A nature-centric commune reveals itself to be more cultish than cordial when your gap year trip takes a turn and you stumble onto their soil one ill-fated night.
demo tba.
'In The East' is an upcoming interactive story that follows you and your two best friends, Ryan and Dahlia, as you embark on a road trip across the mesmerising west coast to celebrate your recent graduation. Your journey takes an unexpected turn an accident leaves you stranded in a seemingly idyllic commune called Eden, inhabited by nature-centric people devoted to harmonising with the earth.
In Eden, you find solace and temporary refuge, but as you settle into the peaceful commune, you begin to sense an eerie undercurrent beneath its serene facade. Not all is as it seems to be, and you start to uncover unsettling truths about the communes practices.
As the days pass and the once-clear boundaries between reality and illusion blur, you're faced with a hard decision. You must choose whether to embrace the allure of the unknown; adopting the communes strange rituals and beliefs, or to resist, and seek out a way to your old life. Your relationships with Dahlia and Ryan, alongside others you meet, are put to the test as you grapple with opposing viewpoints, navigating the complex dynamics of cult-living, and the consequences that will arise from the choices you make.
Full customisation options for your MC. Choose your pronouns, sexuality, appearance, personality, and more. Take control of your interactions with the world: experience Eden through a personalised new scope.
Form deep connections with the supporting cast and romance options. Witness their growth, explore their personalities and experience the highs and lows of their true selves as the cult takes grip.
Your choices matter. With branching paths and multiple endings, both good and bad, play through a story where what you do makes a real impact.
Engage in the complex moral dilemmas put on display. You will be made to confront difficult choices that explore themes of loyalty, freedom, and the blurred lines between devotion and manipulation.
Karma [F] Karma is an enigma within the commune, a devoted member and the daughter of its leader, Amanda. Radiating with an aura of kindness and a truly gentle touch, Karma embodies the very essence of the commune's philosophy. Her actions are always driven by a genuine desire to nurture and support those around her, offering a comforting presence and a listening ear to anyone in need. Karma is 18, 5'5 and white.
Rowan [M]
If you ask about Rowan in Eden, you will get a similar answer from everyone: free spirited, extroverted, the kind of person to help old women cross the street or play soccer with children on a whim. He’s charismatic, warm-hearted and kind, but underneath his show of nonchalance you can see something unforgiving, something broken, waiting to be brought to the surface. Rowan is 20, 5’11, and mixed: brazilian and white.
Lilith [F]
Lilith lurks in the shadows of Eden. You can often find her in her bedroom, painting fervidly in dark shades of blue and green, usually scenes from her nightmares that so many believe are prophetic. She is reclusive and secretive, but in gaining her confidence you will gain insight into the beliefs and secrets of Eden, which have dictated her whole life. Lilith is 19, 5’8 and black.
Echo [M]
Echo is a mysterious and dark presence in the commune of Eden, contrasting its warmth with the essence of rain and dark days. With one pure black glass eye, he exudes suspicion and solitude. Yet beneath his tough exterior lies a perceptive and intuitive soul. Echo's resolve is clear – he believes you don't belong in Eden. Gaining his trust will be a delicate dance, if you're dedicated enough. Echo is 20, 6'0 and mixed: white and korean.
Fern [NB]
Fern is the embodiment of sunrises in Eden. With their connection to the earth and unappeasable craving for the knowledge pouring from Eden’s teachings, they are an example of the happiness that has been brought about by the commune. However, they are prone to shyness, and their studiousness can be overbearing at times… if not dangerous. Fern is 18, 5’3, and white.
Primrose [F]
Primrose is a whirlwind of madness, with a mind that dances to its own chaotic tune. Her unpredictable and manic nature makes her both exhilarating and alarming to be around. Like a lit fuse, she carries an air of impending explosion, and her reckless tendencies can lead to confrontations, leaving others in awe (and fear) of her aggressive prowess. As you interact with her, you'll experience the thrill of navigating her volatile moods and uncover the reasons behind her devotion to the cult. Prim is 19, 5'11 and white.
Ryan [M]
Your best friend's boyfriend. Ryan is the quintessential golden boy, your friend from an affluent family whose future appears paved with success. With his impeccable academic record and connections, prestigious colleges eagerly await his arrival. However, beneath the polished exterior, Ryan is an adventurous and carefree party boy, forever seeking the glimmer of joy in every moment. Despite his dying romance with Dahlia, Ryan aims to keep the peace and plans on letting her down easily... when the time is right. Ryan is 18, 6'2 and black.
polyamorous routes will be available with lilith + karma, rowan + primrose and ryan + echo.
