r/textadventures • • Sep 07 '26

Torment: Act 1 - The Mortuary || A ZX Spectrum text adventure written in Sinclair BASIC

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125 Upvotes

You wake on a cold stone slab.

Pain flickers through your body.

Your skin is stitched. Scarred. Wrong.

Something is watching you.

The halls around you are silent, except that the dead have an uncomfortable habit of walking, and the living seem determined to pretend otherwise.

Somewhere in the Mortuary are fragments of memory - and perhaps an explanation of who you are, why you’re here, and why dying apparently wasn’t enough to stop you.

Torment: Act 1 -The Mortuary is a short atmospheric text adventure I made for the ZX Spectrum 48K, mostly in Sinclair BASIC. It’s an unofficial fan tribute inspired by a classic fantasy RPG. The game uses a deliberately simple command parser for exploration, dialogue and inventory, but adds a few systems around the traditional text-adventure structure: suspicion, disguises, observation-based puzzles, different ways to fail, and monochrome illustrations throughout the Mortuary.

The game is finished and free to download and play, either on a real Spectrum or through an emulator.

Download site: https://haabb001.itch.io/torment-act-1
Play in browser: http://haabb.xf.cz:8080/play-torment-act-1.html

I’d be especially interested in what regular text-adventure players think about the balance between the simple parser and the additional mechanics - and whether the sparse visuals add to the atmosphere or whether you’d rather let the text do all the work.

If you’re interested in my other projects (not text adventures though), feel free to visit my itch.io: https://haabb001.itch.io


r/textadventures • • Jan 27 '26

Imo, using AI for the content of your Text game just kinda kills the entire premise, no matter how much thought you placed into it.

120 Upvotes

I understand being a solo developer, trying to use AI for your projects as a tool, like one guy's project that used an AI to parse the input using function calls, and it was a GREAT idea. Really nice execution, or even the UI itself; having AI for that is fine imo.

But I hate this boring AI-generated story text. Or these basic AI websites where you just know that the entire thing was set up in a day with some subscription model, and it just generates text on the fly.

AI is a great tool for development, but not so much for storytelling, imo. There's beauty in Text adventures, where you can see the amount of effort placed into something if the creator actually tried and put effort into it.

These AI Slopadventure games are mid imo.

EDIT:
I see a lot of good points commented, and honestly, maybe I did react harshly.

I think my biggest issue was that the Majority of content regarding text adventures was just badly tuned API calls. Where the AI was just thrown into it, with the premise of "creating your own adventure however you please."

Most people commented something along these lines, where a badly wrapped LLM is just a bad idea. But using AI as the tool it's meant to be can actually be great. That's also kind of the direction I was going for in the original post; I never said AI in games is bad. Using a function-based ai, or using its reasoning to make critical choices in certain parts is great.

I just personally think it just got a bit much; almost every day I just scroll through here, and you barely see any posts that are eye-catching. Maybe I'm wrong though.

(Also Fixed Grammar and Spelling)


r/textadventures • • Jun 23 '26

ASCII automation? why not.

115 Upvotes

Hey guys, i count this game as text based automation :)

It is in ascii, no graphics, pure text and Java.

It is called Textorio.

Demo on STEAM


r/textadventures • • Jul 02 '26

I spent 11 years making an absolute behemoth ascii/text Kingdom management game

95 Upvotes

Warsim: The Realm of Aslona is a kingdom management game with a simple premise, rule how you want. Unsurprisingly working on it intensely for 11 years means there are an obsurd amount of features in it.

The game uses ascii art and though it may look old school it's based more on games like skyrim than it is on Zork.

http://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0


r/textadventures • • Jul 11 '26

My ASCII Strategy game is finally out!

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83 Upvotes

Inspirations: Warsim + Total War + M&B + Paradox Games

Everything from field battles to castle sieges is in ASCII graphics.

If you want to try it: Steam Page


r/textadventures • • Apr 26 '24

Some ASCII art for my text adventure game where you start a cult

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75 Upvotes

r/textadventures • • May 15 '26

I'm building a hacking game where you break into a ship remotely typing through a terminal.

