The cassette shelf has a page for every world. This collected edition brings those illustrated pages together: the same games, pictures and player notes, read from beginning to end.
Start with the house and garden, travel through Golden Keep, visit Elsewhere, take the night watch, then call at the workshop. The original cassette pages remain a turn of the dial away.
Development editions are works in progress. Their own notices describe what is playable, what needs installation, and what remains under review.
DESK 01 / THE KADABRA GAZETTE
House & garden
Invitations, small lives and strange company.
THE KADABRA WORKSHOPCOLLECTED GAME EDITION
THE CHANTILLY EVENING EDITION
CASSETTE 05
HOUSE AND GUESTSOctober 16 dinner service test
A point-and-click mystery
Chantilly
Eight guests. One interrupted evening. You are the butler.
Painted entrance hall from the game.
Welcome eight guests to Chantilly, take their coats and follow the conversation from room to room. You know the house; now you must get to know the people in it. An interruption turns an evening of service into a mystery.
Actual gameplayThe drawing room, with characters and dialogue from the playable desktop build.
Playing the game
Every guest has something to say.
Answer the bell, speak with the guests and keep their supper preferences in your Notes. Follow them through the painted rooms as the evening unfolds.
Welcome the guests
Answer the bell, take coats and learn who has arrived.
Follow the conversation
Visit the rooms and speak with the people gathered inside.
Keep your Notes
Record supper preferences as the evening turns into a mystery.
Playable demo
An evening that remembers you.
Download the October 16 dinner service test. Start Play Evening Preview for the new 19-scene night, or the normal executable for arrivals. Read the test guide at /chantilly-test.html.
Search empty offices, tunnels and the ground outside for a way out. Collect coins, buy supplies and choose equipment for the hazards ahead. Familiar objects become useful tools in a place that no longer makes sense.
Development gameplayOffices and branching corridors in the development gameplay walkthrough.
Playing the game
What will you spend to keep going?
Search the rooms for coins and supplies, choose what to buy, then use your equipment to explore farther. Infrared goggles reveal the surroundings in a different light.
Explore
Search offices, tunnels and outdoor paths for a way through.
Choose your supplies
Spend the coins you find on provisions from vending machines.
Use your equipment
Equip tools such as infrared goggles as you explore unfamiliar routes.
Make every coin count · development gameplayRead the room with infrared goggles · development gameplay
Playable demo
Try to find your way out.
Download the Windows or Linux demo updated October 3. The macOS download is an earlier edition; exact build details and controls are listed below.
The parade is nearly ready, but six little animals still need a hand. Take the roads around Wonderwild with Poot-Poot and Pebble. Collect useful things, listen to the animals and work out how to help each one get home.
01 / MEET AN ANIMAL
Find a friend who needs you.
Visit twelve painted places. A picture list keeps track of the youngsters still waiting for help.
02 / CHOOSE AN ITEM
A little idea can do a lot.
Collect useful things and try them where they might help. Gentle hints nudge you before showing the solution.
03 / BRING THEM HOME
Make room for a reunion.
Help all six animals get home for the parade. Autosave and three extra save slots let you return at your own pace.
Penguin Point after a rescue · another family ready for the parade.
Plant, arrange and tend seven connected gardens in the world of Jabberwocky. Meet individual pixies, learn their wishes and help the districts grow toward a Dreamweaver Festival.
Earlier native gameplay, cropped to the garden. The current campaign is a later edition.
WHAT YOU DO
01
Restore seven connected garden districts
02
Care for individual residents and their relationships
03
Arrange habitats and save personal character designs
THE WORLD NOTEBOOK01 / 02
1.2.1 showcase · actual native game capture, edited film frame
CURRENT EDITION
Linux 1.2.1 development demo. Extract the complete folder and run PixieGarden.x86_64. Windows and controller coverage remain in development.
ON THE FILM SHELF
Visit the gardens in a one-minute showcase, then learn how to plant, care for habitats, meet residents and keep named saves. These films show the 1.2.1 game with music and on-screen instructions. English captions and transcripts are also available.
