The Vault of Stories is a rather unique Twine game that both entertains and educates. It was created by a professor at the University of Maryland for a course titled "INST388Q Interactive Fiction,” and describes itself as “half story-game and half instructional material.”
I am NOT a student. But I still ended up having a positive and memorable experience. Hopefully, my (rather long) review, will help you get the most out of it.
Overview
The story-gameplay portion is set in the future where the player attends the fictional Palisade Institute as a student. Fun and immersive, this part adds flair through worldbuilding and makes players feel more invested in the assigned work.
The instructional part teaches different narrative structures and genres in interactive fiction before guiding players into crafting their own Twine stories. Throughout this section are checkpoints where real-life students submit assignments for the course in exchange for assignment codes. More on that later.
Gameplay
PART I: “Story-game”
Gameplay is broken into three stages, class time at the Palisade Institute, a trek across a desert, and investigating a ruined city. While linear, plenty of interesting things occur.
Renowned for its unique blend of cutting-edge survival science and cultural heritage studies, the Institute is one of the last bastions of higher education in North America.
You begin by choosing a student avatar. Six diverse options are available and ties in with a stat system that is further shaped by your choices in the gameplay. The name and character portrait is just cosmetic. The stats, however, determine the genre and narrative structures covered in the instructional section of the game.
Later, you stumble across unfamiliar files belonging to an employee at the “Vault of Stories,” a place that supposedly collects fictional narratives. Without spoiling the details, it appears the Vault had experienced a structural failure. This led to the creation of a (Spoiler - click to show)human-A.I. (I think) entity known as the Archivist…
Now you know.
Now you see us.
Now, come find us.
…who contacts you and provides a set of GPS coordinates leading to a derelict city!
In a way, everything up to this point serves as an intro. The trip across the desert includes a sampling of some interactive fiction games, but the main action takes place in the city where the Archivist awaits with a special task. Soon after, the game then asks for an assignment code to continue playing.
To my delight, all I had to do was message the author on IFDB.
PART II: Instructional material
Once you become acquainted with the Archivist, the gameplay switches to the instructive half of The Vault of Stories. Because this game is for a college course, it’s tailored to its primary audience: students taking the class. For non-students like myself, the organization and amount of content can be overwhelming. So, I’m going to focus on what I consider to be the best of the game’s instructional content has to offer.
Initially, the game starts by providing some basic Twine tutorials that you may have seen elsewhere (note: The Vault of Stories focuses on Harlowe.) Next, are basic overviews on game engines, POV, character design, the history of interactive fiction, and more.
But the highlight is when the game teaches three narrative structures (ex. hub-and-spoke narratives) and three genres. Which three? Depends on your highest stat, though multiple playthroughs revealed that they often overlap. You are then directed to try another Twine game that demonstrates the narrative structure or genre that is being described, followed by a photo tutorial on a related technique.
For example, when learning about hub-and-spoke narrative structure, you try the game The Great Mortality before receiving a tutorial on variable tracking.
This combination of explanation, outside examples, and a visual breakdown of what to do is where the game shines as an educational tool. It may not be a complete, comprehensive guide, but it gives you a starting point and some building blocks.
Once you’ve learned about three different narrative structures and genres, the Archivist challenges you to pick one of each to create your own Twine game. Several spinners select your setting, protagonist, quest, story twist, and conclusion. In fact, these spinners have some clever ideas. This might come in handy if you ever experience writer’s block.
In submitting assignments to the teacher, you are supposedly adding your work to the Vault in-game. If you want to see how everything wraps up, do so with the assignment codes. The author will provide them by request (see the end of Gameplay PART I).
Story
While there is more story on the Archivist and the Vault, I don’t want to spoil everything. Instead, I’ll delve into my favorite part of this game: the overarching backstory as unveiled during the lecture we attend at the Institute. It outlines a moment in history called the Great Collapse… where everything changed.
Prior to the Collapse, humanity opted to address the climate crisis with technology-based solutions while countless data centers were entrusted to house ancient and modern knowledge. This all relied on vast infrastructure, functioning as a “house of cards waiting for the smallest gust of wind.”
The Collapse began when solar flares devastated electronics globally. An overreliance on automated systems brought daily life to a halt and triggered a cascade of problems. Meanwhile, climate change only worsened. Humanity plunged into a “pre-biotech reality” with diminished cultural memory and scientific knowledge. Survivors transitioned to isolated pocket communities, leaving cities behind as relics of a lost age.
Thoughts
This backstory is intriguing because it draws parallels to our world now. Like the building of data centers. The growing use of A.I. has brought questions about the amount of infrastructure needed to support and power it. And then there’s climate change…
What’s refreshing about The Vault of Stories is that it offers a vision for a future in a scenario where human civilization nearly leads to its own demise. Now, the immediate gameplay takes place in a post-Collapse world. But do we see a drab, miserable, post-apocalyptic existence? No. Civilization has found a way to flourish.
The lecture reveals that humanity gradually rebuilt in desert regions with an emphasis on working with nature rather than trying to conquer it. By pooling together different areas of knowledge and expertise, modern civilization turned its focus to the “art and science of survival.” The Institute is one such product of this philosophy.
✦ BOTE024 Symbiotic Infrastructures. Investigates how botanical systems can serve as living infrastructures for shelter, energy, and data exchange.
