2026 WIPs and projects thread

Seems that this year no one opened a 2026 WIP/project thread, so I’ll provide one, and give my current WIP/projects state.

First and foremost, Isekai.

The creative block caused by the disappointment from the lack of feedback to the second public preview is still strong, and very little work is done since, but on the Materia of Railei I’m working not on one, but two sequels:

one is already on the concept testing stage (using Hugo, as for Isekai):

!::
! Isekai II: Doctoring US: 
! from the depth of space and time...
! They came for Revenge ! (cit. from Ultima III)
!::

! Long story really short:
! The Isekai incident leaves Etuye with a deep interest, and scientific
! research (NOT in that sense) and her love for that planet and civilisation
! of hundreds of thousands of years ago led her to a massive magickal feat,
! toward a direct action:
! Teleport her and her lovers not only in Space, but also in Time, up to an 
! Halloween Night of 1980s in NY, with a deadly objective:
! kill with really extreme prejudice an dishonest "enterpreineur" whose, 40
! years later turns the most democratic Earth society into a nightmare of 
! lies, strife and racism rivaling those during the dark age of Railei...
! of course, the target is easy to locate, earthlings has a very limited 
! gamut of hair colour, and the target has one of the rarest: orange....

This is obviously a “reverse Isekai” (cfr. the anime Welcome to Japan, ms. elf ! but a part of the inspiration came from the komiket episode of Miss kobayashi’s dragon maid (hence the halloween setting…)

the other sequel is in the drafting board table, but if one has cared to play the second preview, a new item in the first location gives an hint…

and, last but least, I’m toying with adapting Isekai to the CYOA media, trading off the exploration-driven narrative for an, uh, event-driven ? narrative, and, much more important, a language and culture much more receptive to its content. included the “scientific” one. yes, is written in ITALIAN. But I’m still toying with the idea…

but there’s some other CYOA IF written in the Italian, in the early stages of implementation:

qui inizia una storia, non di spionaggio, ma di senso civico e patriottismo.
Subito dopo vede un paracadute scendere.. troppo veloce, e correndo in soccorso si ritrova una valigetta sigillata da portare a Lungotevere delle Navi.

Da qui parte un viaggio verso la Città Eterna, lungo multipli percorsi, tutti illustranti l' Italia e gli Italiani.

La ragazza è rossa, alta, seno I misura, occhi TBD, età 18 (implicita dal fatto che è neopatentata...)

The other is an experiment in parallel narration:

(align:"=><=")+(box:"X")[***Tre Giapponesine*** by PGdE]Prima di iniziare: chi vuoi essere ?

* [[Yukiko]], la Miko
* [[Tsukiko]], la tsundere
* [[Hanako]], la studentessa

then, from the dev notes passage (a good Twine tip: placing unconnected passages on the top left corner of the canvas gives excellent places for keeping TODO/notes/ideas and like):

Ovviamente le tre si incontreranno qualche passaggio più avanti.

Yukiko, essendo una Miko, parla con degli anziani...

Tsukiko, essendo una Tsundere, ha una discussione con qualcuno...

Hanako, educata nadesico, cortesemente declina l' offerta sentimentale.

In casa di Yukiko, ci sta un nastro per capelli da indossare.

Leggendo la lettera, Hanako sa chi ha scritto la lettera, il che facilita il declinare l' offerta.

Prior of returning back to the parser-based and english WIP/projects, I point that the italian text above can be easily copypasted into automatic translators… and in Italian we say “traduttore = traditore” (one of the few puns in Italian, which in englis means “translator = traitor”, so I’m rather sure that US/UK people can at least partly enjoy these WIP, and because of treason, they can’t comment about bad english…

Now, the rest of WIP/projects…

on Inform 6/standard library, I’m still working on Chronomancy I (and II on TADS2), since 2018, and alongside it, there’s new projects:

Dekam an interactive recovery:

!in process of becoming dekam (dekamerale..) by PGdE 2020-24
!TODO: remove the stairs, redo the 1st and 2nd floor, and add the tenth room.
!TODO: also, add Boccaccio's Decameron as object...