WARNING: In The East is a cult horror IF with elements to its storyline that may be disturbing or triggering for some readers. Potential topics of controversy are suicidal ideation, graphic scenes of violence, drug use, strong language, allusions to brainwashing, use of propaganda, amputation of limbs, auto-cannibalism, religious imagery, infanticide and engagement in spiritual rituals. Read at your own discretion.
The vast stretches of lone trees and wild grass of the rural countryside lures the ego overboard, pulling consciousness off course into addiction, delusion and seduction’s disintegrating madness. You barely pull yourself home from there every evening, the sun telling your time, the birds your weather forecast. One day you might not return home at all.
From the Mud is a Midwest gothic inspired horror set in a solitary countryside occupied only by two small towns and stretches of untamed nature. You play a troubled cowboy/girl/puncher who‘s ground deep into a maddening, repetitive routine that a string of deaths suddenly upends. The sheriff of the neighboring town along with a driven journalist and an old friend whose bridge you’ve long since burnt comes to town having heard the news. As you’re hunting for the culprit and running from yourself, your quiet life on the ranch is disturbed, forcing you to keep your cards close and choose your company carefully. But the most pressing matter proves to be whether you can trust your own mind.
☆ Interactive fictional psychological horror written in choice script
Play as either a man, woman, or other
Choose your appearance from overall features to minor details
Experience nuanced romance as either straight, gay, or bi, or forgo romance altogether
Choose whether you’re religious or not in an overly christian rural town
Experience the world react differently towards you depending on who you identify as
Get wrapped up in the chaos to solve the mystery of several murders
Lose touch with reality and slowly question everything around you
Reject the possibility of unnatural forces at play, or believe
Rot in a jail cell
Ride a horse!
Play a game mostly not driven by numbered stats but meaningful actions and a fuck ton of trackers
Basics about some of the important characters and other below
The Sheriff ☆ Zachariah “Zach” Mallory ☆ a man in his mid thirties
Sheriff Mallory works from his office in Two Rocks, and though his occupation means working closely with other people and seeing to their needs, it would be indolent to describe him as being good with people. At all. Being abrasive and ill-natured, the man does, however, suit the role of authority well. When the angry crease on his forehead soften, you might find there is something else within his tired eyes.
The sheriff has dark brown, chin-length hair and a matching little effort short beard. His sand-colored skin is sun-kissed from being outside, the circles under his eyes almost a purple kind of shade. Under a heavy set of brows sits a pair of dark blue, almost stormy gray eyes. Standing at an imposing height, Mallory is nigh refused anything, and can’t be forced to wear the ugly uniform his rank requires. Instead, he sports a simple white fitted t-shirt and a pair of well-loved denim jeans.
The Journalist ☆ Candy Tillman ☆ a woman in her early thirties
Working for the local news station in Two Rocks, Ms. Tillman has through work experience and excellent mentoring from her predessessor become a hound chasing stories and truths. She is both idealistic and romanticizing (that which shouldn’t), and yet entirely unsusceptable to bullshit. When her facade falters who will accept her then?
The woman with the sweetest name has blonde hair that falls to the middle of her shoulder blades, which she loves to blowout. Her tan skin is contoured by a natural style of makeup, her small, light blue eyes painted. Candy is average height, reaching taller stature with her go-to minimalist pumps. The journalist prefers simple, feminine silhouttes of clothing, keeping up with the times.
The Best Friend ☆ Blythe Abel Goodwin ☆ a woman in her mid twenties
Blythe is your best friend who you grew up with in Ashley and who stuck around when everyone left, though you know she would’ve loved to leave just as much as you once did. In response to the death of her dreams and the narrow-minded opinions of the general inhabitation of the area, she has defiantly become a person of unique and unpredictable character. You’ve known each other through thick and thin, but is there a side to her yet to be discovered?
Your childhood friend is a contrast-filled woman just under average height. Long, black, cascading hair falls from her head down to her mid-back. Choppily home-cut bangs frame her small face. Her fair skin turns rosy in the cold. Blythe’s almond eyes that are sometimes obscured by a pair of reading glasses, are hazel. She wears whatever the fuck she wants.
The Colleague ☆ Ford Wiley Mallory ☆ a man in his early twenties
Ford Wiley is the younger half-brother of Sheriff Mallory and your colleague on the ranch. Working there only half-time, the younger Mallory is dedicated and driven only in the field of his passion; music. His band has only ever played at the local bar, though. Reserved and perhaps somewhat more thin-skinned than most living out on the countryside, Wiley makes do with refreshing optimism. Whether this optimism is genuine or fabricated is yet to be revealed.
