The Corridor is a post-apocalyptic interactive fiction game set in an alternative 1991 Britain devastated by Element-Zero - a mysterious substance that has dramatically altered both the landscape and its inhabitants.
As a civil servant from the United Kingdom Warning and Monitoring Organisation, you're tasked with inspecting Section 1B of "The Corridor"—a government evacuation route being constructed along the M1 motorway south of Leeds. What begins as a routine assignment quickly evolves into a much more complex journey through this shattered world.
Your choices shape your experience and the story around you. As you navigate makeshift settlements where public toilets have been transformed into entertainment venues, encounter the colourful survivors who've adapted to life after catastrophe, and face the competing agendas of various factions, you'll find yourself drawn into their lives, schemes, and survival stories.
Will you remain the dutiful civil servant, or will you be seduced by the surprising pockets of humanity that have flourished among the ruins? As you explore the fractured remains of Britain's motorway system—where bureaucratic absurdities persist alongside existential threats with distinctly British stoicism—or, will you wallow in the world that existed before Element-Zero, its story to be found in the surprising amount of rubbish to be found, alongside those Red Lace Records everyone claimed they never owned.
(Updated March 2025)
News
Minor Update. Bunker BustingApril 27, 2025
Continuing with the minor updates, this is a refresher of all the bunker scenes in the game to date – hence the title, as I am sure some of you eagle-eyed readers would have guessed, and a tidy-up on the arrival at Mad Jack’s.
This update changes nothing major, lore-wise; it is more about taking advantage of the game’s character traits and keeping the game interesting for those of you who are returning (welcome back! – you’re the best!). There is also a bit of minor ‘weaving’ going on in preparation for the main Mad Jack’s update.
A big change– and you might not notice – is that searching bins is about to get much more important.
Here is what is in the update.
Fixed some typos Refreshed the secret bunker and the bunker at 1C Refreshed the arrival at Mad Jack’s Tweaked the introduction SCREAM!!! An exclusive, full-length interview with Dave Steam. One new Cola company promotional giveaway to find Two tatty Abraham Mint collectables to discover New quiz questions – brush up on your Astra Quest knowledge!! One new book to find. Introduced some more typos
This update also marks a couple of milestones. The game is now over 50,000 words in size. And though planned for the Mad Jack update, the 200th image has also been completed.
The following minor update is to refresh Colin’s. In the Morning after update, I mentioned that I got carried away with AI. I hate it — it’s not my voice — so I want to rewrite those scenes. Part of me also wants to rewrite Colin’s in its entirety for technical reasons – it’s uber complicated in how it works, and to allow for easier integration of new content. Still, time constraints mean this is unlikely to happen. I don’t feel too bad about this; as for the planned sequel –– you heard it here first ––Colin’s will return.
There is one further minor update planned after the Colin’s update. It’s a bit of a pickle pot scene-wise, but as with the other minor updates, it is just to refresh some scenes and do some weaving in preparation for the main Mad Jack’s update.
On the planned Mad Jack’s update:
Graphics-wise, all the images — 62 of them! — are nearly done. The writing, however, is proving a bit of a challenge.
There are two reasons for this. First, complexity — all those decisions you made earlier in the game will either come back to bite you on the bottom or carry your behind to victory. So, it’s a lot of writing, checking, and rewriting — hence all the weaving going on in these minor updates.
The second reason is that I’ve been on three different writing courses this year (including a very interesting one by a psychologist on procrastination and writing anxiety). I’ve written some 20,000 words outside the Corridor. But this has all been academic. Now my brain is stuck in ‘academic mode’ — always asking, ‘On the one hand…’, ‘Where’s the footnote?’, or ‘What’s the evidence for this?’ But hey-ho! Footnote or not, the update will get there.
The main purpose of this update was technical. To update the UI wrapper and, in turn, address the way the music cues work. Hopefully, all the sound cues are working correctly now.
I thought, however, I would take the opportunity to try out a new feature – the ability to check your watch. Especially handy if you choose the Arigeta Databank, as you can see your memos. You can do this by clicking "check watch" in the top left-hand corner. This is a work in progress, probably buggy, and has a few logic bits to work out, but behold! As the game takes on a new level of immersion.
I also did some minor weaving, utilizing the different personalities you can play (based on watch selection) and tying some of the newer characters to characters you have already met. I also took the opportunity to refresh the What-Ho! Cinema scene. Snorkers now has a pre-Element-Zero backstory.
Here are the changes in full:
Bug Fixes:
The bin at the Diversion was showing duplicate rubbish items. Music cues
Minor Changes:
Typos corrected (49 to be precise, yes I counted) The ability to check your watch What Ho! Cinema refreshed Snorkers now has a sad story You can now see Omstrad HQ Three new Omstrad Artifacts to find One new musical artefact to find General tidy up More typos introduced
Several more minor updates are planned, including a complete rewrite of Colin's for both technical reasons and, as mentioned in the Morning After Update, a misguided attempt at relying on AI in those scenes. The following minor update, however, will be Busting Bunkers!
Until now, the game has been pretty linear, but at the end of the last update, the player faced a choice: either head to Mad Jack’s or continue on your way. What will you choose?
No matter your choice, The On The Busses Update will get you on your way.
Known issues
Due to the long gap between updates, this version is slightly behind the current UI wrapper. This means some sound cues may continue longer than expected. However, fear not—heading to a new stretch of motorway should clear all sounds. This will be fixed in the next minor update.
Minor Changes:
Fixed some typos More player customisation at the start A new character to meet at the Heater You can now see the bin in Camp Hood
Major Changes:
87 New lines of Dialogue 20 New items 19 New Locations 5 New Characters 4 New pieces of music And of course, introduced some more typos
Road Map:
End of 2025 / Early 2026: Mad Jack’s (Huge Update – introducing 20 new characters)
Mid 2026: The End Game (Another huge update—by then, the size of the Corridor’s world will have doubled)
Early to Mid 2027: The Last Farewell (Final update & polish—so many items to find, you could open a museum)
Language: English (en) First Publication Date: September 21, 2021 Current Version: 8.2
License: Freeware Development System: Ink IFID: Unknown TUID:
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