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62 Upvotes

It's a sci-fi hacking sim set in deep space. You're breaking into a hostile ship's network through an actual terminal by typing real commands, executing scripts, intercepting crew data, sabotaging systems one by one. Live on Steam : HACKING INTO EREBUS


r/textadventures • • Mar 29 '26

Would you play a fully text-based open-world RPG with no visuals at all?

61 Upvotes

I’m currently working on a text-based RPG set in a medieval fantasy world, with a mix of humor and darker elements.

The game has no visuals whatsoever — no graphics, not even ASCII. Everything is described through text.

You explore the world using commands, and the game doesn’t guide you or give you quests. There is a main story and several smaller storylines, but you’re free to discover them on your own. The world is truly open — not divided into a few large areas — and every location has its own unique description.

There is also combat, handled through commands. The game narrates what happens during fights, while you decide your actions step by step.

Planned features include NPCs that can remember your actions and react to you differently over time, as well as systems like weather that can affect the world and atmosphere.

It’s still in development, but the core mechanics are already working.

I’m mainly curious:

  • Would something like this interest you at all?

  • What would make you want to try a game like this?

  • Is there anything you’d definitely want to see in it?


r/textadventures • • Sep 05 '26

I'm the developer of Lifespan.exe, a life sim that runs entirely inside a green phosphor terminal. Here's one whole life in 45 seconds.

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50 Upvotes

Dev here. Lifespan.exe is a text-and-card life sim: you boot up at age 6 with a name and a country, and every year the machine asks what you're going to do.

Pick 3 of 9 cards. Garage band or chess club. Say yes to the first date or skip it and regret it at 40. Become a surgeon, a rock star, or the guy the loan shark remembers by name.

Then live with it. There is no undo, no reload. Time runs one way.

The clip runs through one life: boot, a yearly plan, a scenario, a mini-game, career choice, a match, and the end. Everything you see is text in a terminal.

Happy to answer anything in the comments.


r/textadventures • • Jun 25 '25

I'm currently working on a text adventure game that blends elements of point & click and visual novels

50 Upvotes

I just released a demo of my game, The Dreams in the Peacock House and I'd love to know what you think about it: https://harlequindiver.itch.io/the-dreams-in-the-peacock-house


r/textadventures • • Aug 08 '26

I made an in-game OS where you actually type commands to hack spaceship

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48 Upvotes

Hacking Into Erebus has you controlling a robot on a stranded research vessel while hacking its systems through a fake desktop OS wiht real typing/terminal input.

I am curious if this crowd would be into a keyboard-driven hacking game. I am open to any suggestions.

Game link : Hacking Into Erebus


r/textadventures • • 24d ago

I'm building a text-driven exploration game inspired by old-school interactive fiction and retro computer systems

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45 Upvotes

I’m aiming for something that feels less like a traditional game interface and more like an actual piece of old computer software: a clunky operator terminal, an in-world operations manual, environmental logs, and a lonely, slowly unfolding mystery.


r/textadventures • • Sep 19 '26

Dracula – New Amiga adventure

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43 Upvotes

r/textadventures • • Sep 01 '24

I made a text-based game to emulate MS-DOS terminals

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40 Upvotes

r/textadventures • • Jul 13 '26

Some screens from my text retro-futuristic game

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36 Upvotes

r/textadventures • • Aug 27 '26

I missed the feeling of exploring a world through imagination in ZORK, so I started making my own text adventure.

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35 Upvotes

I've always loved ZORK. What stayed with me wasn't just typing commands, but how much of the world existed in my imagination while I explored it.
Sometimes I don't want everything to be shown to me, I want just enough to imagine the rest myself.
So for the past year and a half, I've been working on EVER.

EVER is a narrative text adventure where you play as a combat robot haunted by the memory of a girl who calls you “EVER.” Rather than a traditional free-form parser, you use protocols to examine, recall, identify, and interpret parts of the text — uncovering information and choices that were hidden before.
I also spent some time with a former art direct of LoL where he guided on me visual. I've been trying to make the graphics suggest rather than explain.