Your part-time cowboy coworker has long, wavy brown hair that he sometimes makes an effort to style, and otherwise lets it live its own life. He and his half-brother have little in common, appearance included; Wiley has olive skin covered in freckles. His eyes are dark brown, and he is of average height. The musician’s clothes consist of unwanted (by himself) hand-me-downs from Zachariah and ill-gotten items.
The Old Friend ☆ Sawyer “Saw” Brennan ☆ a gender selectable person in their late twenties (m/f)
You grew up with Sawyer along with Blythe, and the three of you braved your childhood and youth in this godforsaken place for years. But they left when things got hardest, and you haven’t been able to get past it even after all these years. Over the years Sawyer has been away they’ve grown into a person you barely know anymore, and you struggle with their sudden return. Will you be able to understand and forgive them for leaving?
Sawyer has inky brown curly hair, worn long (f) or short (m) and loose, carefully taken care of and styled. They have warm brown skin and sharp eyes to match. Your old friend is tall, fitting their frame into oversized graphic t-shirts and either color matched sweats or baggy jeans.
My intentions with this game: It is not supposed to be a beautiful story, it is supposed to be ugly. Writing this game in the way I am is my taking a step away from perfection and seeing where my unpolished writing takes the story. I have been ruled by fear of inadequacy and a desire for ‘perfect timing’ long enough. If I continue to wait for the ‘right moment’ to create, I will end up not creating at all. My only desire now is to simply create, and continue doing so until I have something to show for it.
Humans have made their peace with the supernatural a long time ago.. all of them, except the demons.
Ten years ago Archangel Michael swooped down from the Heavens to give humans a new salvation, a solution to their pest problem, a little thing they called H.E.L.L. - Heaven's Eradication of Lethal Lowborns.
Ever since then the demons have been under control. Until recently -unexpected, right?- after a series of kidnappings conducted by a cult calling themselves The Morningstar's Children. Ever since, H.E.L.L. has been cracking down hard on the lowborns.
And well, Lucifer Morningstar (The President of Hell Themself and Michael's sibling) is having none of that.
In retaliation, she sends you, a demon, to infiltrate H.E.L.L., and take it down.. from the inside!
OR, a celestial sibling rivalry goes a bit too far.
FEATURES (May Change!):
Play as a lowborn/demon! Male, female or nonbinary (including cis/trans options); gay, straight or aro/ace; be the vessel for Lucifer’s revenge against her sibling by.. hunting your own kind? What?
In-depth character customization! Hair color & style, skin color, body type, markings, piercings, etc!
Choose how you got chosen for the job! Are you a demonic assassin or are you just an average joe who happened to be walking by?
Romance one out of four unique romance options! Your demonic co-worker, a demon hunter and TWO archangels (that’s right!)
Cause chaos and shenanigans! Get Michael’s coffee wrong, mess up an investigation and let demons escape H.E.L.L.’s grasp! It’s what you’re here for!
Discover the mystery behind the disappearances, and who's really behind The Morningstar's Children!
Help Lucifer Morningstar win her election against her son Satan, or sabotage it!
Levithan (He/Him): Demonic Overlord, Son of Lucifer, Sin of Envy. You'd expect a guy with that description to be pretty full of himself, but instead he seems pretty tired and over-worked. He's been tasked by Lucifer to infiltrate H.E.L.L. alongside you- why? It's anyone's guess at this point. (Possible Tropes: bickering couple, tired x energetic, tol x smol)
Yavhi Gupta (They/Them): Stubborn, rude and cold-hearted. They've been working for H.E.L.L. since they were able to join, and they're one of the toughest, roughest demon hunters around. They don't joke or play around, they go straight for the kill each time. Unlucky for you then, that you've been assigned to train underneath them for the foreseeable future. (Possible Tropes: enemies to lovers, opposites attract, black cat x golden retriever)
Raquel (She/Her): Fierce, witty and loyal to the end. When her best friend left Heaven, she followed right after. Now, she works as a detective alongside him and they've been hired by an outside source to investigate The Morningstar's Children, as H.E.L.L. can't seem to do anything right, and she'll do anything to find out the truth; even if it means teaming up with a lowborn like you. (Possible Tropes: fwbs to lovers, smart x dumbass)
Gabriel (He/Him): Quiet, yet lethal and dangerous. He left Heaven for a reason, but now works alongside his friend as a detective. He's the brawn of the operation, but just as willing to do anything to get the truth... even if you get the feeling he knows more than it seems. (Male MCs only. Possible Tropes: Mutual pining, star-crossed lovers, quiet x loud)
Lucifer Morningstar (She/They): As the Sin of Greed, she's the father (mother?) of all the other deadly sins, and the current President of Hell- though with reelections soon, and her subjects looking in their son's, Satan's, favor, that might change soon. Which is why they sent you on the quest to take down H.E.L.L., so her rep would get a serious boost. She's conniving, scheming and pantsuit wearing, and will stop at nothing to keep her spot on top. (And I love her.)