Four views of one world: stronghold, coast, cliffs and road.
THE KADABRA WORKSHOPCOLLECTED GAME EDITION
THE GOLDEN KEEP WAR DISPATCH
CASSETTE 01
ORDERS FROM THE KEEP0.9.14-multiplayer.1
Golden Keep · Real-time strategy
The Golden Keep: Forces of Darkness
Build a home worth defending.
Inside the stronghold — a development gameplay capture.
Gather timber, raise a settlement and command the forces that defend it. Humans, orcs, black dwarves and gargoyles each bring a different people to the struggle. Your army begins with the workers and homes behind it.
Actual gameplayWorker selection and gathering orders in Golden Keep’s development skirmish.
Playing the game
Gather. Build. Command.
Give workers their orders, turn resources into buildings and bring your soldiers together. Watch the settlement take shape before leading your people into battle.
Gather
Assign workers to collect the resources your settlement needs.
Build
Raise the buildings that support your people and their army.
Command
Select your soldiers and give them orders beyond the settlement.
Playable development demo
Take command of a settlement.
Choose one of four peoples in the Windows or Linux development demo. The download panel lists the version and installation details.
Captain an enormous wooden hulk carrying sixty people to a new home. Study the chart, give sail orders and allow the crew time to answer. Walk the working decks and return to the helm as the weather changes: everyone aboard depends on the passage you choose.
Development gameplayThe hulk leaves its berth in the development gameplay walkthrough.
Playing the game
Give the order. Watch the crew.
Work through the chart, moorings and departure, then feel how much room the hulk needs to turn. Watch the crew carry out each order and reduce sail when the weather demands it.
Plan the passage
Study the chart and manage the vessel’s departure.
Command the crew
Give sail orders and allow time for the crew to carry them out.
Know your vessel
Leave the helm to walk the decks, then return to guide the crossing.
Put the crew to work · development gameplayBring the households through · development gameplay
Playable development demo
Take the helm.
Begin with Captain’s Practice, then take the helm for the migration opening. Play in your browser or choose a desktop download.
Choose your holds, place your hands and feet, and shift your weight up the wall. Rest before the next reach. Beyond the first climb, the Lantern Road leads toward a refuge and the people making their lives along the cliffs.
Development gameplayThe inhabited refuge in the development gameplay walkthrough; a separate exploration slice from the climbing lesson.
Playing the game
The climb has a destination.
Use your feet to support your weight, recover a tired hand and choose the next hold. The film’s later town visit is a separate glimpse along the Lantern Road.
Read the wall
Choose where to place each hand and foot before the next reach.
Find a rest
Shift your weight onto your feet and recover your grip.
Meet the refuge
Explore the separate settlement slice and meet the people along the cliffs.
Read the wall · development gameplayMeet the Ropekeeper · development gameplay
Playable development demo
Find your feet.
Windows and Linux demos include Find Your Feet and an exploration slice. Exact build information is listed below; the full journey remains in development.
ROAD AND MOUNTAINOctober 3 authored-world development demo
Golden Keep · Fantasy role-playing adventure
Jabberwocky
Take the road—or the wind.
The black dwarf of Golden Keep — concept artwork.
Create a human, orc, black dwarf or gargoyle and meet Golden Keep at a traveler’s height. Explore settlements, accept quests and choose your encounters. Gargoyles can take to the wind; on the ground, wounds and limited treatment give a fight consequences.
This manual describes an earlier build and omits the October 3 demo’s injury and treatment systems. See the download panel for the current build notes.
Development gameplayGargoyle wind flight from the development gameplay film.
Playing the game
Choose how you meet the world.
Explore a settlement and learn your abilities before entering a fight. The October 3 demo adds injuries and limited treatment to your decisions; a gargoyle can also explore by wind flight and swimming.
Choose your people
Create a human, orc, black dwarf or gargoyle traveler.
