IF Lab — experiments in interactive fiction
Eighteen small machines for telling stories. Each one bets on a form the field has left unexplored.
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EXPERIMENT 01 · SIMULATED TESTIMONY
The Killing at Gilded Acre
A murder at a country estate. Ten suspects who actually move, meet, and see things — testimony is computed from what each one really witnessed. Relive the day as often as you need. Then accuse.
The bet: a whodunit where contradictions emerge from simulation, not from an author's clue list.
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EXPERIMENT 02 · DATABASE FICTION
Dead Reckoning
Nine people wintered at a subantarctic research station. Zero came home. All that's left is the station archive — and search is the only way in.
The bet: Her Story's search mechanic, but layered (redactions unlock) and aware — the archive notices what you're looking for.
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EXPERIMENT 03 · ADVERSARIAL NARRATION
The Narrator
A perfectly ordinary hero's tale, told by someone with opinions. Contradict any sentence you like. He will rewrite it. He will also remember that you did that.
The bet: the text you've already read is not safe — negotiation with the teller is the core verb.
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EXPERIMENT 04 · REAL-TIME FICTION
Night Shift
You hold the overnight radio watch at a coastal relay station. Transmissions arrive on a real clock. The night does not pause for you — close the tab and it goes on without you.
The bet: waiting, silence, and absence as first-class narrative mechanics.
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EXPERIMENT 05 · SYSTEMIC WORLD
Tinderbox
Wrecked on an island station, one night to signal the passing ferry. Everything has properties — flammable, heavy, sharp, wet — and the verbs are general. Nobody wrote the solutions.
The bet: a parser's expressive range with zero guess-the-word, over a world that actually simulates.
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EXPERIMENT 06 · PROCEDURAL CONSEQUENCE
Epitaph
Type a name. Read the whole life it seeds — birth to obituary — and take the wheel at its crossroads. What you choose threads through everything after, and the ending quotes it back.
The bet: procedural narrative that keeps its promises — planted details pay off, choices echo at the right distance.
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EXPERIMENT 07 · STRATEGY UNDER PROSE
The Crown
Rule the realm of Vail season by season. Advisors argue their own agendas, decisions detonate years later, and when your reign ends, whoever came out on top writes your history.
The bet: a real text strategy game — and the scoreboard is a partisan chronicle of what you actually did.
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EXPERIMENT 08 · DEATH AS INHERITANCE
The Barrow
There is a door in the hill on the farm your family bought cheap. Whoever you send down there stays — body, gear, chalk warnings — and the next of kin goes in after them.
The bet: NetHack's bones files, made narrative: one persistent tomb, and your failures are the map.
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EXPERIMENT 09 · SKILL IN SENTENCES
Riposte
Six bouts to earn your master's letter. Distance, stance, and stamina are real — and every opponent's tell is written into the prose, if you read closely enough.
The bet: combat prose that is actually skill — then your own habits export as a ghost your friends can duel. No server.
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EXPERIMENT 10 · PLAN VS. SIMULATION
The Take
Case the joint, build the plan, run the job. The location is really simulated — so every complication is a specific gap between what you believed and what was true. The debrief names each one.
The bet: heist complications that are never dice — only your own bad intel, audited.
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EXPERIMENT 11 · SOCIAL DEDUCTION, SOLVED-STATE HONEST
The Quorum
Seven masked electors sealed in a basilica; one took the Foreign Coin. Each night someone dies. The other six track what they actually saw, lie only in their own interest, and vote their beliefs.
The bet: Werewolf needs seven humans. This needs one — and afterward you can open the other six minds and audit every vote.
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EXPERIMENT 12 · ORAL TRANSMISSION
Retold
A story passes down a chain of your friends — and nobody may copy it. Read it once; the page burns; sleep on it; retell it from memory. At the end, everyone sees what survived.
The bet: the telephone game is literature — memory is the medium, and the drift is the art.
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EXPERIMENT 13 · THE EULOGY
The Wake
The notice says she's dead. She never existed — but each of you knew her differently, and your invitation says how. Write your remembrance. The order of service will not resolve your contradictions.
The bet: a person assembled from partial memories, the way the dead are actually made at wakes.
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EXPERIMENT 14 · THE COUPLE'S ANECDOTE
As We Remember It
You've both told this story a hundred times. Now tell it together — alternating sentences, each sure of five details, three "actually—" tokens apiece. The last page shows what really happened.
The bet: "actually, it was Tuesday—" is a storytelling form, and neither of you was right.
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EXPERIMENT 15 · THE CAMPFIRE
Embers
A phone propped in the middle of real people at night. It deals each teller a secret ingredient, burns an ember while you talk, snaps twists mid-sentence — and records nothing. Ever.
The bet: the campfire story's defining property is that it isn't kept — an app that honors that.
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EXPERIMENT 16 · THE BEDTIME STORY
Again, But Different
One of you tells; one of you heckles — scarier! sillier! what about the dog? — and when they demand it AGAIN, the engine guarantees tonight's telling is different, and remembers every night before.
The bet: "again!" is the hardest request in storytelling — an instrument that makes anyone good at it.