might have been. The year is 1885. Bedlam Hospital still stands in Moorsfield, a decaying shell used to house the poor and the hopeless. Steam-driven mechanical wonders roam the streets. Gear-wheeled analytical engines spin out reams of thought onto punched paper tapes. And in the darkness – in the alleys and the side shops – hide secrets. A piece of interactive fiction written by Star Foster and Daniel Ravipinto.
A mysterious death, a secret to be revealed… and someone who wants to know the truth, at any cost.
A puzzle game about secrets in the Age of Lead. You've spent seventeen years preparing for an infiltration. Stealing the Confessor's secrets is only the beginning: it will all be for nothing if you leave a trace.
Manhattan, May, 1954. The last few years, you've settled into a routine. You work at the bank, you go home, you occasionally have dinner with your mother. It is all acceptably ordinary. One day a strange creature crosses your path, and disrupts the schedule entirely. A work of interactive fiction by Emily Short.
At some point, going back would have been inevitable anyway. And why should I not have been allowed a bit of rest? After all, no one could say I hadn't tried to run. But when you're running, you need to stop eventually, or else you risk running into people.
Walking away from a picnic, you are suddenly caught in a country storm. You must protect a bridge from being destroyed. A game by Andrew Plotkin he describes as his "first serious work of interactive fiction".