I would totally attend this school.
Ideally, we’ll avoid our own Great Collapse. Regardless, I’d like to think that it’s always an option to embrace the themes of adaptation and coexistence as outlined in this story.
Visuals
First off, I was pleased to see that The Vault of Stories uses a wide range of fonts, colours, and visual effects. And the art. Filled to the brim with art! Some of it gives the impression of being A.I.-generated, but that doesn’t stop it from looking really cool (if not breathtaking). I would often linger to marvel at the scenery. It brings the story to life and works well for the game’s purposes.
That said, the game tends to go overboard. Not every scene needs a visual, especially when the gameplay follows a pattern of click on link, wait two seconds for a large picture to load, scroll down to the bottom of the screen to read the text, repeat. Especially when we’re crossing the desert. Also, our meeting with the Archivist feels dominated by the gameplay showing off her hair colours. The game could tone it down without sacrificing her characterization.
Final thoughts
Reviewing and rating this game has proved to be an interesting task because its hybrid nature as both a gameplay experience and a learning tool was something I had never encountered before in a Twine game. My rating of four stars reflects the fact that I was enamored by the story presented in the first half, and was impressed with what it teaches in the second half. Overall, an ambitious and impressive effort.
It does, however, have room for improvement. Some vocab terms had broken links and the text input boxes can be fickle. (Spoiler - click to show)The answer to the interactive fiction puzzle is, “interactive fiction,” right? So why does it act like it’s the wrong answer the first time I punch it in but not the second? Also, it takes a while to reach the part that teaches narrative structures and story genre which I argue is the most informative part. And of course, some players may be turned off about having to input a code at all.
Who knows? Maybe there’s things I missed. But for now, I had a fun time and will leave things here.
You should try this game if…
-The worldbuilding and backstory in the first half interests you
-The artwork sounds appealing
-A college course Twine game piques your curiosity
-You want to learn techniques that turn a story idea into an interactive narrative (Especially this!)
Otherwise, the game might not be your style.
In this custom choice-based game, you are starship captain looking to make a living through commerce!
Gameplay
The gameplay centers around fielding job offers, most of which involve being paid to ship goods to other planets.
Vyphoo Turul: I have a job for you, Captain. Can you deliver this shipment of exotic matter to Toedud?
Some opportunities feature NPCs willing to pay for passage to a particular destination.
As a choice-based game, the layout is well-organized. The left side of the screen displays your inventory and crew roster while the right half has a star map and panel that displays information on any links you click on.
Procedural generation appears to be the game’s key feature and is used for the names of characters, planets, species, and more.
Sasow is an inhabited planetary system. The majority culture is Tawaw. Primary exports include gold, grain, and water. Major imports include antimatter, livestock, and synthstim.
Tawaw is a distinct culture in this region of the galaxy.
There are helpful features that streamline the gameplay. For example, if you linger for too long, a crewmember will nudge you and say the equivalent of "hey, maybe we should leave and travel to [planet name]." Planets that have active content- delivering goods or dropping off passengers- are also flagged on the map. This visual reference is helpful so you don't have to worry about mixing up Eathlowthu with Eathlouthu.
But this strong implementation does not make up for the fact that the gameplay lacks any broader objective beyond completing the same kind of jobs in exchange for payment. No way of upgrading your ship (repairs are occasionally possible) or aligning yourself any faction or characters.
[NPC name]: I’ve got a job for you, Captain. Can you deliver this shipment of [cargo] to [planet name]? I’ll pay you [$ amount] – half now, and half when you make it to [Planet name].
That's it. Over and over again. After about 20 minutes I realized, "I’m done.” As far as I'm aware, it only ends if (Spoiler - click to show)your ship falls apart or you fail to pay back a loan. (To top it off, loans give you little upward mobility in the gameplay).
Story
None, really. There is no narrative introduced at the start of the game. But I suspect that might be the author’s intent, instead choosing to showcase the procedural generation behind the game’s world.
Visuals
Emoji icons! Not too many, just enough to provide visual metrics and make the game’s appearance livelier. Like how you can see the morale of your crew at a glance.
😃🙂😐😒😡
The most impressive feature is the large, clickable, colour-coded planetary map on the right side of the screen. It makes a great impression and sets the mood for hauling goods across solar systems.
Final thoughts
I'm a big fan of another work by the author: Epitaph. It, too, is heavily structured around procedural generation. However, I didn’t get the same satisfaction with Starfreighter.
Starfreighter, as a space commerce sim, demonstrates one possible way procedural generation can be implemented in a choice-based game. Unfortunately, the end product lacks trajectory. It is worth playing to sample what it has to offer, but beyond that, players will likely lose interest after 15-20 minutes.
On the flip side, you pick up this game and set it down without feeling guilty about abandoning a story halfway through. (And I still enjoyed those 20 minutes of playtime.)
Before you go…
If you like this game or enjoy elements of it, I suggest Star Tripper and 4x4 Galaxy.
Star Tripper is a ChoiceScript game with a mechanic of buying and selling units of resources akin to that in Starfreighter, along with the colourful use of emojis. While not without flaws, it is easily one of the most ambitious and innovative ChoiceScript games I've played. It does have a long intro, but after that, it's all space exploration and economic-driven gameplay. Recommended for those who like the technical micromanagement of buying and selling various goods.
