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THE KADABRA GAZETTE OCTOBER EXTRA · 1996

Continuous reading ↗
23 game introductions · development notes · playable editions
INDEPENDENT GAMES · CULTURE · WORLDS
FROM THE KADABRA WORKSHOP
AUTUMN
96
VOL. I · No. 1
THE OCTOBER EXTRA

The Kadabra Gazette

THE SHIPPING NEWS / GOLDEN KEEP

The Golden Ocean puts an orc community’s
new beginning in the hands of its captain.

A vast wooden ship with red sails carries a settlement across rough seas.
THE GOLDEN OCEAN — Promotional illustration, not a gameplay photograph.

The households of Thel are leaving for Lest. Their enormous wooden hulk is a vessel, a workplace and the beginning of another home. Its captain can walk among the people whose future depends on the crossing.

The Golden Ocean’s distinctive idea is that every order takes hands and time. Rest, illness and other jobs shape the crew’s response. The migration opening introduces a voyage built around the lives travelling together.

The crossing continues inside →

HOUSE & GARDEN

Eight guests.
One interruption.

A painted estate turns an evening of service into a household mystery.

CHANTILLY · INSIDE

THE NIGHT WATCH

The war
within the tank.

A haunted war machine is becoming a world understood through duty, sound and touch.

IRON LITANY · INSIDE

FROM THE GARDEN

Seven gardens.
Individual lives.

Care, weather and nearby habitats shape the residents you raise from seed.

PIXIE GARDEN · INSIDE
THE KADABRA GAZETTETHE FRONT PAGE01
THE KADABRA GAZETTEHOUSE & GARDEN · OCTOBER 14, 1996

THE CONTENTS / TWO STORIES TO START WITH

Inside the
October extra

A painted hall inside the Chantilly estate.
Arrival hall

The house before the guests

Behind Chantilly’s painted doors, an evening of service becomes a mystery. The butler’s place in the household makes every guest a person to remember, and later someone to find.

An evening at Chantilly ↗

23

THE COMPLETE COLLECTION

In this newspaper

✳

Select a story to turn to its numbered page. Each report separates what you can play now from work still in progress.

THE KADABRA GAZETTEHOUSE & GARDEN02

Opening the newspaper…Click a corner · use ← → keys · swipe on touch

THE KADABRA GAZETTE / THE STUDIO DESK

We’re staying in 1996.

Studio opinion & fictional advertisements · separate from the sourced historical record below.

FROM THE EDITOR

Fun is not a recurring payment.

Somewhere along the road, “one more turn” became “one more purchase.” We would like our bloody turn back. A game should want your attention because something interesting might happen, not because a cash shop is holding the interesting bit hostage.

We’re tired of corporate greed dressed up as player choice, compulsory sermons dressed up as stories, and ideological conformity dressed up as imagination. Games can say something without ordering everyone to say the same thing.

Give us strategic decisions with teeth. A world that pushes back. A joke rude enough to make the room go quiet. A surprise nobody focus-tested into beige paste. Let an idea be strange, crass, subversive, or gloriously impractical—and let the player decide whether it’s fun.

1996 is our escape hatch, not a claim that the past was perfect. This room has no patience for the cash-shop treadmill or design by engagement spreadsheet. We want games worth arguing about after the screen goes dark.

— The Kadabra desk
Studio opinion, written now; the room’s calendar is fiction.

FROM THE WORKSHOP

The studio bulletin

Fictional studio dispatches based on development work. The current game editions and remaining tests are recorded in the 23-page collection.

Opening the dated studio bulletin…

Full game guides and release notes →

Get the Kadabra Launcher →

A DEMO FOR EVERY GAME IS THE GOAL.

Available editions come from the release manifest. Missing builds and private prototypes stay labeled. A good ambition is no excuse to invent a download.

The daily historical insert

Opening the sourced 1996–1997 record. Some dates have no verified entries.