Meet Golden Keep
Explore settlements, speak with inhabitants and accept quests.
Live with the encounter
Manage wounds with limited treatment; choose a gargoyle to explore by wind flight.
Find care after the fight · development gameplayTreat the wound · development gameplay
Playable development demo
Make your first traveler.
The October 3 Windows and Linux development demo includes the authored world, regional injuries, finite treatment, gargoyle wind flight and swimming. Read the build notes for known limitations.
The download includes the current 1.1.0 game server. Python 3.10+ and a browser are required.
ENTER ELSEWHERE
Current Living Wilds 1.1.0 local browser demo. Python 3.10+ and a modern browser are required. Extract the complete ZIP and run launch.py. The actual state/action/save server is included; no account or external service is required. Explore six regions, befriend companions, and restore the beacons. Art and native creature studies remain in development.
01
Explore
Follow the roads, open beacons and discover adjoining wilderness.
02
Choose your company
Capture creatures and bring a team suited to the next encounter.
03
Learn through play
Use abilities, guard and switch companions as you read the opponent’s intent.
Earlier adventure pre-demo capture. The current 1.1.0 download contains the newer Living Wilds world and interface.
01 / IN THIS EDITION
Six regions to explore
Follow the roads, open the region beacons, discover adjoining wilderness cells and complete the first campaign.
02 / IN THIS EDITION
A company of creatures
Capture companions, train their abilities, craft useful items and choose a team for the next expedition.
03 / IN THIS EDITION
Read the encounter
Observe an opponent, anticipate its intent, guard, switch companions and use elemental relationships in turn-based combat.
Creatures sit at the heart of Echoes. Their growth, abilities and different ways of fighting make the company you keep part of your own history. Learn a creature’s habits, protect the allies you have trained and choose your responses carefully.
620 creature records · 16 elements. Original art and source abilities are preserved in the archive. Eleven records also include unfinished animation studies, clearly marked for review.
The Living Wilds · 1.1.0 development demo
The first roads into Elsewhere.
Current Living Wilds 1.1.0 local browser demo. Python 3.10+ and a modern browser are required. Extract the complete ZIP and run launch.py. The actual state/action/save server is included; no account or external service is required. Explore six regions, befriend companions, and restore the beacons. Art and native creature studies remain in development.
This is an early playable edition. Art, interface and combat continue to develop.
From the creator’s notebook
Elements become places
The original notebook imagines more than a wheel of strengths and weaknesses. An element can form its own natural landscape, while several elements can gather into a shared environment: a river threaded through living green country, or a larger pattern of neighbouring zones. Echoes is being built toward that richer, stranger world.
The card game and adventure grew from the same creature world. Their planned connection is part of Echoes’ history; these early editions remain separate games while that shared journey is developed.
Adapted from the Yellow Notebook’s elemental theory and zone structure, Combat Options’ ability growth, and the recovered creature archive. Wider world systems remain in development; the early campaign and balance are later implementation choices.
No install for browser play. Downloads use Python 3 and a browser.
ENTER ELSEWHERE
Build a twenty-card deck, summon your creatures and teach them abilities. Spend emotion mana carefully: using an ability earns experience and can turn the course of this duel.
01
Summon
Choose a creature from your hand and commit it to the table.
02
Use an ability
Spend emotion mana to turn the encounter—and earn experience.
03
Grow
Develop your creature, open ability slots and teach it new moves.
A playable keeper duel: summon, strike, teach an ability and decide how to spend the next turn.
620 creatures and 12 ability cards. Build a legal twenty-card deck, choose its emotion and discover combinations across sixteen elements.
02 / IN THIS EDITION
Meet twelve keepers
Follow a six-region campaign with a story ending, earn packs, craft particular cards and return for another match.
03 / IN THIS EDITION
Choose the challenge
Choose Story, Keeper or Tactician difficulty. Meet randomized regional decks with four distinct strategies, from protective wardens to patient saboteurs.