4x4 Galaxy is made with Twine and involves exploring a grid of 16 planets. It has multiple stories to choose from and the commerce component is easy to master. I would recommend it for anyone in general, especially if you’re interested in economic gameplay that is more casual and simplified.
You are the Editor-In-Chief (EIC) for NATIONALNEWS.web, the most popular source of news for a nation called "Meadowland." Such a large audience wields a degree of social and political influence. As EIC, you have the power to shape this.
Made for inkJam 2025.
Gameplay
Gameplay spans over a week. Every day you decide what gets published on the front page: Top Story headline, Editorial headline, Secondary headline, and a puzzle.
Meadowland is split into two groups, Gen-Star and Gen-Flower, that prioritize different values. What gets published affects the social and political attitudes of readers. Inevitably, content is going to be "Gen-Star leaning" or "Gen-Flower leaning." Or maybe an oddball third party. It's up to you to decide which ones get the spotlight.
The impact of your choices is summarized through Action Reports made available at the start of each day, allowing you to track reader metrics.
Gen–Flower:
❚❚❚❚❚❚❚❚❚❚❚❚❚❚❚❚❚❚❚❚ ➹8
Topics: ❲precision❳ ❲neighbors❳
At the end of the week, you leave on vacation. When you get back, (Spoiler - click to show)you will discover that NATIONALNEWS.web has fallen under new leadership, of which depends on the faction you most aligned with in the gameplay.
Story
The game begins on the cusp of the "Festival," a major political event where tensions can run high. That's about the only thing about the story I can say with certainty.
Even after multiple replays, I still don’t fully understand the events that unfold over the week. This vagueness isn’t necessarily a bad thing because it prevents the short gameplay from being weighed down by details. Nonetheless, I felt like a distant spectator of the game’s quirky world.
(Spoiler - click to show)Things that stood out to me… When people get angry, they throw paper ribbons at government buildings. Giants were once buried and are now being dug up again. People take the daily puzzle seriously…
Missing Sharpstory Sodality Head Found, Head Missing - Or Wun Press Agents
…so seriously that someone gets beheaded. Also, I kept reading Orter as Otter. So, I don’t know. There’s a lot going on.
I am curious as to why Julian's ending is the "secret ending." I figured it would apply to the scissor ending since it was the toughest one to find.
YOU GOT THE SCISSOR [✂] ENDING
And what does this mean for Meadowland?
Visuals
The visuals are simple but excellent. First of all, it's easy to forget that this game is made with Ink. When I think of Ink games, I think of a black or white screen with plain text and links at the bottom. And every time you make a choice, the page scrolls down to more text. Editor-In-Chief completely breaks from this.
The game's layout consists of a white panel that uses pop-up boxes instead of a scrollbar. Text is black with a "newsprint" font. Links are blue. The black and white colour scheme is mixed with bright red accents that pop against the screen. Different shapes, lines, and symbols are also used.
Reminds me of freshly printed paper and ink. Even if it is a news website.
Final thoughts
In terms of ratings, it's definitely a strong three stars, though not quite enough to tip the scale for me to make it four. I like the game as a demonstration of what is possible with the Ink system both visually- especially the visuals- and implementation-wise. As for everything else, I just didn’t feel invested. But if you’re in the mood to step into the shoes of an EIC, give this game a try.
The Acreage is an oddball sci-fi game that slowly grows on you. You are Lain Bellets, a mercenary born in the Pisces constellation. A man named Desmond hires you to escort him and his companion Isaac to a monastery on a planet called Surst.
Isaac is unlike anyone you’ve ever met. Childlike stature, sickly pale skin, mechanical eyes, and black wires growing from his scalp. He communicates via a device hidden in his clothes and only speaks in verses… and he’s taken an interest in you.
But your ship, The Vigil, was damaged after escaping a scuffle with law enforcement. The three of you are now stuck in Bluèl, a city on some nondescript world.
Gameplay
Gameplay revolves around the end goal of getting your ship in working condition so you can leave. This means navigating the city and networking to find individuals who can help you. There are just over a dozen locations. You begin in a seedy motel room.
A CLINIC and GROCERY STORE are nearby. A short flight of stairs leads to a PAWNSHOP. Between two buildings you see a small TENT, firelight still flickers from within. A VENDOR stands by her STALL, holding out various trinkets for sale.
ISAAC huddles next to you, wrapping his tunic close in the cold.
Exits are listed at the bottom of the screen. A built-in map is also available. It is a Quest game (fortunately, the website now allows you to save without an account).
While I do wish that more scenery could be examined, the game does reward the player for noticing certain details. For example, (Spoiler - click to show)you listen to the men gambling outside the shacks, you get another dialog option when talking to the seer.
The coolest feature is probably the three characters who exist inside your head as colour-coded dialogue: Synapse (yellow), Animus (blue), Sinew (red).
Familiar voices echo within the architecture of your being.
I’m not sure if they are A.I.s or something more abstract, but they contribute guidance and humour, sometimes even disagreeing with each other. They are especially helpful in making sense of Isaac’s cryptic manner of speech. As a result, I was never lost and always knew what my immediate objectives were. Plus, they’re fun characters. Like when we spot a stunningly beautiful person in the bar.
