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.
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.
18 Rooms to Home is an experimental work of interactive fiction. It’s a day in the life of Yesenia Reed, whose life is far from ordinary, no matter what she might prefer.
In this well-crafted one-room puzzle, you play as a wizard gambling everything for a chance to gain immense power. In a deep underground sealed chamber, your spell summons an egg from another reality into your drawn pentagram. How will you deal with this egg? Decide wisely and quickly, or soon you will be dead.
A game written by Arno von Borries for the 21st Annual Interactive Fiction Competition.
This intricate all-text reworking draws on the Gothic, as well as Clue, to simulate seven characters working to outwit the killer in their midst.
A piece of Interactive Fiction written by Victor Gijsbers. Winner of the Spring Thing 2006.
The black gate at the east end of the schoolyard is closed, locked. The After School Program does not relinquish its warriors willingly. Here is where the mud is thinnest on the ground, and in some places the painted lines of the kickball diamond are visible. A text adventure by Ryan Veeder.
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.
Photopia is a short, narrative-driven piece of interactive fiction. Written by Adam Cadre in 1998, it won first place in that year's Interactive Fiction Competition.
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.
When the seventh day comes and it is time for you to return to the castle in the forest, your sisters cling to your sleeves.
A game written by Arthur DiBianca for the 21st Annual Interactive Fiction Competition.
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.
Down, the Serpent and the Sun is a piece of Interactive Fiction written by Chandler Groover.
A game about a tea party, a monarchy, and the unpredictability of language.
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.
You should carry the bag. I'm more of a delegator. A work of interactive fiction by Ryan Veeder.
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...
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?
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
It is a symbol and a tool. It is your past and your future. It is all things, in time. You, Timothy Hunter, have lived, and like all things mortal you have died. But the aftermath of that lifetime is anything but simple... Faced with creatures beyond your ken, the fruition of whose inscrutable motives hinge on your decisions, what will you do? Will you face who and what you once were? Or will you try to change things for the better? Or the worse?
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".
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.