Meet six creatures from a roster spanning sixteen elements. Their original artwork and source identities shape the world; the playable card rules adapt them for the keeper’s table.
620 creature records · 16 elements. Original art and source abilities are preserved in the archive. Eleven records also include unfinished animation studies, clearly marked for review.
Playable table edition r2
Keep a table on your own computer.
An early playable digital adaptation of the recovered card-game ideas. The table now includes a clear hand drawer, keyboard-safe summon controls and guidance for each turn. Current balance and simplified rules are implementation choices documented separately from the historical drafts.
Browser play needs no installation. The portable download has six animation studies; the current browser archive has eleven.
From the creator’s notebook
A creature grows through what it does
Ability use earns experience. Your creatures evolve, gain strength and open new ability slots. Teach them new moves, protect the companions you have invested in and decide when to spend your emotion mana. The recovered design puts the creature at the heart of the card.
The card game and adventure grew from the same creature world. Their planned connection is part of Echoes’ history; these early editions remain separate games while that shared journey is developed.
Adapted from the Yellow Notebook’s elemental theory and zone structure, Combat Options’ ability growth, and the recovered creature archive. Wider world systems remain in development; the early campaign and balance are later implementation choices.
MANY SMALL LIVES / ONE ROUTERevised campaign · 5069b0e
KADABRA GAMES · CASSETTE 02
A strategy game about a living collective
SWARM
Many small lives. One way through.
Guide a moving collective of 134 specialist craft. Scouts find the trouble, carriers share energy and repair craft keep their neighbours moving. Choose when to advance and when to gather everyone back together.
The qualified current package passed bounded desktop opening controls, pause, carrier service and save reload, plus a narrow-viewport mission. These are reused exact-source checks. Full campaign, physical touch and human pacing/listening acceptance remain open. The narrated reels document earlier editions; a current portable download has not been qualified.
ON THE FILM SHELF
Begin with First Light, the revised 1:50 introduction to advancing, pausing, finding the carriers and resuming. Its new narration and short captions accompany an adapted instructional interface replaying the actual simulation. One Living System is the earlier 5:57 narrated simulation replay of mission five. These films redraw simulation traces rather than record the browser directly. Both include English captions and transcripts; the other six campaign films are not included here.
Prepare beside the cabin fire, then venture into the snow to hunt and gather supplies. Drive the icy cliff road into town, keep yourself fed and warm, and make it home before an ordinary journey becomes a desperate one.
Last trains, misplaced rooms, an iron vessel and an impossible sea.
THE KADABRA WORKSHOPCOLLECTED GAME EDITION
THE LAST-SERVICE BULLETIN
CASSETTE 10
LAST SERVICE / PLATFORM RECORDSeptember 30 audio update
First-person train horror
The Dark Between Stations
The next stop needs something from you.
Cinematic promotional artwork.
Ride the Night Line through dark carriages and unfamiliar stations. At each stop, leave the train to complete the work waiting outside. Keep the way back in mind: the platform is not empty, and the next departure is coming.
Actual gameplayThe Station 01 encounter in the September 29 Linux game build.
Playing the game
Step onto the platform.
Read the station task, search the platform and watch what moves beyond the light. The train is a place to return to, if you can finish the work outside.
Ride the Night Line
Explore the carriage between stops and prepare to step outside.
Read the station
Investigate each platform and work out what it asks of you.
Find your way back
Keep track of the train while facing what waits in the dark.
Playable development demo
Board the Night Line.
Download the Windows or Linux demo to ride the train route and explore its station tasks. The full campaign is still in development.
Eleven ordinary-looking places refuse to follow ordinary rules. A coastal walk, a small theatre, a quiet room and an impossible map each ask you to notice something different—and use what you learn to leave.
Last Service — actual play from the preserved 0.22.0 edition.