SINEW: Wow.
ANIMUS: Wow indeed.
They also serve as a moral compass, weighing the pros and cons of available choices.
Story
Backstory
Humanity resides throughout the constellations of the zodiac. The space between them, if I’m not mistaken, is called the “acreage.” Sometime ago, all sources of starship fuel were destroyed by an unknown agent, preventing travel between regions. This event was known as the Divide. Deprived of trade and commerce, many civilizations died out.
Thanks to the invention of “fold engine” technology, travel has been restored. But the Divide’s left regions vulnerable to exploitation by corporations like GasTechnin that seek to monopolize and control workforces. Just listen to what the citizens of Bluèl have to say about life there. (Spoiler - click to show)The parasitic secretary expects us to work 10 months at a gas refinery just to leave the space port.
Immediate story
Initially, it appears that Isaac is Desmond’s “sidekick.” It’s actually the other way around.
We learn that Desmond was a teenager when he met Isaac, and has been traveling with him for years. Desmond is an old guy now, and Isaac thinks he no longer has the faith and potential to further Isaac’s mysterious plans. Midway through the game, Isaac reveals that he wants us to leave Desmond behind and take his place by Isaac’s side.
This kind of rubs me the wrong way. What kind of person do you have to be to abandon someone who hired you in a corporate nightmare city like Bluèl? Okay, technically the contract specified that it is Isaac who needs to be taken to Surst, but still.
Even worse, we can even sell Desmond’s soul to *GasTechnin. He’ll be stuck here for the next 20-36 months working in gas refinery all so we can sneak off to Surst. Meanwhile, Isaac shrugs it off as “it’s for the best.” The entire time, I’m thinking, why can’t you just tell Desmond that you no longer want him around? (*Fortunately, the puzzle involving the GasTechnin secretary has three different solutions.)
Nonetheless, I really enjoyed the ideas contained in this story. I won’t spoil it, but the things Isaac reveals about himself are shocking and kind of cool. A recurring joke is how people assume that Isaac is your son.
He looks over at Isaac and beams a smile in his direction, seemingly unconfused by small figure’s strange appearance.
“We also have plenty of roles for children eager to earn some spending money.”
The volume of Isaac’s silence seems to suddenly increase.
With Isaac, there are also some philosophical, perhaps even religious, themes associated with his character. We get the sense that he is (Spoiler - click to show)on a mission for a higher purpose regarding the acreage. He hints that you can be a part of this, if you so choose.
Endings
The game’s description says that there are multiple endings, but I only found two. Without going into detail, they align in the fashion of (Spoiler - click to show)“do you go back to your old life or do you try something new?” I’m curious to know if there are any other outcomes.
Visuals
Its appearance is of a black background and primarily green text. The font does take some time to get used to, but this is offset by key words being displayed in white text and in ALL-CAPS. Cleverly, the screen changes when you (Spoiler - click to show)access the office terminal.
I did find spelling errors (the game is currently Version 1.0.)
ISAAC leavevs and waits silently for you at the bar's entrance, simmering with angy.
Then again, I suppose there is a lot of text to proofread in this game.
Final thoughts
Some games, when you play them, feel like an easy five stars. With The Acreage, its potency snuck up on me. It wasn’t until I reached the end that I realized, “I love this game. What a great experience.” The appeal is hard to pin down. It feels more surreal than other sci-fi games I’ve played. Its depiction of space travel is especially interesting. And Isaac. Odd… but elusive. As I said, it grows on you.
It certainly helps that the gameplay has features that guide you in the right direction. That way, you can complete it and decide whether it resonates with you. I noticed that the game begins with “PART ONE: OLD BEGINNINGS.” Does this mean The Acreage is only the first installment? I hope so.
This is what you trained for all your life. This is what your squadron died for. The expeior queen, helpless, at your feet.
Helpless, she is not.
The Selfish Gene is a sci-fi game about dealing the final blow, only for victory to remain out of reach. Perhaps violence isn’t the answer. But what alternative do you have when Earth and the human race is on the line?
It’s a submission to inkJam 2025, though made with Unity instead of Ink.
Overview
Earth has been taken over by the expeior alien race, aka “expys.” Meanwhile, humanity has taken refuge on Earth’s moon. You are Captain Aster on a mission for the Human Resistance. Your task is to infiltrate the alien mothership and slay the expeior Queen, Queen Ismin. By your side is your squadron and Lieutenant Latif, your friend and military engineer.
Gameplay
The gameplay uses a cyclic trial-and-error structure. It kicks off with the characters breaking into the mothership’s hanger. You then choose which of the ship’s six locations to explore. However, locations can only be visited once.
The Queen is camped out somewhere onboard. She’s able to control time locally, allowing her to escape death, as shown in the opening scene. The protagonist kills her, only to find himself outside the ship with his crew, moments before the infiltration begins (they are at least vaguely aware of this).
Same deal with the gameplay. If your showdown with the Queen ends in failure, you are sent back to the beginning.
THE LANDING - AGAIN
Therefore, the objective in the gameplay is to experiment in the order in which you explore the ship’s locations to maximize your chances of success against the Queen. Each failure informs the next “loop.”