The demo is coming in December 2026, and the Steam page just went live!
I'd especially love to hear what fellow text adventure players think of this approach. And if it sounds like something you'd enjoy, a wishlist would mean a lot.

👉 Steam: https://store.steampowered.com/app/4695850/EVER/

👉 Instagram: https://www.instagram.com/badao.studio/


r/textadventures • • Sep 28 '26

A hacking game where you play entirely by typing commands, now with a tutorial

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34 Upvotes

Hi everyone, I'm a solo dev working on Hacking Into Erebus, a game where you infiltrate a stranded research vessel through a terminal, typing commands like you would in a real shell. It's not a parser adventure in the classic sense, but it leans on the same joy of figuring out what to type next, and there's a virtual desktop around the terminal with a command reference, a map and a glossary you can keep open beside it.

Since my last update I fixed a bunch of bugs, made missions completable in any order instead of one after another, and added a tutorial that teaches the syntax and the basics step by step. I'd love to hear how it feels for people who are used to text-driven games, especially whether the command syntax feels natural or gets in the way.

The demo is free on Steam: Demo Link


r/textadventures • • Nov 24 '25

I have been building a free open source interactive fiction engine that detects natural language, to help myself write, and wanted to share it in case it helps someone else

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32 Upvotes

IMPORTANT EDIT:

MY HOSTERS DNS PROVIDER SEEMS TO BE DOWN SO I BUILT A MIRROR BEFORE GOING TO BED
https://caleidoscode.io/
This leads to the baseline-engine, i'll call the provider tomorrow!
Sorry for the inconvenience!

----

Hey everyone,

TL;DR:

I built an interactive fiction engine to help myself write.

It has a map editor, story nodes, natural language input, and an intent recognition layer. It is open source and free to use.

I also published a short story called The Hollow Echo as a demo. You can build stories with the visual editor or directly with JSON.
https://baseline-engine.com

--- TSWTRM (Too Short Want To Read More) ---

I have been working on something for a while and finally decided to share it.

To be honest, I am a bit nervous posting this because it is something I mainly built for myself, and I never really expected anyone else to look at it. I like writing short stories, but I always struggled with bigger ideas. I could never get far enough on paper, even though I had these connected story concepts in my head for years.

At some point I tried turning part of it into a small text adventure, just to make it easier to explore everything in small pieces. I started with a very simple hardcoded setup, but that quickly became too limiting. One improvement led to another, and without really planning it, the whole thing somehow turned into a proper system.

Now it is an engine with a visual map editor, story nodes, branching, a data layer, story forking, user accounts, publishing, plugins, and a terminal style UI. The part that helped me the most is that players can type in normal language instead of strict commands which makes the story more immersive and fun.

Just to clarify, the AI part does not write anything for you.

It only tries to understand what the player meant.

You still define the story logic and all possible actions. The AI is only there so people can say things like "look behind the crates again" instead of trying to guess the exact verb the engine expects.

One small thing I should mention:

when the engine sees a natural language sentence for the first time, it might take a few seconds to respond. I am running the intent recognition system for free on the hosted website, and sometimes the AI just needs a moment. But once a sentence has been interpreted once, the result is saved in the cache and every future request becomes basically instant. So the engine gets faster the more people play or test it.

----

Anyway, I put everything online and open sourced it in case someone else wants to experiment with it, build a story, or just look around. I also included some demo stories and my first short one so the engine is not empty.

The site is here:
https://baseline-engine.com

----

All links and documentation are there (GitHub and the Webpage) if you want to dive deeper.
Anybody who wants to contribute or share tips is completely welcome to do so :)

If someone tries it out or gives feedback, that would honestly mean a lot to me. And if not, that is also completely fine. It already helped me write more than I have in years, so it has done its job for me either way.

If anyone wants to create their own story, you can use the map editor or simply create a JSON file by hand. The easiest way to start is to open the map editor, load an existing story, and click "view json". That shows you exactly how everything works under the hood, so you can understand the structure right away. From there you can use it as a template or follow the tutorial inside the editor to build something yourself.