WHAT YOU DO
01
Investigate eleven places with different cameras and movement
02
Test your theories through actions in the world
03
Keep field notes and choose how much help to reveal
THE WORLD NOTEBOOK01 / 02
Playable collection · from the 0.22.0 edition
CURRENT EDITION
Play the reviewed 0.23.0 collection with complete recorded narration: eleven places, field notes and graduated hints. Your existing saves are preserved.
ON THE FILM SHELF
No catalogue film has been prepared. The illustration below is a fresh capture of the preserved playable collection, not a trailer.
v0.5.6 · Thunder in the iron · Browser, Windows and Linux · In development
THE RELIC COMES FIRST
Keep its iron heart beating.
You are the tech-priest of an ancient war machine. Keep its mechanisms working, answer the crew’s demands and guard the vessel against what gathers in its neglected corners. The commander must advance and the cannon must fire. Your work makes both possible.
Heat, pressure and recoil compete for your attention. Walk the cramped interior in first person or overhead, read its instruments and decide which duty cannot wait.
I / REPAIR UNDER PRESSURE
Take your grip.
Meter oil, relieve pressure and hold a rite steady until the machine answers. Work costs time and supplies; the crew and the rest of the vessel keep making demands while your hands are occupied.
Repair under pressure · actual gameplayII / HEAR THE WARNING
Learn its voice.
Listen through engines, gunfire and shuddering steel. A grind, a knock or the priest’s command can tell you where to go next. Captions preserve the warnings when you play without sound.
Hear the warning · actual gameplayIII / DEFEND THE VESSEL
Bind what you break.
Splitting wax and cold ash warn of an opening. Reach it in time, or face what comes through. Cutting down the intruder buys a moment; closing its wound keeps another from following.
Defend the vessel · actual gameplay
THE VOICE WITHIN THE IRON
A warning worth hearing.
The custodian’s original performances guide the work and answer danger. Open an excerpt below to listen.
A playable early edition. Begin in your browser, or keep a native Windows or Linux copy. Art, listening and the first-time pace are still being refined.
Choose the browser or desktop edition to begin a watch. Use practice from the title or pause menu to learn a duty while keeping your saved watch.
Development history, detailed controls and review evidence
These earlier notes preserve the work and its limits. Version headings identify the edition discussed; start with the current download above.
THUNDER IN THE IRON · v0.5.6
The cannon has its voice.
The censer's five wax witnesses now report their completed count clearly above the instrument. Near-ivory wax is still unfinished. When all five answer, the chain must return to rest before the rite is bound. These are the same paid physical rites, with the original veteran priest's performance and distinct material reply.
The tank's cannon strikes with a heavier boom, followed by shuddering steel and a full, fading rumble. Crossfire shifts from flank to flank; distant bombardment and treads crushing wreckage change as the vessel moves. The priest, the machine's needs and the first signs of a broken ward remain audible. Outside, packed ranks of riflemen fight across churned road shoulders amid fallen bodies, wreckage and passing armour. Narrow slits reveal fragments through the blackness. Move close to a viewing port to catch helmets, rifle fire and passing shapes. Inside, a heavier helmet and joined hide gloves continue the work-worn loader's refinement.
Windows and Linux editions accompany the browser game. Art, sound and campaign pacing remain in development. Films follow creator demo approval. Read the release notes.
Earned wax · actual playNarrow fragments · overhead play
WORK UNDER WITNESS · v0.5.5
Read the casting. Keep the answer.
Slack the motive lever, meter its oil and close the cup. Four spring pins rise under sustained service; enamel flags turn toward your hand. Lose the hold and the answer retracts with a dry clack. The tank speaks through its fitted iron.
Hot bearings grind and pressured returns protest before failure. Continued damage snaps loaded seams. Small and heavy Chaos bodies enter with different sounds; cutting a body differs from binding its source. Completed work receives a material answer. A genuine hull, spirit, ward or tether failure leaves a short, cause-specific aftermath; reading an old report stays quiet.
