An interactive fiction intrigue in an immersive and dynamic world

Interactive Fiction Competition 2018 - 6th position

XYZZY Awards 2018 - Nominee - Best Implementation

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A world that changes with every action

Freedom to explore

Radically different playthroughs

Lots of dancing

People wearing skulls

It creates a seemingly dynamic world, gives the player complete agency within that world and then says ‘go’.

Ade McT

Odd and audacious.

❧ Sam Kabo Ashwell

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A rich story with multiple plots

A historical fantasy set in the early 19th century Mediterranean, The Master of the Land deals with power and paranoia in an age of counter-revolutionary reaction: the aftermath of the Napoleonic wars. During a carnival, dancers dance, politicians conspire and a crying ghost haunts the whole place. The protagonist, Irene, is fascinated and appalled at the same time by everything happening around her.

A narrative experiment with a dynamic setting

Text is mixed and combined to show a changing place, with many characters moving around, weather, different events -balls, dinners, ceremonies- and interlocking storylines. With more than 80 thousand words and more than ten major plots, each playthrough shows only a fraction of the possibilities.

The game is not intended to be won

And it cannot be lost.

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80,000 words. Each playthrough takes 1.5 to 2 hours. Several totally different playthroughs possible.

Did you enjoy it? It'd be wonderful to know! Please rate the game so I know that making it was worth it!

Ps. Opus 2. October 2018.

PlatformsWindows, macOS, Linux, HTML5
Rated 4.7 out of 5 stars
(15 total ratings)
GenreInteractive Fiction
Made withTwine
TagsAlternate History, artgame, Experimental, Fantasy, Female Protagonist, Narrative, Story Rich, Text based, Twine
Average sessionAbout an hour
InputsMouse, Touchscreen
AccessibilityOne button


The Master of the Land - 3.1 (dl).zip 4 MB

Install instructions

Unzip the file and open index.html with a current browser.

Development log


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Any chance you could release a twee file or a more in-depth explanation of how your game works? When you say 'containers,' do you mean arrays? As someone just dipping their toes into writing choice-based fiction and who knows very little about programming (haven't had to learn about arrays yet), I'm very curious!

Thanks for your interest! "Container" here isn't related to any programming concept, it's just how I decided to name some parts of the algorithm... in the code, they must be simply some JS objects.

I'm in fact a bit ashamed of how primitive the code in The Master of the Land. I think you can import it into Twine and see the actual Snowman code, but I'm afraid it's really unreadable. I didn't write the game with Snowman, but with a custom pseudocode that I converted to JS using the AWK utility. All extremely complicated.

I see! Yeah, I tried importing it into Twine (prior to your suggesting the same thing) and it took a looong time but was ultimately "successful"--by that I mean it finished importing. But it doesn't actually show anything when I click on the file in Twine. It's...completely blank. Oh well. I understand, based on what you're saying, that it will look very strange anyways if I ever saw it.

Just fyi, scroll bars don't appear on the page when playing online, so it's impossible to see some of the choices without zooming out. I think 'Enable scrollbars" has to be checked on the "Edit game" page.


Fixed! Thank you very much