Narrative games & apps
Creations tagged narrative on 8x — every one is playable in the browser and open to remix.
32 creations · page 1 / 2

El Parlanchín
Un relato animado e interactivo: Don Ramírez compra un loro que repite absolutamente todo lo que escucha, hasta que esconde el improperio más famoso justo en la visita de sus tíos más devotos. Cuento ilustrado con voz, sonido y efectos, para leer a toques.

Route 99 Motel
1978. An empty desert highway, one night, a dying radio. Steer through the fog, tune real songs on a real dial, decide which neon stops to make, and trust a rear-view mirror that only moves while you look. Miles are the score; dawn is the finish line.

Embersky
The night the sky went out, only the old forge remembered the stars. A hand-drawn merge-drop roguelite where the map IS your progress: catch falling star-spirits, fuse them from Mote to Sovereign, and relight six constellations guarded by illustrated bosses. Charm drafts with pity, stardust banked forever, chaos windows, a weekly rift, daily omens — every sprite, icon and frame painted in code.

NARCISSE
Une expérience de manipulation psychologique en 3D. Une entité vous dispute dans un couloir sans portes et vous tend huit tactiques réelles — amorce, love-bombing, isolement, gaslighting, crise provoquée, culpabilité, chantage à l'abandon et cycle idéalisation/dévalorisation. Maintenez le Regard pour percer la manœuvre, puis cédez ou soustrayez-vous : quatre fins vous attendent.

LUMARA — The Last Starfarer
An interactive cinematic story about Lumara, the last survivor of a dying star civilization. She crash-lands on Earth and must evade the cosmic Voidborn hunters while forming an unlikely friendship with a human. Click through 10 beautifully illustrated scenes with particle effects, screen shake, comic SFX and a full cinematic experience.

Faro de los Bajíos
Aventura no lineal en la que exploras un faro abandonado y una aldea hundida en el orden que quieras. Objetos, conocimiento y vínculo desbloquean caminos cruzados y conducen a cuatro finales distintos. Fondo marino animado, guardado automático y controles táctiles.

Thistledown Hall
You arrive at Thistledown Hall the night the old owner is buried. The house is yours if you can find the deed by dawn — and the house rearranges itself every time the moon moves. You play by typing commands into a real parser, and above the text an ink illustration draws itself line by line for every room you enter and every object you examine. Nothing is pre-rendered: sixty-odd engravings, all of them stroke lists laid down by hand while you watch. Twenty-eight rooms, fourteen puzzles, four people, four endings, and two hundred and forty minutes of moon.

HELIOGRAPH — Signals Across the Iron Valleys
The line went dead at Cold Hollow and you are the new signal-keeper. Turn brass mirrors to walk a beam of sunlight across a hand-drawn valley and into the receiving station — then learn to split white light through a prism into three colours for three valleys, to husband a beam through fog that drains it, and to arrive on the beat while army shutters open and close. Twenty-four stations across five chapters, every one machine-proved solvable, with an honest par and a quiet score of plucked strings and glass bells.

One More Take
A cel-shaded Three.js wuxia duel on a film soundstage. You are the stunt double paid to lose on cue — until the take where you refuse to fall. Twelve takes across three rule-breaking acts: parry the finisher you were scripted to eat, weaponise the wires, fans, breakaway props and the camera itself, then cut, slow, rewind and delete the scene against the Director. Twenty 'wait, that's allowed?' bloopers to discover, two endings, a Director's Cut mode and a cloud Studio Score board.

THE LAST 7 DAYS
THE LAST 7 DAYS is a post-apocalyptic interactive survival game. You have 7 days to survive after the world ends. Every choice you make — scavenging for supplies, encountering strangers, fighting Collectors, or seeking the fabled Haven — affects your health, hunger, sanity, and hope. Multiple endings based on your decisions. Dark, atmospheric, choice-driven narrative.

Aldane & Son — Locksmith
You keep a corner locksmith shop in a 1934 city, and the whole trade is in your hands. Locks are real pin-tumbler simulations shown as brass cutaways: hold torque with one thumb, probe with the other, feel which pin binds, ease it to the shear line and hear it click home — yank past it and the stack sprays back down. Eleven locks escalate from a worn practice padlock through wafers and security spools to a warded chest and a safe you crack by ear. No timing bars, no alert meters. And whose door you open, or refuse, is what the street remembers.

Salem Testimony
Salem Village, 1692. Your sister Mercy is accused of witchcraft and you were in every room the accusers describe. Across seven court days, tear their stories apart card by card under a dying candle, buy time until the Governor's letter, and decide whom you will protect when protecting everyone is impossible. A woodcut courtroom drama with five endings printed as a village roster.