Mechanics
Choices are made by selecting a card from a spread shown at the bottom of the screen. Cards determine how you approach a task, and include things like “Violence” and “Smarts.” The cards you receive at the start of each cycle will also change.
Nothing fancy, but streamlined and quite easy to learn.
Story
The human vs. expeior war is an intriguing one that we know little about.
We learn that expeior genetic material can mutate human DNA. The Queen’s plan is for all humans to mutate into expeior subjects. It’s referred to as the “Great Switch” or as Haplo more accurately puts it, the “Great Erasure.”
Speaking of Haplo, the expeiors we meet prior to the Queen are surprisingly reasonable. Rather than hostility, they share a we’re-just-following-orders-but-we’re-also-sorry-that-your-species-is-going-to-be-wiped-out-all-hail-Queen-Ismin attitude that makes you think, you know, maybe we can reason with this alien race…
The Queen, too, proves to be fairly reasonable as well. If you manage to start a conversation, that is.
I do wish there were more backstory. Not only is this a war, it’s an interplanetary one. However, its coverage in the game feels one-sided.
(Spoiler - click to show)It appears that humanity has a valid reason to be angry: Earth has been claimed by aliens who want to mutate every human to eliminate them as a threat. Surely, humanity deserves to reclaim their home world, right? I have a feeling that the truth is more complicated than this, that both sides have done questionable things.
But this still leaves a key question: why do the expeiors have Earth while humanity hides out on the Moon? Is this war solely to liberate Earth from the expeiors, or is it something broader? ‘Cause at this rate, human leadership intends to bombard Earth so no one can have it.
Despite coming off as the default “bad guys,” the more you examine the expeiors, the more complex they seem in their motives. For example, (Spoiler - click to show)Queen Ismin says, "I do want to preserve the Earth," and agrees that its preservation is of greater value than trying to win at all costs. Her concern feels genuine. If the player succeeds in their negotiations, the situation becomes a matter of “I’ll put my weapon down if you put down yours.” So, maybe there’s some hidden depths there.
As for the title, I interpret it as considering the other side rather than merely focusing on what you have to lose or gain. The game has four endings. I found all of them except Ending 2.
Visuals
The visuals are awesome. When I first played The Selfish Gene, I kept thinking, wow, this game looks really professional. The characters look cool, and while we only get a glimpse of expeior biology, it seems that they can come in variety of physical forms. (Spoiler - click to show)Poor Vicky looks like a dehydrated stalk of celery. I would love to see more.
The screen is divided into three columns. The middle one is for text. To the left is Captain Aster and his allies, while everyone else is displayed to the right. If you gain a new ally, they move to the left side of the screen. Cards are colour-coded with neat symbols. Even the clickable map of the ship was impressive!
Final thoughts
The Selfish Gene offers a gameplay experience that felt new and innovative. A good use of Unity’s visual abilities. Arguably, the game is an equal mix of combat and diplomacy, and the character art and card mechanic are notable features. And while it’s not a “time travel game,” it does borrow the looping structure used in games like Vicious Cycles where you repeat the gameplay and learn from failure. If you like choice-based sci-fi games that rely on visuals, definitely give The Selfish Gene a try.
There are parts that could use refinement. I noticed more than a few spelling errors. Additional context on the interplanetary war would also give the story needed perspective and make it less one-sided, but that fortunately (Spoiler - click to show)doesn’t stop successful negotiation from feeling satisfying. As the game puts it: It’s a start.
Growth under the Dome is an Ink game that describes itself as a “Solarpunk coming of age story.” A compelling story, but also one that is hobbled by various issues.
Being a submission to inkJam 2025, it appears that the author created an improved, post-comp version of the game. According to its itch.io page, this is identified as Growth under the Dome - fixed. My review will be based on this version.
Overview
Everyone lives in a structure called the “Dome.” Life thrives, but has rigid societal roles. Reminiscent of the Divergent series, the transition to adulthood occurs in a ceremony where young people publicly select the role they will have for the rest of their life. This ceremony serves as the game’s intro. The ceremony involves placing a wood tablet engraved with one's name into one of four baskets: farming, maintenance, lake management, and record keeping/public speaking.
The night passes, and you certainly enjoy this last party as a child.
Tomorrow, you’ll wake up as an adult.
The time has come for you and your peers to make this decision.
Gameplay
After the ceremony, gameplay moves in monthly increments. At the end of each month, the game asks where you want to do next. It’s (highly) expected that you stick with the role that you initially chose.
What will you be this month?
Sun Director (level 0)
Lake Tickler (level 0)
Dome Fixer (level 0)
Voice Lender (level 2)
I will be none of that
However, switching roles, while frowned upon, is not forbidden (slacking off is also an option). The game makes it clear that you must change roles to advance the story. A happiness mechanic is used to illustrate this.
You sense it’s taking a toll on your moral and your body.
(-1 happiness)
The aim is to sample each role to discover a new insight about the Dome, opening up opportunities to cause mischief and better understand the Dome’s limitations. With enough persistence, (Spoiler - click to show)it’s possible to leave the Dome entirely. Otherwise, the game ends with the Cloudmouth festival, 21 months after the intro.
Unfortunately, the gameplay doesn’t always acknowledge the player’s choices.
Your second month as a Sun director flies by… People seem to avoid you since you left and came back.