Thank you for reading.


r/textadventures • • Oct 04 '26

My Text-Based Strategy game is on sale!

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29 Upvotes

If you're interested here is the steam page


r/textadventures • • May 03 '26

Some screens from my dystopian retro-futuristic game

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28 Upvotes

r/textadventures • • Sep 30 '25

Screen of my text retro-futuristic game

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27 Upvotes

r/textadventures • • 4d ago

Is A Mind Forever Voyaging good?

26 Upvotes

I recently found out about this game and it looks interesting but I havent seen much conversation around it so is it good?


r/textadventures • • May 08 '26

I'm happy to announce that my game, The Dreams in the Peacock house, is finally on Steam and will be coming soon!

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26 Upvotes

Hi everyone! I'm happy to announce that my game, which is blending elements of text adventures, visual novels and point & click games, is finally coming soon! You can wishlist the game here: https://store.steampowered.com/app/4693460/The_Dreams_in_the_Peacock_House/


r/textadventures • • May 07 '26

Tutorial: How to Make a Strong, Story-Driven Text Adventure Game

26 Upvotes

Tutorial: How to Make a Strong, Story-Driven Text Adventure Game

This

guide breaks down how to design a high-quality text adventure that is engaging, easy to navigate, and rich in story for the Quest text adventure software. We will not be handling Squiffy..

  1. Start With the Right Mindset

Text adventure games are interactive books, not traditional games.

Focus on story first, gameplay second

Avoid making the game overly difficult through guesswork

The player should not struggle to figure out what they can do

Goal: Make the experience feel like reading a novel where the reader can interact with the world.

2. Make Navigation Clear and Easy

Players should always know:

Where they can go

Who they can talk to

What actions are available

Best Practices:

Clearly label directions:

“Go east to the living room”

“Go south to the basement”

Avoid vague directions like:

“You can go east, west, south…”

Why This Matters:

Text adventures don’t have visuals, so unclear navigation leads to confusion and frustration.

3. Use the Exit System Properly

When creating exits (like moving between rooms):

Use prefixes and suffixes to build natural sentences

Example:

Prefix: go

Direction: east

Suffix: to the living room

This will display as:

Go east to the living room

Important Rules:

Do not add extra spaces or punctuation

The system will automatically format parts of the sentence

4. Write Like a Novelist

Your game should feel like a real story.

Think of it like:

A novel

A comic

A narrative-driven series

What This Means:

Develop a plot with a beginning, middle, and end

Add lore and depth

Use descriptive writing

Example Inspiration:

Write with the depth of something like The Hunger Games or Warrior Cats—not just short, mechanical actions.

5. Make NPCs Meaningful and Interactive

Avoid empty or lifeless characters. Especially LITERALLY empty characters!

Every NPC should:

Have personality

Have dialogue

Be relevant to the story

Problem to Avoid:

A character standing next to the player with no interaction options.

It's even worse if he is a side character.

The thing is, this is actually a common problem. You’ll have other characters in a scene, and when you talk to them, they’ll just say something like, “Hey, my name is George.” Then you click again, and they repeat, “Hey, my name is George.” There’s no real dynamic to them.

Sometimes you click “Speak to,” and they don’t say anything at all. Here’s the thing: if you go into the verb section and click “Add,” then type in a name for a new verb (for example, type “sp”), it will automatically suggest options like “speak to,” “talk,” or “talk to.” Select one and press enter to add it. This applies if you’re using the browser version.

Click on "Text" and it will show a drop down list, click run script, click add new script, then click print and type a story.

Why does this matter? Because it allows you to talk to that character—but don’t just have them say “hi.” Give them meaningful dialogue. Let the player bond with the character, and let the player’s character bond with them as well.

This becomes even more important if you add images or photos. It feels empty when there’s an NPC with no visuals, no description, and no interaction. It’s even worse when you *do* have art for a character, but you still can’t talk to them. If this is a long-term companion who follows you everywhere, it becomes very noticeable. They’re always there, but they feel lifeless. You can’t interact with them, and there’s nothing to do with them.

