πΏ The Obelisk of Ashkar
Half a map, a rival four days ahead of you, and a temple that has had five hundred years to get good at killing people.
Free to play, nothing to install, nothing to sign up for. Type where you want to go and what you want to do, and the world answers. Your progress saves itself after every turn.
Half a map, a rival four days ahead of you, and a temple that has had five hundred years to get good at killing people.
A hospital ship in forty fathoms, a hold nobody will name, and a hose that only reaches so far.
Eleven miles down, in a machine that is failing, following a signal that started before there was anybody to send it.
You wake alone on a survey ship in Jupiter orbit eighty-five days after everyone else stopped writing in the log.
Five people came back from the drill site. Four of them came back as themselves, and the plane is forty-one days away.
The chambers above the King's Chamber are not structural. They are tuned, and one man has been saying so since 1907 and has never once been asked to sing it.
The Blue Riband Express leaves Paddington at 3:10 and leaves the rails at 4:52, and you have been on it eleven times.
A house in the West Riding with fourteen rooms on the plan and, on some nights, fifteen.
A stolen payroll, a drought, and a fourteen-year-old who will not go home.
Two people, one job, one earpiece β and only one of you has hands.
A rock lighthouse eleven miles out, a keeper at the foot of his own stairs, and a machine that must be wound every twenty minutes by the one man left to wind it.
Six hundred feet of cord, a quarter of a million dead being moved into the quarries under Paris, and a gallery that looks exactly like the last one.
A hundred and thirteen years to Alpha Centauri, a crew whose grandchildren will finish the voyage, and a body that will come out of cold sleep fourteen times.
A village that has agreed not to leave, a woman paid fourpence a body to say what killed people, and a pair of hands that remember every door they have been through.
Nine hundred people, a gaslit theatre, and a fire that spreads by four rules printed on a card β which means you do not run from it, you steer it.
You have been dead since March by clerical error, and the certificate that says you are alive requires a document that is only issued to living persons.
You are directing an excavation that has six days left before a road goes through it, and the cellar stair comes up in 1348, and the house has been writing you down since 1201.
You do not work the loom. You punch cards, and then you start the engine, and then the machine does exactly and only what you wrote down, at a hundred and forty picks a minute, in front of everybody.
The Great Exhibition building is being taken down around you to a printed timetable, bay by bay, and there are twelve things in it that belong to other people, and you cannot get them all.
One man is following you through the hills in the summer after Culloden. He is not fast and he is not clever. He reads the ground, and everything you do writes on it.
A text adventure is a game made of prose and typed commands. There are no graphics to look at and
nothing to aim: you read a description of where you are, and you type things like examine the
floor or use the mirror on the sunbeam or just n to go north. The game
does what you said, tells you what happened, and waits.
The games here are built to one rule: every trap tells you about itself twice before it kills you β once in the environment, and once by the object doing the killing. When you die, the screen names the warning you walked past. Nothing here is a coin toss, and nothing is a guess-the-verb puzzle.
Each one runs about two to three hours if you are careful, and considerably less if you are not. They are hard on purpose, but they are never unfair, and there is no state you can reach where the game is quietly unwinnable and does not tell you.
That was the point of building them as a set rather than one at a time. Every game has a rule the others do not have, and it is always the thing the game is actually about:
New adventures get added as they are finished and tested, which works out at roughly one a month. If you would like to be told when the next one lands β or you have an idea for one β email hello@freetextadventures.com.
If you have never played one before, what is a text adventure? explains the idea in about two minutes. Then how to play covers the practical side β it takes four more minutes and it is the difference between an enjoyable afternoon and a confusing one. There is also a full command reference listing every verb the parser understands.
Found a bug, hit a puzzle that felt unfair, spotted a typo, or want to suggest a setting for a future game? Write to hello@freetextadventures.com. Unfair puzzles especially β that is the only kind of bug that really matters here, and every report gets read.