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 Arno von Borries for the 21st Annual Interactive Fiction Competition.
On the Night of the Comet, the usual astrological bonds do not hold, and the order of the universe is threatened. It is a time made for rebels and usurpers, and all who would claim the kingdom for themselves. You are a member of the Order of the Phoenix, a protector of the hierarchy and the kingdom itself. It is your duty to attend the royal ball, watch for dangers... and do whatever needs to be done. A piece of Interactive Fiction written by Emily Short.
It is night on this side of the planet. Settled areas are lit: a jagged crescent in the tropics, lining the inland sea. The bright splatter along the top of the curve is Tanhua, as bright from space as New York. The north continent is darker, sprinkled finely with small lights, where the failing climate makes it hard to survive a winter. And the northernmost point, almost lost on the slope of Mt. Cordia, is the original Aleheart Colony, where the first settlers from Earth landed. It is your destination as well. A piece of interactive fiction written by Emily Short.
An interactive fiction adaptation of William Shakespeare's comedy The Tempest in which the player guides the spirit Ariel. The text and descriptions are lifted from the original work, i.e. in Early Modern English.
A musician's manic episode binds fiction and reality into a joyful union.
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...
Varkana is the name of a region in a world with a timeless, mildy fantasy/sci-fi setting (some technological and magical elements are present at this moment, but not prevalent), with the city-state of Arg Varkana as its major outpost of civilization. There are several Persian and Mesopotamian inspired elements in there, some of which might sound familiar to those who are acquaintanced with those cultures. We start the game as Farahnaaz, a bookcrafter and a library employee in Arg Varkana, currently enjoying her summer holidays when the town is lively with celebrations. Her hometown is to be visited by a team of ambassadors from Ashtarta, a distant, fabled land with a more advanced technology and a recently-reestablished regime.
Explore the wizard Bartholloco's castle with the help of a versatile magic wand. Can you overcome his challenge? Can you levitate a rock? Can you slice a baltavakia?
a sweet story
The call comes through. Of all the dicks; you get the call, sitting in the front seat of your car, hands shaking on the steering wheel. An urgent call; but all you were thinking of was the bottle in the liquor store and so that's where you went first. Now you're pulled up outside the house. The rear mirror's showing two steely eyes. You adjust your hat, stiffen up your collar and grab your badge off the dash. Here goes. You've one last chance so... MAKE IT GOOD
Castle of the Red Prince is a small text adventure with a different perspective on how locations can work in a parser game.
A piece of interactive fiction written by Jason Devlin.
The last two officers of a tropical colonial outpost wait for evacuation.
Worldsmith is an exciting, immersive text game. Type in commands and explore the World, solve puzzles, talk to people and play the Game of Worlds. In Worldsmith, you control the story. With over 150,000 words of text, Worldsmith is a full, novel length, Interactive Fable. As you explore the world of the Septem Tower, you will create solar systems and Life, unearth ancient mysteries, and discover the secrets behind the Tower and its billion year mission. Worldsmith is an Interactive Fable and is part novel, part adventure, part puzzle and part strategy game.
You play as Alice Armstrong, the new Professor of Muggle Studies at Hogwarts School of Witchcraft and Wizardry in Scotland, even though you've never heard of "muggles" before and never knew magic was real until the headmaster proved it to you. But when you arrive at the school, you discover that a botched spell has made everyone disappear and you're now trapped within the castle. Is this something you can fix without magic? A work of interactive fan fiction by Flourish Klink.
An interactive fiction about perfume, memory and new meanings, with heavy use of procedural generation.
Interactive Fiction created by Andrew Plotkin, being more of an experiment than usual.
You're a writer, trying to turn a blank page into a story. Start with the setting. Should the story take place in Scotland? Io? Tied to a kite? Somewhere completely imaginary? Or maybe you shouldn't start with the setting?
Eyes can see, and a mind can think. Insanity is just one step away. You are in a room. That's where you are, and you know exactly what is going on. But the truth is hard to take.
A murder most foul has been committed and Sherlock Holmes is on the case. You are his dog.
An interactive fiction interpretation of the Hamlet story, blended with Jewish culture and mysticism.
The first Taleframe game based on the 90s children's horror soap opera.
With the cantankerous Wizard of Wordplay evicted from his mansion, the worthless plot can now be redeveloped. The city regulations declare, however, that the rip-down job can't proceed until all the items within had been removed. As an adventurer hired by the demolitions contractor to kleptomaniacially clear out this mansion, you must engage in wordplay in order to gather all the items inside. It is not necessary to think of puns, cliches, or homonyms, however, as has been the case with previous logological interactive fiction. The puzzles in Ad Verbum are of a different—and perhaps even unique—nature.