Free account
The opening and your first four actions, free.
No credit card required. Choose an available story, make an account and act in your own words from the first line.
Available now
Interactive fiction in authored worlds
Interactive fiction with designed puzzles and an ending the author wrote. Act in your own words; the story answers what you do.

Open now
The Library of Last Resort
One talking overdue Book. An afternoon of extraordinary Library business. Marlow Finch came to return the Book; the Book has been promoted, the Returns Desk insists it is not here, and the closing bell is gathering overhead.
Make a free account and try the opening and your first four actions. The Library is one of ten stories open to play.
The game beneath the story
Every adventure is built as an authored game: its people, its places, its puzzles, and its ending were decided before you arrived. You act in your own words, and the story answers that action in the moment.
Beneath the narration the game holds the map, the inventory, the discoveries, the puzzles, and the chapter you are in. A surprising valid approach can work, and what you change stays changed.
The Adventures overview
See the story and journal in action, explore ten playable adventures and discover three coming next.
More videosTwo ways in
Try the opening and first four actions of any available adventure with a free account. Nine stories are open for testing alongside The Library of Last Resort; each story page shows its current availability.
Free account
No credit card required. Choose an available story, make an account and act in your own words from the first line.
Early-access pass
Request a complimentary pass through the product site to continue beyond the sample, under the published play allowances.
See the sample and play allowances Accounts are for adults aged 18 or older living in the United States or Canada.PrivacyTerms
The playable shelf
A small errand, a missing moon, a house seen through a dog’s nose. Each story has its own people, rules and puzzles. Nine are open for testing; each card takes you to the current story and its trailer.

Open to play
Return one talking overdue Book to a Library with very particular rules.

Open to play · In testing
Nine things to buy before one o'clock, and one item on the list is illegible.

Open to play · In testing
Help three children return somebody's keys before a good deed takes over Saturday.

Open to play · In testing
Juno arrives for Placement Day, but the Tutorial treats her as someone it knows.

Open to play · In testing
The Meridian is closing, and its last film has started assigning parts.

Open to play · In testing
As Bean, follow your nose to find two missing violins and clear Nora's name.

Open to play · In testing
Return lost belongings and find friendship or romance in the weeks around a wedding.

Open to play · In testing
Each mirrored door opens on a choice that puts your convictions to work.

Open to play · In testing
A second bell sounds across Saltmere as Senn prepares for his final Reckoning.

Open to play · In testing
Your colony's moon is missing, and the search leads toward your missing sister.
Inside one adventure
Placement Day decides your Class for life. The Tutorial says you have already finished it. Watch the Patchborn trailer, then explore the story.
Explore Patchborn ↗The platform beneath every adventure
A harbor city, a missing moon, a cinema’s last showing, a hall of mirrors, a house seen at nose level: each brings its own rules, cast, objects, discoveries and consequences.
Maps, inventories, relationships, clocks, evidence, and objects create the game beneath the narration.
Notice what matters, combine what you find, test ideas in your own words, and earn the next opening.
Every adventure builds toward a conclusion shaped by what you discovered, changed, and chose.
Behind the adventures
Two pages on the product site tell the rest: how an adventure is made, and how Adventures works with the people who make them.
How an adventure is made
The people, places, puzzles, and endings of every adventure are written and directed before anyone plays, and every published adventure carries its credits. The product site tells the story of how.
How adventures are madeAuthors and illustrators
How it works with authors, illustrators, and art directors, and the first pilot collaborations, are on the product’s own page.
For authors and illustratorsFor your organization
Interested in what Adventures could make possible for your audience? Start with your use case, content and integration needs. We can discuss a focused private capability and agree its scope before work begins.
Continue to Adventures
Choose an available adventure and try the opening free. No credit card required.
Play the opening free