Left and came back? I was only here for two months! When the Grassgrowth season begins, your friends inform you that your constant switching of roles is making people nervous. Except, this conversation still occurs even if you never switched.
Story
Backstory is scarce with only brief mention of an “Accident” prior to the Dome’s construction, but it’s not enough to answer basic questions we may have. Was it built in response to a natural or human-made disaster? If we break one of the roof panels to see outside, we glimpse a thriving wilderness, not a wasteland. But people are more interested in remaining in the familiarity of the Dome where the sun is displayed on the ceiling via a control panel. I am curious about the history behind all of this.
My main frustration is how the story starts out strong concept but starts to deteriorate and towards the end. It loses focus.
(Spoiler - click to show)One ending is a confusing trainwreck where new developments are thrown at the player with little context. If you behave yourself for the entire game, your mom is friendly towards you at the Cloudmouth festival (which we know little about). She embraces you. Alright. But then:
When you enter the Dome, your father is here.
Enter the Dome? Since when did we leave?This is your father, after all. With just the face you remember.
This must be your father.
This can’t not be your father.
The game then ends. Nothing else appears on the screen.
The protagonist’s father is dead. Even if the ending is meant to be more interpretive, leaving the player with, “This can’t not be your father” is abrupt and feels like an incomplete conclusion.
It would have been interesting if the game elaborated on the purpose of singing. Apparently, singing is used to direct sunlight to crops among other applications. I wonder how that works.
Characters
This game also reminds me of The Giver in the sense that there is a growing divide between the protagonist and their peers when it comes to questioning the status quo of the world they live in. In both works, there is an “outside” world said to be full of danger. Fortunately, everyone is content to stick to their assigned roles in the safety of a sequestered community. The protagonists find themselves at odds with said community when they start asking questions that no one wants to consider, especially questions about (Spoiler - click to show)leaving.
It’s suggested that the game’s protagonist is somewhat of an outsider. They seem to have a history that sets them apart from everyone else. The closest answer get is through the protagonist’s relationship with their mother. She wants them to follow expectations and adhere to tradition. Apparently, something happened to their father. He is dead, although their mother is strongly in denial of this.
The protagonist’s central trait is their rejection of conformity and how they challenge the taboo of changing roles. Why should one’s life be determined by a tablet in basket? It leaves no room for flexibility. The game does a nice job in conveying the quiet scandal people associated with such abnormal choices. Everyone’s all did you see that? They changed roles! Meanwhile, the protagonist shrugs off any disapproval, though they do find themselves growing apart from childhood friends.
The bottom line is that the protagonist doesn’t fit in with the society inside the Dome. (Spoiler - click to show)They want out. Only then will they have room to grow.
Final thoughts
It seems that solarpunk stories are becoming more common, and I’ve enjoyed playing games like Growth under the Dome.
The game’s overall premise is intriguing because it allows players to choose their own role in a structured society and whether they want to commit to it or go against the grain. By choosing the latter, we get an exhilarating sense of freedom anytime we break the rules. The protagonist’s imagination of the outside world is contrasted with the stifling life inside the Dome, (Spoiler - click to show)setting stage for when they finally leave it all behind.
That said, it has glaring flaws that detract from the experience, even as a post-comp release. Besides the implementation and narrative issues that I’ve already discussed, there are a lot of spelling and grammar issues, particularly with formatting dialogue. But as a coming-of-age story with a slight sci-fi bent, Growth under the Dome is still worth your time.
Begscape is a Twine game about traveling from city to city and begging for coins to afford food and shelter. Begging is nearly the only action in the gameplay.
It is morning. Shelter costs 5 coins. You have 2 coins.
Beg
You beg for coins with the hope that you have enough at the end of the day. Otherwise, you sleep on the streets which worsens your health. You can either keep begging in the city or move on to the next one. Unless the locals kick you out first. The cost of food and shelter depends on the city. The game ends when you die.
While some players might find it too repetitive, it’s actually quite engaging and not entirely without strategy. Cost of food/shelter can range from 4 coins to 9 coins. My strategy involved moving on from the more expensive cities. However, it's possible to encounter hazards while traveling. And even if you find the game to be overly repetitive, the temptation of achieving a new high score may make it difficult to step away. In one playthrough, I lasted 23 days!
A prominent theme is the societal dismissal of people in need. While Begscape does not go into detail, the cities’ population inherently frowns upon your presence. Some individuals may give you coins, but most are content to look away or take advantage of your vulnerability. And sooner or later, you get thrown out. It is such that you are stuck in a continuous cycle of begging to afford basic necessitates with no way out.
Someone kicks over your bowl and grabs your coins. You lose 4 coins.
The gameplay briefly touches on the stigma around homeless people, such as the belief that they only spend money on drugs and nothing else. In addition to being homeless, it we battle other taboos. Notably, our gender.
A mutant beekeeper walks by, mocking your gender.
While there is no further elaboration on this, it nonetheless connects back into the subject of gender identity and judgement which is often found in Porpentine’s work- as is the usage of random generation for NPCs and scenery.
Begscape is a game that you can find yourself visiting time and time again due to its simple central mechanic and the temptation to replay it for a higher score. The protagonist’s situation gives you things to think about.
It’s late at night and mr. leg can’t sleep. Solution: find milk.