!About Dekam co.: was a 1970-80s company, officially in the business of arcade
!repair, but also doing reverse engineering and bootlegging of arcades, and
!this is the twin front for the real business: reverse engineering of soviet
!military hardware, for US gov't, whose of course closed both eyes on the 
!inner front layer, because the combined legal and illegal front business 
!lowered the heft price of the real hidden business.
!In early 90s, end of cold war and beginning of money-grabbing around IP, 
!the increasing IP enforcing, together the decreased importance of tech 
!intelligence, led to shifting of both technical engineering work to a new,
!"virgin" front company, and the dekam co. folded out and the bootlegging
!work was quickly and quetly abandoned.
!(of course, the price of the tech intel work became much more hefty, 
!that is, the price of corporate greed on IP is payed by US taxpayers..)
!So quickly and quetly abandoned, that many things, tools, and... subjects of
!that bootlegging work was quietly left behind in the old dekam building, 
!Included the main objective of this little work of IF, a unique and coveted 
!by hardware historians proto motherboard...

!floors: 1st, lobby, 2nd, legal work, 3rd, black work.

Constant Story "The quest for a dekameral adventure";
Constant Headline "^experiment by PGdE,2020-24^";

(yes, no new code during 2025…)

and, still in the design/initial coding phase is Wanderin’, a gothic IF:

[ Initialise;
  location = entrance;
  print "^^^for some unknown reasons, your car stops running in this village 
enveloped in the deepest mists you ever have seen, just behind the church, 
You spy thru the mist the faint shape of an half-opened door, clearly the 
entrance door of the church's rectory; the mists in the other direction are 
too thick, so you exit the car and knock at the door, no answer, knock again, 
again no answer, so with hesitation, you dare to enter unannounced into the 
rectory, starting to...^";
];

and an homage to Scott Adams style IF, stemming from my successful reduction of Inform 6 adventureland into a compilable and workable skeleton, name TBD but the curt style should mute the “bad english” noncostructive criticism:

scottRoom fenceW "By a fence"
 with
  description "you're outside a fence.",
  e_to scrub1,
  w_to road1;

scottRoom scrub1 "scrubland"
 with
  description "inside a fence, in a scrubland.",
  n_to scrub2,
  s_to guardpost,
  w_to fenceW;

ScottRoom scrub2 "scrubland"
 with
  description "inside a fence, in a scrubland.",
  s_to scrub1,
  e_to fenceE;

ScottRoom fenceE "By another fence"
 with
  description "inside another fence.",
  e_to outBldg,
  w_to scrub2,
  n_to swBox;

no wonder that the provisional title is Reprisal

on the TADS2 front, sadly The Final Exam is now not finishable prior of the Spring Thing, so will be kept for another year, when the main WIP, provisionally named “High school drifter” (an obvious homage to Roberts), has get a modicum of love during the last year.

Its opening, still to be perfected:

replace init: function
{
  "
\tSomewhere in Japan.\ Your alma mater is to be demolished, and one of your 
former professor sent you on an errand, not only for finding old mementos, 
but also, for discreetly locating its darkest secret.\n
\"You see, Yukio-kun, I never found \(those\) in twenty year of discrete 
hunting, but somewhere here are still hidden weaponry from the Pacific War, 
among them handgranates, knee mortars and their ammo.\ You are an architect 
now, isn't ? perhaps you have more luck than me.\n
I have contacted your senpai, Hiragi, who is an JNSDF Officier, so we can 
discreetly dispose of those once and for all. But, first, we need to find 
those; this is a serious danger for the demolition crew, and I'm sure that 
you want to be at peace of mind about this serious danger.\"\n
After this oral request, he handles you a list of the mementos he desire to 
be recovered.\n Some day later, in early morning, you start your quest, out 
of respect and devotion for your Sensei, and for averting a major, deadly, 
work accident.\b";