The Sitting Room
Islington, 1893. You are the sceptical guest at a darkened parlour table, and you may not leave it — you may only turn your head, lean, hold the circle of hands or break it, and put a question. Mrs Silence Marrow raps, tilts the table, breathes cold across your ankles and sends a luminous trumpet up into the dark, while the room works hard to tell you where to look. Nearly all of it is conjuring, and the game is catching it — the thread, the knee under the leaf, the boots below the curtain. Six sittings, nineteen staged wonders, a verdict on each: name the method, or call it unexplained.

Party Line
Winter, 1926. The day girl goes home at ten and the night switchboard of Crestline is yours: brass jacks, woven cords that sway under your hand, and lamps that blink when somebody out there cranks a magneto. Answer, key forward, ask “Number, please”, and on the party lines where three farms share one wire, ring the family’s own cadence — two longs and a short is the Hallorans, not the Beechers. Hold the talk key and you can listen. Seven night shifts, and an ending that turns on which lamps you answered first, and what you did with what you heard.

Foley Room
It is 1947 and you are the foley artist of a live coast-to-coast radio drama. The script scrolls above the glass with its cue marks marching toward the reading line; the bench below holds a door miniature, coconut shells, a gravel box, a thunder sheet, a wind crank, a rain tray. Every effect is synthesised from a physical model, so where and how you strike shapes what America hears — strike a prop's heart for a hard hit, its rim for a gentle one. Five episodes, ending in storms built live by both your hands. Every take you botch hangs in a playable blooper reel.

KOKORO — roleplay anime sobre, sans filtre
Un studio sobre de roleplay anime : choisis ou crée un personnage, pose une scène et improvise une histoire. L'IA locale parle dans la voix de ton personnage (7 archétypes), réagit à ce que tu écris sans filtre, et reste entièrement dans ton navigateur.

CLOUD JURY: Every Forecast Has a Cost
A portrait-first interactive climate drama. As the last Weather Clerk aboard the airship Cumulus Six, you spend finite reservoir water, lift gas, hours, crew trust, and public evidence across five impossible atmospheric verdicts. Fifteen rulings reshape two regions, the ship's engine, later choice locks, crew testimony — and decide one of six endings.

Lila of the Green Valley
A cinematic interactive story about Lila, a village girl whose arranged marriage leads her on a journey through motherhood, legacy, and becoming the river. Follow Lila from her wedding through raising her daughter Meena, passing on ancient wisdom, and watching the next generation find their own path. 14 illustrated scenes with narrated cinematic mode.

雨夜来客 · Night Visitor
《雨夜来客 · Night Visitor》是一部 3D 写实电影感的互动叙事游戏:凌晨 1:47,有人敲响你的门。你可以从猫眼偷看、假装不在,或把门打开;你会在她的每句话里做选择,为她倒热水、递毛巾、点亮那盏落地灯,累积「温度」,走向 6 种不同结局。整个公寓、雨夜城市的灯火、玻璃上的雨痕与人物表情动画全部由代码实时渲染(PBR 材质 + 物理光照 + ACES 电影调色),单手轻触即可游玩,竖屏横屏皆宜。

Wilding — Wildlife Rescue
Run a rural wildlife rescue centre across three seasons. Everything through the door is a real casualty: a swift grounded because it cannot take off from flat ground, a hedgehog too light to hibernate, a fledgling that was never orphaned, a barn owl with a fractured coracoid. The craft is examination and judgement. Weigh it, palpate it, radiograph it if the tin will stretch, and name only what your own findings support. Then decide the hard thing: whether it can ever go back out. Some cannot, and the game says so. Seventeen authored cases, seven cages, eight hours a day.

Wagon-Lit
A courier is dead in Compartment Four of a 1960s sleeper express, the doctor has already called it a fall, and you have until the frontier at dawn. The whole world is one carriage: a corridor of numbered doors opening into compartments where passengers lie, evade and revise. Everything you learn becomes a card, and the game is really played on the corkboard — drag one statement onto another until a contradiction lights up and cracks open a question you could not previously ask. Name them with the file behind it, or they walk at the border.

Miasma
You are the quarantine council of a walled city in the plague year of 1348, and the sickness is already inside the walls. Each week you may seal a fixed number of orders: bar a street, open a pest house, lime the doors, hold the ships, shut the market, give out grain. Under the painted isometric city runs a real epidemic model, one per quarter, coupled by the traffic between them — and what is reported to you is always last week's truth. Close the market and the poor quarter starves. Each year ends in a chronicle naming the dead and the saved.

FORGED by OCTABOOT
A cinematic dark-mode narrative scrolling experience for the FORGED by OCTABOOT fashion drop. Seven chapters of scroll-driven storytelling — from void to neon rain — with a limited-edition product drop, material specs, and waitlist CTA. Pure black + white luxury aesthetic, hexagon brand motif, grain overlay, and ambient particle effects.

The Cartographer's Attic
Your grandmother the cartographer has vanished. Explore 9 illustrated scenes, solve 14 hand-clued puzzles, and finish her unfinished map to find out where she went.