This is an extremely short Inform game. Lunch break game? More like a snack break game. Acquiring the milk involves one puzzle.
(Spoiler - click to show)We seek out eulalia, a cow who lives in a tree and is also our friend.
>talk to eulalia
we are friends, don't need words
Precious.
The author nailed the prose. The lowercase letters and grammar effectively convey the uncomplicated world of mr.leg. I was impressed with the minimalist approach and how it informs the narrative and gameplay. The peaceful nighttime ambience was memorable, along with the cover art.
In conclusion, mr. leg needs some milk demonstrates what can be achieved when you focus on only cultivating what you need to tell the story. Whether this succeeds is often hit or miss, but the author of this game makes it work.
GROWBOTICS is a Twine game about a fictional product of the same name. A workbench that can craft anything using intangible and abstract ingredients.
If you believe the hype this machine is capable of anything.
At least, that’s what you’ve been told.
Gameplay
We begin by unpacking the workbench. The game involves combining primary “essences” to create secondary ones, both of which can be combined to produce a final product, such as a Surprising Electric Eel. You then choose to create something new, end the game in disappointment, or end feeling satisfied with your creation.
YUCK, try AGAIN | NOT HAPPY but I'M DONE | YAY! I love IT
Except, this ends up being one-dimensional. The hint guide, which I recommend using, lists over 500 combos. I was excited by what was listed- Whale Song, Costume Design, Popular Science Book- only to learn that, aside from having cool icons, what you create is irrelevant to the game’s outcome. In fact, the only choice that makes a difference is when you customize your workspace at the start of the game (see Story).
What’s the point of crafting more complex items? The game gives the impression that your choices matter more than they do, and that’s the source of disappointment. As a result, there is little incentive to experiment which is a shame since I can only imagine the amount of time the author spent putting it all together.
It wouldn’t be so bad if your final creations were preserved instead of discarded. It reminds me of app games that use the similar mechanic of combining elements to make intuitive products (ex. combine two trees to make a forest), icons included. Except, your creations are cataloged so you can keep track of them. In GROWBOTICS, these creations go into the trash if you decide to craft something else.
Implementation
Despite its simplicity, the gameplay can be frustrating. I wish the listed the combinations for your secondary essences because order matters. Otherwise, you have the issue of “did I choose Liquid + Solid or Solid + Liquid?” You can check the hint guide, but this becomes tedious. Initially, I kept playing just to see the icon imagery.
You have reached your maximum quota of 20 secondary essences. Switch mode or reset.
…but this was the final straw that led me to stop playing. To be honest, I almost had more fun reading the impressively organized hint guide.
Story/Characters
The game takes a novel approach to character customization. Your identity is linked to the location of your workspace and determines the story. There are 36 locations, from “blanket fort” to “religious cell.” You can be a researcher on the moon, a vampire in a gothic mansion, an anthropomorphic plant person, and more.
A large cardboard box is sitting in the middle of your secret lab.
Eh.
A hyperdimensional cardboard box is sitting in the middle of your cyberdwelling.
Better.
There is replay value in seeing what stories are associated to each identity.
Endings
Earlier I said that what you create has no effect on the game’s outcome. Technically, that’s not the case for a few locations. It’s superficial, however.
You discuss your biodegradable solenoid valve over a plate of scones with jam and cream, and everyone seems quite taken with it.
Your creation is inserted into the scene without any regard for context. Even if it did have a meaningful impact, the lack of a save function discourages tinkering with these outcomes, leaving no choice but to restart and recraft the basics just to see what would happen if you end the story with an Organic Cosmetic Surgeon.
What I enjoyed most were the outcomes when you reject the workbench.
(Spoiler - click to show)The protagonist either destroys the bench or goes on a rampage to seek revenge on the company’s headquarters.
It's important to keep up if you're going to continue luring kids here and crunching on their tasty bones.
Or some other dramatic reaction. They can be surprisingly long.
Themes
This is where the “purposeful” part of my review title comes in. I think GROWBIOTICS does a nice job in conveying the idea of imagination, ingenuity, and the benefit of having a space that is all yours and enables your creativity.
You like to let your sensations have free reign and remind you that you're worth indulging.
Although I suppose this goes in the opposite direction if we decide that the workbench is useless. Still, it embodies the sense of “anything is possible if you put your mind to it.” And if that means crafting a Tall Planet in your greenhouse, so be it.
Visuals
The weaker parts of GROWBOTICS are somewhat offset by the slick, aesthetically pleasing visual design. As a Twine game, it makes a great first impression. Despite the underwhelming gameplay, I had a difficult time stepping away because of how it looks.
There are two colour schemes available, both of which have backgrounds with patterns that add flair without being distraction. It almost gives a “science-like” feel. Text is easy to read and links use trendy colours. AND THE ICONS! I love icons. Every final result has its own icon.
Final thoughts
My title is meant more out of affection.
Some parts I really liked and I was impressed with the author’s commitment in implementing hundreds of makeable items. Unfortunately, any strengths are hindered by the game’s shortcomings. The selling point is product creation, but once this central mechanic is revealed to be superficial, the appeal goes away. Despite the game’s great overall concept, its major flaws result in an unfocused finished final work.