Now on the last of the “Big Three”, Hugo, I have as main WIP Unye’s stroll a small interactive introspection and soul-searching story:

routine init
{
	counter = -1

	STATUSTYPE = 1                  ! score/turns
	TEXTCOLOR = DEF_FOREGROUND
	BGCOLOR = DEF_BACKGROUND
	SL_TEXTCOLOR = DEF_SL_FOREGROUND
	SL_BGCOLOR = DEF_SL_BACKGROUND
	prompt = ">"
	color TEXTCOLOR, BGCOLOR

	cls
	"93th year of the Emperor Ranyun, month of Blossom, sixth day.\n
	Midday, the Imperial Princess Unye, begin, as usual, her customary stroll 
	alone in the garden of the Imperial country villa.\n\n
	The state of the Empire is of uneasiness, the long reign of the wise and 
	kind Emperor is nearing its natural end, having outliving all her sons 
	and daughters, and the young Unye, being the eldest granddaughter, know 
	perfectly that the first year of the Empress Unye is nigh.\n
	she knew that she's \I nearby\i ready, and in her recent strollings she 
	try to collect her wits and resolve for the incoming weight of steering 
	and leading the oldest and most prosper Empire under the Twin Sun and 
	Three Moons of Lienzi as the 73rd Empress of Vanarg.\n
	She knew that the final answers to her doubts lies in her soul, and she's 
	determined to find these final answers, with the help of the quiet 
	shades, during the fateful\n"
	Font(BOLD_ON | DEFAULT_FONT)
	"UNYE'S STROLL (as of 22-02-2025)"
	Font(BOLD_OFF)
	"An interactive Imperial coming of age\n"
	print BANNER

and, A space for yourself a dark story in the aftermath of an asimovian disaster, with a lone survivor:

!! INITIALISATION !!

routine init
{
	counter = -1

	STATUSTYPE = 1                  ! score/turns
	TEXTCOLOR = DEF_FOREGROUND
	BGCOLOR = DEF_BACKGROUND
	SL_TEXTCOLOR = DEF_SL_FOREGROUND
	SL_BGCOLOR = DEF_SL_BACKGROUND

	prompt = ">"
	color TEXTCOLOR, BGCOLOR

	cls
	"You remember little of your youth in your home; the love of your 
parents and siblings was what kept you sane when these off-world people 
abducted you and enslaved you in their ugly world; after a long time of 
fatigue, abuse and few and bad food, you was sold to a research laboratory, 
for \"experiment and disposal\"\n
Well, what matters is that miserable life is at its end, no matter what will 
be the final suffering, in the end there will be no more abuse and pain..\n
You was carried to that laboratory, lead down to the basement, then put 
inside a cryo tank, and the last thing you remember is that you hoped that 
whatever experiment they have in mind is conducted on your frozen body... no 
pain at least.\n\n
But you awake.. not on a table surrounded by cruel scientists, but on a dusty 
floor. Something huge has happened and now you should find"
	Font(BOLD_ON | DEFAULT_FONT)
	"A Space for yourself"
	Font(BOLD_OFF)
	"An Interactive reclaiming\n"
	print BANNER

the general plot being:

!\ PLOT IN SYNTH:

The PC is an alien, of an unary specie, but as a young teen was abducted by 
another (binary) alien specie, and enslaved. After years of, well unpleasant 
life as a slave, was given to a res lab for some unsavory research, and was 
hybernated in advance of whatever destructive test was to be subjected, but 
the archetypal Asimovian catastrophe struck, annihilating the evil specie.
Many, many years later, thanks to a Y65536 bug, the hybernation ends, and our 
PC finds free, the lone living and sentient being in an empty world, 
surrounded by techological relics... but being enslaved, albeit coming from an
advanced world, she known little about the tech around here... but exploring 
around, discovers the utter destruction and extinction of the master race, 
leading only ruins, where the player can GO TO various places (small areas) 
where the player start to rebuild their life, not alone because she discover 
that her unisex body is capable of self-procreation (was too young to fully 
understand the recommendation of not getting self pleasure in a certain way, 
for example) winning because now ***Own an entire world !!***
\!

on TADS3, aside Isekai and its possible sequels, I’m still working, lame-snail-pace, to the other project, using adv3 library, The putsch of 1908 an alternate interactive history:

// an interactive alternate history
// candidate entry for XXXX 2020

/* Plot concepts:
 * Main divergence point: King Maximillian II of Baviera preempts Bismarck 
and Prussia, proclaiming a more federal German Empire, unifying all 
non-Prussian part of Germany, whose incidentally roughly coincides with West 
germany. 
 * The alternate story: Between the madness of Ludwig II, Liutpold's 
ambitions and intrigues sown by Prussia, Austria, Russia and France, the 
(west) Germany Empire quickly became a land of plots, intrigues and.. 
putsches. (think Germany during cold war, remove the stabilising factor of cold war and MAD, add two more major power vying for control, and the picture will became 
clear in its ugliness, a more gentle version of post-WWI Germany, but still 
an ugly political messing field)
the putsch of 1908 isn't the first nor the last, and our interactive story 
don't cover even if was successful or not... 
 * PC: a young lowly hauptmann (capitain) during the initial stages, happened 
to be (or reach) the country villa during the confusion proper of the initial 
stages of a coup.
 * Story plot: The apparent stock outside plot (figuring the whereabouts of a 
scion of nobility in his county villa) hides the true plot: discovering the 
alternate timeline from the diverging point, that is a treasure hunt of 
knowledge and trivia.
*/

// plot note(s):
/* 
 * The skeleton keys opens (and locks) doors, if any, but not padlocks nor 
   drawers & similia.
 * discovering minor divergence points (e.g.details like feldblau) should be rewarded 
   with a single point (as in finding sundry item acheviement(s))
*/

now it’s more than enough from myself: what are your IF projects/WIP ? fellow authors and players are surely curious about what the 2026 vintage will be…

…so I’ll pass the mic to the fellow authors, giving my

Best regards from Italy,
dott. Piergiorgio.

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Despite the ongoing churn of my life, I’m hoping to get an early version of IF-Octane working and release the no-audio version of Silverbacks.

But, y’know… (gestures at life chaos)

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… and spectacularily, I forgot an Inform 6 WIP, because was clamorously misplaced in another Kate session.. anyway, let’s introduce Etrurian walk, an interactive history with a jab on british politics in its initialisation:

! INITIALISATION
[ Initialise;
  location = outcottage; !score = 0;
  print 
"Blimey! that stupid law entered in force just prior of the IFComp !^
But, you have set an astute plan: you coaxed your cousin into giving to you 
the key of his little cottage in the civilised Etruria, which has a good 
enough net connection, and also coaxed the manager into assigning you a full 
month of telework, and you enjoyed the 'Comp games without that disgraceful 
lapse into victorian age, with the added bonus of far superior food and 
beverage.^
After finishing the last of 85 entries and celebrating it with an excellent 
lunch of superior food, the obscene belch suggested you to drink a glass of 
good ~amaro~... Blimey squared! you forgot the bottle in your car parked 
near the road below !^
Well, a little walk down followed by the glass of ~Amaro~ is a better 
digestive, so you exited the cottage toward the path leading to the road, 
after all, is a little RL adventure, let's call it... mmm...^";
];

it’s a small one, 10 locs, few objs/decos, and the majority of loc & obj desc under 320 chars (that is, no more than 4 80col lines)

sorry for the omission, and

Best regards from Italy,
dott. Piergiorgio.

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I also have a work in progress, a story written 40 years ago, forgotten in a drawer.
I rewrote the parser from scratch, but for the same platform as before.

The original story was in Italian, but I am translating it. There are some difficulties along the way…

See you soon.

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Two WIPs at the moment. One is named FRIDGETOPIA: REVISITED. The basic idea is it’s an open-world-esque game with a mission, basically like a sub-par Superluminal Vagrant Twin. My main issue right now is implementing all the extra (open-world) sections, and hinting how to actually achieve one of the early puzzles (which is extremely hard and relies of major moon logic). Because the hint system has an in-game reason and is actuvated by finishing this puzzle. But this puzzle is the hardest one of the game.