Michael (They/Them): The most powerful Archangel of them all, it was obvious that one day, they'd become the humans savior, their saving grace.. uh, not really, but they love the praise. Recently however they've been under fire from the human media after a slip-up resulted in the deaths of six people, but they managed to save grace by capturing and promptly executing a few lowborns connected to The Morningstar's Children. (Which, In Raquel's professional opinion, puts them right at the top of her list of suspects.)
Shae (She/Her): A vampire and the one who hired Raquel and Gabriel after the kidnapping of her son Damien at the hands of The Morningstar's Children.
LINKS :
DEMO POST (TBA) R/O INTROS (TBA)
Asks about the R/Os, the characters or the story in general are always welcomed!
move to Delphi
fortell people’s futures
???
prophet
This is the write up I've been most excited to do--this is one of my favorite things in interactive game design--doing cool stuff with stats. I really, *really* wish someone had told me this stuff when I was starting out.
The most ordinary way to handle a relationship stat is to track it with a number that goes up and down according to choices and tests in some predictable fashion. So, for example, if I do something that Gilberto likes, according to some reasonable option, like “support Gilberto in the argument,” I get:
*set rep_gilberto %+10
And this makes sense to everyone. I gave Gilberto a gift, I get reputation points with him. I showed that I’m good at swordfighting, this impresses him, and I get a higher number.
Similarly, if I insult him, if I’m nice to his enemy, if I do something stupid in front of him, I get
*set rep_gilberto %-10
For my first game, this is the only kind of relationship stat I used. It was the only one I knew!
So the relationships were very simple to track and very simple to test. If, by the end of the game, Prenzie likes me 72 much, and that’s over the romance tester of >= 65, congratulations, Prenzie and you can have a happy ending together.
You can write a totally fun game never using anything weirder than that. But I thought it would be fun to share with you some other interesting ways to conceive of relationship stats.
A character who only goes to 0 or 100. That's it. Her relationship stat with you is essentially a boolean true/false. You can do everything for her, but the second you do something she doesn't like, it's down to 0. She loves you or she hates you. This is very character defining. The number tells you everything you need to know about the character.
That same character, who only goes to 0 or 100--except that you can do something over the course of the game to change them, to allow them to have a broader range of relationship numbers. Suddenly there can be shades of relationship. You did something to help them mature, to understand people better.
A hidden relationship number. If you look at the stat screen, whatever you do, nothing will change their number. They neither like you nor dislike you. They are professional, perhaps, and nothing more. However, you can do something to break down their shield or facade, and then, you can see the number moving; or perhaps the number doesn't move at all until that shield is broken.
The above, but in reverse. Something happens to chill someone's heart, and then nothing you do can affect the number. Or perhaps it can only go down, and then you are in a constant battle of attrition where you can only lose affection from someone.
When you reach a certain level of love and trust from someone, the bottom of the scale raises permanently. No matter how much I annoy my true love, the number just bottoms out at 40.
A relationship number that can be tapped as a resource. The bartender at the Noble Gases Club likes me reasonably well. Let's say she likes me 60 out of 100 much. When I need something in an emergency, she can do astonishing things. If I have over 35 relationship with her, she'll help me. Each time I use her, it depletes her by some amount depending on how big a favor it is. So this one is interesting, because now I have to balance whether I want to keep her liking me because I want to pursue this relationship, or whether I just really need her help right now.
A relationship number that can be a catch-all variable for a test. If you have a high relationship with Toppers, the club millionaire, I can throw that in as a variable in a test to see if you can impress someone by talking about high finance on the grounds that you may have had a conversation with Toppers about her money in the past. (*if intellect + toppers >= 50) Then, if you pass the test *because* the Toppers variable made you cross the threshold, you can add flavor text talking about that conversation with her. This is very, very good, because it tells the player that the game has taken into account your having done things to get close to Toppers (and there's a reward for it--you passed the test, sure, but...here's more content, too!)
A degrading relationship stat is incredibly powerful and characterful. This stat declines, scene by scene unless you do something to raise it. This is a "what have you done for me lately" person, and even though it take a little setting up, code-wise, it's really powerful, and your player will feel smart for figuring out that's what's going on. Also, it's stressful. If you want to create that stress, this a great way.
