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.
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.
A mysterious death, a secret to be revealed… and someone who wants to know the truth, at any cost.
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.
Castle of the Red Prince is a small text adventure with a different perspective on how locations can work in a parser game.
A murder most foul has been committed and Sherlock Holmes is on the case. You are his dog.
You burnt some toast, which set off your smoke alarm and called the fire department. If there's not a fire when they arrive, you can expect a hefty fine.
Wander around. Puzzles will be posed. Eventually you win. A work of interactive fiction by Andrew Plotkin, recreating one he originally made in 1989.
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.
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.
A millionaire guards a fabulous ruby in her private train car. Countless thieves have failed to steal it. But they weren't the Magpie!
You, Mary Jane Minsky, have a few things to clear up with your best friend Jenny Yoshida. When your robotic birthday gift doesn't go over as planned, you may need to reset your expectations, for her and yourself.
A one-room interactive fiction game set in your apartment.
Final Exam takes place in the near future after an AI revolution has led to the establishment of a new sort of government. You are seeking a job within this government: your performance in the “final exam” determines the outcome. You wake up on the day of your exam to find that your world has unexpectedly changed. You leave your room to seek answers, and find the Administration Centre deserted... A game written by Jack Whitham for the 21st Annual Interactive Fiction Competition.
Cursed from birth with complete weightlessness, you have been imprisoned in a tower by your godfather, and need to escape and find a way home. Loosely based on George MacDonald's 1864 children's book The Light Princess.
Ultimate Quest: Journey to the Far Side of Possible is an interactive tweet-based text adventure by internationally renowned interactive fiction author Emily Short and featuring illustrations by Silvio Aebischer.
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.
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?
Fantasy Interactive Fiction created by Andrew Plotkin, as both a game and an introduction to the genre.
A samurai explores a haunted shrine.
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.
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.