So yeah, I’m coding Fridgetopia: Revisited in Inform 7, my first in that language, and I expect to release in IFComp in 2026, because that would be my first competition game since 2023…

My other WIP has been hinted at a lot throughout the 2½ years, so here I say: Climbing Up the Walls, a horror game based off the Radiohead song of the same name, and it’s just been interrupted a lot. It’s quite long and I just hope to finish it at some point, lol.

Then again, you never know what will happen next.

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I only have two projects that I’m sure I’ll be working on in 2026.

Of course, first one, the one that’s a priority, is Passerine Hills: Just a Bite, or rather, its ending. I want to have it released in March. All that’s left to do is taking care of the remaining scenes (four branches of scene 14 and the outro), and after that, we’re just coding it all in, sending it to testing, and finally getting out of JAB after more than a year of working on it. Once it’s done, it’ll be my longest work to date with approx. 80k words in it and just thinking about it makes me ever so slightly nauseous.

Of course, Just a Bite is, as the title suggests, just an intro to the broader Passerine Hills series. The second part is also the second project I’ll be working on this year: Passerine Hills: The Golden Apple. It’ll be much longer continuation of Just a Bite with slightly more focus on the routes and the romance side of things, and I truly can’t wait to start working on it once I’m done with Just a Bite. I’m planning to release The Golden Apple in parts, like I did with Just a Bite, and I hope that I can release the first part of The Golden Apple this year. It’s a bit of a “scary” project for many reasons but that’s okay.

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Hold up… Is that Sumerian?

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Close! The text is Hittite, but the font is a new style I’ve been developing based on certain Neo-Assyrian tablets from the Library of Ashurbanipal.

The gray text here is for illustration purposes; if all goes as planned, in the actual game you can see the translation for an individual word by hovering or clicking it, but putting them into sentences is up to you.

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More laconically, I have five or so big WIPs in the IF arena this year.

The current one is the Dialog compiler and library, but after a few months of frantic development, I think it’s in a good place. The pace of issue reports has slowed down and I think I’ve made the main changes I wanted to make. There are still some more things to be working on, like supporting astral characters on the Å-machine backend, but I’m happy with where 1b/01 is right now.

The TALJ prompt for this year (“archaeology”) gave me some inspiration—I’ve been reading scholarly disputes over a millennia-old murder mystery that sounds fun to bring to a wider audience—so I’ve got a small game plotted out for that, and about half coded now. I’m planning to write it up as a sort of “let’s build a game in Dialog!” thing, to show off the process.

There’s the Hittite experiment I showed up above: I built a demo as part of my thesis, and I think it’ll impress the committee, but I want to see if it can actually be playable and enjoyable by IF community standards too. Is it possible to play and enjoy a minimalist, Scott-Adams-style game in a language you don’t speak? Let’s find out! And learn some basic Hittite in the process.

Then the big project that was meant for last year’s IFComp but wasn’t ready in time, the one where you play as the antagonists from a famous existing piece of IF, with the original game’s protagonist as your enemy. I’ve been working with a friend who’s a writer to nail down the character dynamics and make sure the writing crackles and pops appropriately, and doing a bunch of topological simulations to get the puzzles right.

And finally, a Rosebush article about user-friendliness and accessibility in parser games. Why is the genre perceived as having such a high barrier to entry? How can that barrier be removed while maintaining the essence of what a parser game is?

It’s a lot on my plate, but my PhD is about to be over, and I’m the kind of person who always needs to be working on some project or another. We’ll see how many of the five work out!

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I still have WIP hanging fire from the 90s, so I’m loath to promise anything soon. I’m working on the first of my Stellar Union games at the moment; we’ll see whether it’s ready to show by IFComp time or not. (And, particularly, before my current burst of IF activity subsides.)

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I often tell people that I operate sort of like a hamster (I do my best work at night like one), and I feel like the fact I have twelve (12) projects in progress for 2026 that feels especially apt for it, like how my old hamster used to do eight billion things constantly all night, ha ha.

