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.
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.
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.
A Western by IkeC
I wake peacefully, and already she is there. My angel - she is all around me. Her presence is like ice on water. But she is less than peaceful. My thoughts are all of raging storm clouds. Hurriedly, I drag myself up. A work of interactive fiction by Jon Ingold.
A game about a tea party, a monarchy, and the unpredictability of language.
When you discover that your family has been invaded by faeries, there is only one thing to do: take names, and kick...well, actually, just take names.
Aisle started out as a game which would not need the usual meta-verbs... i.e. a game with only one turn. The initial idea was: How do I make a game with only one turn interesting? Give it lots of endings--in fact there are many 'endings' and (hopefully) every sensible action results in an 'ending'. There is no winning action. There is however more going on than just this and the more endings you see the more things should become clear.
High school journalists spend the night in a church, investigating reports of a ghost. A piece of interactive fiction written by Ryan Veeder and Emily Boegheim.
Young Gretchen could have only imagined the fanciful events that were to occur before finding herself lost in a winter wonderland. A piece of interactive fiction written by Laura Knauth.
In a world of arcane mysteries, a young doctor's apprentice unravels a conspiracy most grim. The Weight of a Soul is a mystery-horror interactive novel inspired by IF classics like Blue Lacuna and Anchorhead.
The only thing worse than being a village idiot is being an unemployed village idiot. Maybe it’s time to change careers. Maybe it’s time to be a knight.
A piece of Interactive Fiction written by Michael J. Coyne for The 9th Annual Interactive Fiction Competition.
In this castle, you'll eat or be eaten. May contain dairy, carnage, puzzles, nuts.
An account of the disastrous sidewalk chalk tournament of August 27, 2011.
You haven't been over since she told you a month ago that she was moving to some small town in Wisconsin. But Riley is here, and the computer is here, and that's what matters for now. "Have you played the game yet?" "You told me to wait to play it with you about a billion times," she says. A work of interactive fiction by B.J. Best.
Explore an all-new "critical edition" of a 1996 Inform 5 game about mental illness, magic, and the second law of thermodynamics.
Your friend Mike thinks no one can infiltrate THE FACILITY, but you're going to prove him wrong. A game written by Arthur DiBianca for the Annual Interactive Fiction Competition.
An interactive fiction about perfume, memory and new meanings, with heavy use of procedural generation.
Heliopause is interactive fiction — a classic text adventure. No graphics! No point-and-click! You type your commands, and read what happens next.
They all stare at you expectantly, like children waiting to be told a bedtime story. Who can blame them? You are, after all, Antoine Saint Germain, the great French detective. No criminal has ever been a match for you, and everybody is looking forward to a description of your brilliant deductions. There is just one small problem. One tiny detail that makes it different this time. A mere trifle, really. This time you have no idea who did it.
The little match girl is hired to assassinate a disgusting old man.
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.