Open testing · nothing is charged
A text adventure that remembers what you did.
Type anything you want to do. The world answers in a paragraph, keeps what happened, and brings it back an hour later when it matters. No menus, no dice, and no branching tree that somebody drew before you got here.
Free while we are testing. No card, and nothing to cancel.
The seal is broken from the inside. Whatever was in here left through stone a foot thick, and it did not take long about it.
> You widen the gap and squeeze through. The air past the seal is colder than the desert above, and dry enough to hurt. Your lamp finds a corridor sloping down, and along its left wall, at the height of a tall man’s shoulder, four parallel grooves gouged into the rock. They run the whole length of the passage.
> You say: “Hello? I’m not here to rob you.” The words go down the corridor and do not come back. Somewhere below, something that had been still for a long time shifts its weight.
Four ways to take a turn.
- Do
- You act. It comes out as a line in the story and the world responds to it.
- Say
- You speak. Only the words in the quotes are yours.
- Story
- You write the prose yourself and it goes in untouched — the fastest way to steer a scene that has wandered.
- Continue
- You say nothing and let it keep going.
Written a turn you regret? Undo it, edit the passage, or erase everything from that point on. Nothing is destroyed when you do — it is all still there, and redo puts it back.
What people are playing
See all →Most of these things forget you by Tuesday.
A long story does not fit in what the model can hold at once, so the question is never whether something gets left behind. It is what, and whether anybody tells you.
Story cards
Write down a person, a place or a rule once. It comes back into the story only when the words that name it turn up, so a cast of forty costs you nothing on a turn that does not mention them. Cards never take more than a quarter of the window, whatever you do to them.
Passages that come back
Switch on the memory bank and a scene that starts talking about the lighthouse again pulls back the passage where you burned it down, out of the part of the story that had scrolled away. It is matched on the words themselves — no waiting, no second model, no bill.
A synopsis you can rewrite
Old beats fold down into a short account of what has happened so far, written after your turn has already arrived so it never makes you wait. It is a text box, not a black box. If it got something wrong, fix it.
Read the actual prompt
Inspect any turn and see the exact messages that would be sent, what each one costs in tokens, which cards fired and what would not fit. When something has to be dropped, the turn says so and names it.
Set it up the way you read.
Five themes, including one that is not dark at all. Three faces to read in — a serif for print, a plain sans, a terminal mono — and four text sizes. A high-contrast switch, and a way to stop everything moving. All of it is kept on the device, so the phone you read on at night and the desktop you read on at work do not have to agree.
Ask for a picture of any scene and one gets painted from the words in it. The same passage always produces the same picture. Or have the passage read out loud, by the voice already on your machine.
Or write one for other people.
A scenario is a premise, an opening you write yourself, the cards that make its world hold together, and rules for how the narrator should behave in it. Publish it and it gets a cover, a page and a place in Discover. The zombie template rations ammunition and makes noise draw the infected; the mystery one is not allowed to contradict a clue it has already given. You can write rules like that too.
Read what people have writtenWhat this costs, honestly.
Nothing, at the moment, and there is nothing to buy — checkout is not built yet, and while we are testing no turn and no picture is charged for. When it does turn on, the thing that costs money is how much story we carry into a turn, not how many turns you take. The first 4,000 tokens of every turn are free on every plan, and a retry costs exactly what the first attempt cost, because it costs us the same.
Turns themselves are not counted. There are limits — 60 turns in four minutes, and a daily ceiling we share with everyone else on the free capacity we run on — but they are there to keep the site up, not to sell you the next tier.
See the plans anywaySomething left that tomb. You may as well find out what.
Stories here are written by a machine and are fiction. There is a content policy, and it is short.