You can, of course, do the opposite--this is how you code your biggest fan. I like you, and I just keep liking you more and more and more and more!...until you do something to halt that, at which point, the growth shuts down, which is a gut punch. The numbers tell such a story here.
Finally, numbers that seem to tell a different story than the narrative. Players are going to look at numbers; they are going to look at the stats. Not everyone, but a lot. And so they are part of the story, they just are. So you can make them part of the push-pull of romance, for example, or rivalry. What does it mean that as my relationship number with Haze goes up, they are more and more standoffish? Does their scale mean something different from other people's, and if I figure out out, will I understand them in some sense? Perhaps there's a tremendous amount of pushback in the 60-75 range, but once you get through that minefield, something changes?
More musings on game design and other Jolly Good stuff here (I just wrote up a thing on "hidden relationship stats and their use")--I'm on a relationship stats kick today, I suppose:
snoopy of the day
I'm already a slow writer but gonna be headed back to university soon, there goes what meager helpings of mental stability I've scrounged up since graduating. This will either make me write more as a means to avoid school work, or recook my burnt out brain all over again. Only time can tell :]
So sad, been trying to remember an IF I read a while back but cannot for the life of me find it. I just remember it was cyberpunk (probably), and you might have played as a mercenary type person. You were sent to kill some guy named Chris, who's your boss' brother I think, but Chris is also an RO. Pretty sure there was a hacking in net space moment with a girl who lowkey blackmailed you, and a super important box involved somehow.
Man, I just miss Chris. He was do funny, wtf 😔
So the premise of this world is that a long time ago there were deities, nobody would deny their existence as their was tangible proof of their existence. But then an almost mythical historical figure called the God Slayer rose to power and did slaughtered every single one of them. Before that though, there was a prophesied hero who was meant to stop the God Slayer and they evidently did not.
The magic of the gods still courses through the world but it is not stable, and neither is the world. Many civilizations fell and monsters plague much of the world. And religion became weird. But on the bright side magic is more available to mortals, not by much but noticeably.
But this story is far removed from that time. Monsters are still a problem but it's become a normal fact of life now. Most, if not all, gods have been forgotten but still some groups cling to the idea of a deity. Or they have simply moved on to worshipping to other powerfull beings, but most simply have left those "archaic" ways behind.
Only Oblivion remains.
I've pretty much mapped out an entire 3rd if project ro help myself get out if a rut, plotting always kicks my ass. It did help but idk what to even do with this thing now. Something to do when I finish the bronze age story I suppose.
Play Demo
You do not know who you are.
Your memories only go five years back, to when you woke up in a subterranean tunnel system with nothing but a name. Now you reside in the Holy City, capital of a post-apocalyptic world ruled by a faction called the Religious.
After a near-death experience at the hands of a crazed angel, you're suddenly thrust into a building conspiracy surrounding a corpse-worshiping cult, divinely mad saints, and something buried far, far beneath the earth.
To top it all off, you're being plagued by nightmares you can't explain, as well as your rapidly returning memories.
Or… someone's memories, anyway.
Choose your first name, gender, and appearance.
Customize your character's personality, including their opinions on magic and the Religious.
Make choices that affect the plot, other characters, and even your own sanity.
Unravel the history of the Religious and the apocalypse they claim to have brought the world back from
The Mercenary: Val (nb/m/f)
A hired blade with a chaotic streak, as well as the closest thing you have to a friend. Easy-going and unpredictable, Val is usually the one to get you into trouble, but is always there to get you out of it.
The Handmaiden: Klaus Kirkhall (m)
A high-ranking member of the Religious. Klaus is pragmatic with a dry sense of humor, but takes his responsibilities deeply seriously. You get the intense feeling he know something - many things - that you don't.
The Priestess: Ira Auclair (nb)
A priestess working in the lower districts of the Holy City, extremely devout and deeply interested in the history and lore of the Religious. They spend their time searching archives to fuel their (slightly blasphemous) theories.
The Spy: Kat Saxon (f)
Claims to be a priestess, but is barely trying to hide the fact that she's clearly anything but. Her merciless stare and unshakeable confidence dare anyone to call out her suspect nature.
The Muscle: Dane/Dana Constantine (m/f)
An officer of the Blessed Guard, working directly under Klaus. Constantine is quick to anger, and is an absolute brick wall when challenged. While deeply loyal, Constantine isn't afraid to give their employer a piece of their mind.
Content warnings: violence, blood, heavy religious themes
Hik | They/Them | Aspiring IF writer, we're workshopping stuff rn | Expect project related art now and again
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