TSCOF, my biggest project (technically in development since 2020, but mechanically only have begun the process of making it interactable starting in early 2025), is probably 50% done, as in the entire story is thought out, all the art for it done, and all the pathing is physically plotted down, but that 50% of getting it coded has brought the pace to a crawl. I blitz through all of my worldbuilding and then trip and hit the dust when it’s time to exert brainpower on some basic CSS.

Two games within the TSOCF-universe, Crash Blossoms and Saturn After All, on the other hand, are in their infancy, but making wonderful progress due to being less ‘‘interactive’’ than TSOCF, just basic multiple-choice branching with some secret stats and scenes where you walk around in real-time through hyperlinks. The biggest roadblocks for these two is the stress of not having enough time away from my job to work on Both of them, and the fact that Saturn can only make progress after Crash makes some progress, too. Working on them in tandem is very, very fun though, and they can share a lot of the same codes and assets too, so yipppeee!

Then there’s also HERETIC, a game based on “Werewolf’’ that I had originally planned to submit to a competition, before it ballooned (positive, that is) into something a bit too complex and work-intensive to get done in time. It’s definitely the IF wip that is challenging my comfort zone, as I have to make multiple branching routes, lots of choice variables, secret stats that alter the way characters react to you/what they tell you/what those characters do when you’re not looking, some light puzzles, etc. A lot more than basic “Choice A gets you this dialogue, choice B gets you this dialogue.” that I find is my boring-yet-I-like-it comfort zone.

Star Run is a wip struggling to be made due to being a somewhat heavy-in-topic story based on personal experiences, so not only do I have to go back to old newspapers and documents and photos that sort of make me feel not very good (but I want to confront and tell a story with those negative emotions), it’s also being carefully manicured at every step to not just seem like a story trying to shock you, or in bad taste. Definitely an IF I’ll finish the second-quickest, as it’s not as massive as TSCOF, or as code-heavy as HERETIC, and smaller scope than Crash/Saturn, but the biggest hurdle is just gathering all of my thoughts and information and somehow warping it into a story I feel comfortable with other people reading and critiquing.

The final ‘‘big one’’ WIP, as all of these are ones I hope to either finish in 2026, or at least make workable enough to give to some friends to read in private, is Epitaph to Mileage (name tentative to change), which I hope to be my first IF of 2026! Since I am hoping this one can be submitted to a competition, purely for the fun of it, I don’t know how much I could technically say (though I haven’t found any rules to be secretive about this stuff, so I might be in the clear?), but it’s definitely one I’m most excited for, and is a vastly different genre than my usual works — all previously mentioned WIPs are about teen girls struggling in the real world with very common problems and societal pressures, while Epitaph to Mileage is about playing as a blindfolded android with a beating human heart inside of you, as you visit your sisters across the universe on your daily chores. It’s a lot about exploring the world you’re put in, a lot of talking to other androids, a little bit of intrigue about why you have a human heart, and a teeny bit about how much I love planets with rings, for some reason.

The ideal timeline here is Epitath out by April, Star Run out by June, TSOCF out by October (it was meant to be out by halloween 2025 >__>), and Crash/Saturn by the end-of-year. None of these are particularly ‘‘huge’’ projects besides TSOCF, I think the average playtime for all of them will be about 2-3 hours depending on your reading speed, while TSOCF is chunkier, at a 10 hour playtime (assuming you read at the average 130 WPM speed) So Far. Basically, lot on my plate, but I feel I work better having a lot of stories to distract myself with, and I’m very excited as I slowly make progress on all of them!!

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My most recent Kickstarter update about Andromeda Acolytes is set to be readable by anyone, so I’ll share it here:

https://www.kickstarter.com/projects/wadeclarke/andromeda-acolytes-a-state-of-the-art-sci-fi-text-adventure/posts/4580538

-Wade

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I have a few things I am working on.

The big one is the further development and maintenance of ChronicleHub, which people are increasingly finding and starting to develop their games in. I am enjoying the enthusiasm of some people playing around with the platform so much.