That said, I do think it offers a fun first playthrough. You may not stick with it for long, but it is worth playing for the initial experience. Perhaps you’ll find inspiration in the visual design or character creation. And if you enjoy games that involve crafting things from basic resources, GROWBOTICS may especially interest you.
Mars and Earth are at war. Mission 193 was just another mission sent to the Red Planet. Its objective was to take control of the Martian military.
It didn’t go well. To avoid bad press, Mission Control claims it was successful.
But you’re not buying it. And so, you’ve infiltrated a government database to find out what really happened.
A Bare-Bones Jam 2025 entry.
Gameplay
Mission 193 left five soldiers isolated on Mars. The gameplay involves listening to their individual audio recordings. These are listed by last name. Mitch. Fox. Rook. Olsen. The fifth is Lain, but she doesn’t have any.
UIF_M_193_W1 : Sol +7, 17:30:26 MLT : User: S. Mitch
This is not a database that you search and explore. Logs are made available in groups, or “waves,” and must be listened to in order before you can access the next wave.
[Team Logs now available]
I’d categorize Martia Termina as a passive investigation game. You’re just there to read the logs. Interactivity is surface-deep. Progress is made by tapping/clicking on the screen to read each passage. I’m not against this. However, games that follow this format can have a harder time maintaining the player’s attention. This was the case for me.
At first, I couldn’t follow the story. This is partly my own issue. I need to read things more than once before it clicks. But the implementation certainly didn’t help. For one thing, the screen only displays whatever is currently being said. It then disappears.
A. Olsen [What did you want to ask anyway, Fox?]
The “history” feature displays a transcript- extremely helpful- but only for recent dialog. If it has a scrollbar, it doesn’t work. Furthermore, when you access a new wave, everything before it is no longer available. As for autoplay mode, the slider that controls its speed is stuck at the slowest setting. All of this makes replays a drag, even with the single save file.
Story
Backstory is minimal. Mars is inhabited by an alien species whose tech is sought after by Earth. Mission Control serves as Earth’s leadership, or at least where the Mars-Earth conflict is concerned. Its personnel are quickly discarded once they are no longer useful.
It took me a while before I could follow the outline of the story because the logs aren’t always in chronological order. Out of curiosity, I want to know what players think:
(Spoiler - click to show)Did Jergova take Fox’s deal?
Simon Jergova may work for Mission Control, but the game’s opening transcript reveals him to be expendable. His task is to contact the soldiers and ensure they all return alive. If he succeeds, he gets paid. If he fails, he dies. So, when the soldiers start dying, it’s bad news. Fox realizes that help isn’t coming after all and is aware of Jergova’s situation. He makes a gutsy gamble of a deal: If Jergova sends a ship to retrieve him and Mitch, he will vouch for Jergova so he isn’t blamed for what happened.
This was a suspenseful scene. Fox is clearly desperate if he’s threatening Mission Control, but this desperation is also mixed with some defiance. However, I’m not sure how to interpret the ending. Fox says, “Huh?” Mission Control cuts the transmission. Game ends. My guess is that Mission Control decided to “retire” Jergova and the soldiers because they’ve outlived their usefulness. Everyone dies. Or am I mistaken?
That said, the romantic rivalry near the end felt contrived. We know the details of Lain’s death. But this plot thread begins to have sudden, unexpected twists that culminate in the message leaves for Mission Control. To avoid spoiling it, let’s just say Mitch reveals some shocking history regarding the other characters. The problem is that it comes out of nowhere. Like a last-ditch effort to inject more drama before the game ends. And why is Lain on a military mission? I don’t think we get a clear answer.
Characters
I don’t think the PC is ever identified. Our role is to be an anonymous protagonist who simply witnesses the truth. And we sure do.
Martia Termina focuses on building tension between characters. Take a group of soldiers and isolate them on Mars after a tough mission. Next, have them answer to an entity that cares more about material gain than human lives. Finally, add distrust, in-fighting, clash of personalities, ulterior motives, and you will get this game. Oh, (Spoiler - click to show)and some of them may have been involved romantically.
These tensions are effectively conveyed. The odds are stacked against them, and we feel it. But it also can get rather caustic. Character interactions have a nastiness that may take players by surprise. It feels like everyone is this close to snapping. (Spoiler - click to show)Some do.
Visuals
Bare-Bones Jam is perfect for this game. The rules require games to use their system’s default appearance. No customization. Martia Termina is made with Video Supertome, which means a black screen with white text in a digital-looking font. This appearance, combined with the lack of thrills, pairs well with the game’s military sci-fi genre. The black-and-white artwork on the game’s itch.io page is awesome.
Final thoughts
If you prefer story over gameplay or are a fan of military science fiction, play Martia Termina. Despite being a passive listener, the recordings provide a front row seat to the drama that goes down. It can get intense.
Tough characters who don’t get along are stuck in a dangerous alien-made facility and forced to rely on leadership that only cares about PR and profit. You have your (Spoiler - click to show)designated “evil teammate,” though they all seem to occupy moral shades of grey. Reminds me of a few sci-fi films…
Otherwise, whether you enjoy it will likely be hit or miss. I was all for the story, but it was the implementation that wore me out. I needed to play this multiple times to understand the story. Unfortunately, its design does not inspire replays. Only exhaustion. At least fix the autoplay feature. That would be fantastic.
Three stars, but a strong three stars.