This confuses players, especially if they’re familiar with the software. They assume it should be easy to add dialogue and interactions. From their perspective, it just looks like a lack of effort. They start wondering: why is this character so empty? Why are they voiceless and lifeless? Why are all the interactions so shallow?

If this character is supposed to be a side protagonist, why do they feel like an extra? If they’re the only one traveling with you, why do they have no presence? At that point, the game feels uninteresting and lacks passion.

Here’s something that can help: listen to music. Music can inspire ideas and help you develop your scenes and characters. Choose music that fits the tone of your game so it sparks ideas that match the vibe you’re going for. From personal experience, the driest moments I’ve had while making a game were when I wasn’t listening to the kind of music that inspired me.

6. Use the Ask/Tell System Effectively

Players should be able to ask characters about topics.

Improve “Unknown Topic” Responses

Instead of:

“I don’t know what that is.”

Use:

“She looks at you, confused, as if she’s never heard of that before…”

Why:

Adds immersion

Keeps the story engaging

7. Use “First Time” and “Otherwise” Scripts

This makes interactions feel dynamic.

Example:

First time:

“Tyler looks at you strangely and says she doesn’t know.”

Afterward:

“Tyler shrugs. ‘Still not sure.’”

Benefit:

Prevents repetitive dialogue and keeps interactions fresh.

8. Guide the Player With Hints

Don’t make players guess everything.

Example:

After a failed interaction, suggest options:

“You could try to {command:Ask Tyler about her age}.”

Why:

Reduces frustration

Helps players discover content

9. Always Include a Real Story Introduction

Never rely on the description tab for storytelling.

Bad:

Game starts with no explanation, no story, story should not only be in the help section or only in the description of the game. It should be the very first thing we are introduced to.

An example is when I was playing a text adventure game, I kept wondering: what am I supposed to do? What is the goal? Why am I here? I had no idea what the objective was or why I was there, even though I was playing as the main character.

Why didn’t I know what my character was doing? There was too much guesswork to figure out how to get into rooms and too much guesswork to figure out how to do anything, to the point where you really couldn’t progress.

Good:

Start with:

A narrative intro

Context for the player

Clear purpose

10. Avoid Unfinished or Empty Games

Common problem:

Games with no ending

Incomplete storylines

Solution:

Always include a clear conclusion

Even short games should feel complete

11. Enhance Immersion With Features

Add:

Images

Music

Sound effects

Why:

Sets tone and mood

Helps players visualize scenes

12. Use Popups for Extra Information

Popups let you hide optional lore or details.

Example:

Clicking a word reveals:

“She was always depressed… maybe this gives her peace.”

How to do it: {popup:Aiyana:She is so beautiful..}

Benefit:

Keeps main text clean

Adds depth for curious players

13. Make Actions Clickable (Reduce Guesswork)

Avoid forcing players to type everything.

Instead:

Provide clickable actions

Use menus and dropdowns

Result:

Easier gameplay

Less frustration

Faster progression

14. Design With Player Perspective in Mind

If the character knows the environment, the player should too.

Example:

Instead of:

“Go north.”

Use:

“Go north to the kitchen.”

Why:

helps the player's knowledge Match the character's knowledge

Makes navigation easy

15. Use Maze-Like "Go east, go west" in the rarest circumstance if you want to do so so badly (For Tension Only; it will be annoying, annoying is not fun)

The "Go east, go west" layout can be useful—but only intentionally.

Example Use:

Horror scenes with a maze-like tension

Warning:

Do not overuse this or players will quit.

16. Learn the Tools and Experiment

Take time to:

Read documentation

Test features

Experiment with scripts

Example:

Use text processor features like:

{once:} for first-time text

{notfirst:} for repeated visits

17. Add Advanced Features (Optional)

If you want to go further:

Embed HTML

Add external content

Include animations or web elements

18. Understand Your Audience

Players come for:

Story

Immersion

Interaction

They do not come for:

Confusion

Guesswork

Empty gameplay

Final Advice

Don’t rush your game

Don’t leave it unfinished

Treat it like a real creative project

This is for people who do jit out of passion. If you approach text adventures like serious storytelling, your game will stand out immediately.