I intend to finish my first bigger game on there called “Concrete Requiem”. It’s basically the PC game “Demon Bluff”, which is in turn based on Blood on the Clocktower, which in turn was based on Werewolves, and so we inevitably end up thanking @zarf

I’m basically stretching my platform’s capabilities to see if I can build it as a Film Noir inspired game with nice, atmospheric narrative. I made the development open source, so you could follow along or see how it’s going by clicking this link: Concrete Requiem on ChronicleHub

After that, I had an idea for a wild sort of mix between Crusader Kings, Monopoly and a QBN game set in a decaying mutated underwater civilisation.

Other than that, I am teaching myself Dialog, and writing a dungeon crawler, possibly with the intent of hooking it into Eidolon. The aim here is to make an actual Dungeon Master, but that is all very experimental.

@HanonO also wanted to do something together, and we’re currently figuring out the details to that.

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I finished the first draft of a work I want to enter in the yearly Single Choice Jam. It was inspired by WATT, which was an entry in this year’s IFComp.

The only problem is, it may be single choice but it’s at 10000 words. So it’s a bit odd to say the least. It’s going to be weird finding testers for it. But I’m glad I wrote it–it’s something I wanted to do for a while, so long I forgot I wanted to do something with it. It revolves around a single math contest question and is more a slice of life game than anything.

Ideas for my parser games continue to drip in. There’s always a weird moment when I change the section in my heading files from \ifcomp25 to ifcomp26 or \parsercomp24 to \parsercomp26.

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In line with my pre-New Year’s resolution to focus on completing one of the five projects I already have in work, my current works in progress are new projects:

  • A mostly faithful Inform 7 recreation of Robert Arnstein’s Haunted House.
  • A mostly faithful Inform 7 recreation of Robert Arnstein’s Raaka-Tu.
  • A mostly faithful Inform 7 recreation of Robert Arnstein’s Bedlam.

I keep telling myself, once I’ve completed those “simple” projects, I can get back to one of the five projects.

Squirrel!

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My main WIP is an episodic historical game. More ambitious than anything I’ve written before. I originally hoped to enter it in IFComp 2025, and then 2026, but fingers crossed now for 2027! I keep working on it, but very slowly, in spurts. I am very seriously ill and disabled now from my long-term progressive neurological disease. However it’s a fun game to be working on. I still find Inform 7/10 a rather magical tool to work with. And I’m excited by all the game chapters, in their various stages of progress. Much brainstorming and coding still to do.

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Just started working last night on [redacted] and the [redacted] of [redacted], which should be done for IFComp 2026.

I hate giving away the title beforehand. Because I know you all are breathlessly awaiting it.

And no, it’s not Galaxy Jones or BOSH.

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I’m currently looking at five potential IF projects and deciding which to do. I’m also working on a “study the IF masters” syllabus to improve my IF craft. I intend to study that online with resources for people to study alongside me. I talk about all this in much more detail in my recent newsletter.

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My 2026 WIPs? Strictly speaking, I have only one 2026 WIP, which I plan to submit to TALJ if the sun, the moon, and the elements are well aligned. My artist already created a nice draft for her artwork, which inspires me to get going and try to get everything in short working order. I must be getting old, too often I seem to be forgetting the little Inform7 details I need to keep track of to get things working the way I want them to.

My 2025-2026 WIP or rather learning curve going asymptotically vertical is my ongoing struggle with ZIL, trying to understand the language and get it to do some basic things without coughing up blood and instantly self-detonating within my laptop. I have to, otherwise Max is going to chop me up and I can’t accept that without giving it my best shot. To motivate me into going in for the kill, my artist agreed to take some time off her busy schedule to play along with me. While I try to get my act together, she will try to do in the same timeframe. A good challenge for both of us, I gather.

And then there’s this weird thing going on in my brain. I wake up at three o’clock in the morning one day and decide I absolutely need to create Moon Logic II: The Last IF. Now where the hell did that idea come from I wonder…

[Roger] I know! I know! He got irritated when Brian’s eye started twitching while playing his Moon Logic game!

[Wilco] What would you expect from an elaborate troll game for IFComp? Do you think he can top that?

[Roger] I’m pretty sure he can. I fully expect Brian’s eyeballs to pop out of their sockets when he’s going to play THIS game…

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