Pause retains the already-reported main duty, competing reports, instruments, stock and next paid step. Physical-range F switches view; X lays down tools without refund. The service plate keeps the current chapter, cup and witnesses together. A dangerous flow still demands correction before a resting pin can promise safety. A material answer is evidence about the bearing; it cannot authenticate a holy voice.
Take a watch in the browser or a desktop edition. Art, sound and campaign pacing remain in development. Read the release notes.
The service face · actual first-person playOne casting, two views · actual play
THE SEATED SHELL
Give its weight somewhere to rest.
The loader’s sewn shoulder cloth follows his working sleeves; turned hems and open cuffs follow his wrists. The loader’s cupped fingers cradle the shell. His forearms end at separate wrists, with guards seated at the cuff; a closer stance supports the round without stretching his arms. Acquisition, lift, alignment, seating and withdrawal belong to one continuous transfer.
Your duty is to keep that work possible. A received claw can interrupt a paid preparation and raise your blade; the spent unction remains spent. Break the body, free your hands and bind its source before another comes through.
The loader works with the same shell in both cameras. His hands support its weight through the transfer while the priest's rough voice accompanies the work. Character art and motion remain in development.
The carried round · actual contactShared weight · overhead motion
A WITNESSED ANSWER · v0.5.3
Give the smoke time to speak.
The shrine now takes both hands. One grips a moving censer; the other braces its fitted altar. Let smoke linger beneath each wax witness. A patient stop between neighbouring seals can attend both, but all five must answer before the chain rests at centre.
Your own augmetic tether uses those independent witnesses. Authority offers no immunity. Watch its cadence stray, double and fail; bring it back under witness before a borrowed voice opens inward.
The shrine uses the same censer, five witnesses and material cost in both cameras. Its art and motion remain in development. Read the player notes.
The patient smoke · actual first-person workOne vessel, two views · actual shrine work
THE LISTENING HAND
Attend the pulse within the battle.
At the engine, free your hands and press L. Place your palm on the listening pin and give its conducted pulse time to separate. Compare a grind and uneven knocks with bearing load and oil; compare rising steam and pipe knocks with the return gauges.
The custodian speaks in brisk, practiced commands across 33 original performances. Grim, rough and experienced, he is impatient with careless hands, strict in crew correction and decisive under attack. He knows the next duty before his hands finish this one. His voice plays at natural speed over a quieter battle bed; his delivery remains in listening review.
Movement, another task, your weapon or pause withdraws the hand and its unfinished answer. Muted play keeps the material caption. Listening spends no reagent and supplies no proof that a voice is holy.
The fitted lever, cup and witnessed film remain your tools of service. Open advanced repairs stay open through passive changes at the same station. A part still buys speed at a cost to the spirit; a true rite still asks patience.
The watch crosses three stages, with crew replacement and resupply at repair stops. Campaign pacing, art and sound remain in development.
A listening hand · actual controlsThe engine service face · actual contact
THE OFFICES OF IRON · v0.4.0
Each machine asks a different rite.
Carry the censer across five wax witnesses, then still its chain. Follow a wandering gunsight with a weighted traverse wheel. Ease a shell into its receiver and feel for the collar’s seat. Balance the breech against its returning spring.
At the cooling station, follow the bypass band or bleed dangerous pressure and close the valve before the vessel runs dry. At the engine, regulate the oil film and return the motive load through its detents. Your hands must learn what each mechanism will bear.
Choose “Practice the offices” at the title or pause screen to compare these new experiments without changing your saved watch. Supplies and mistakes still matter within practice.
Actual v0.4.0 · carry the censer; still its chainActual v0.4.0 · follow the wandering gunsight
THE COMPETING WATCH · v0.4.1
Keep the other demands in view.
Combat and service occupy your hands, but they do not suspend the vessel’s other needs. Up to three other reported duties remain visible beside your current task. Follow a report’s route; abandoning paid work still spends its prepared materials.
Critical cooling takes precedence over a loose recoil witness, even while you walk to its controls or work on them. The reports describe what has been witnessed. You must still diagnose spiritual disturbances and authenticate the answering presence.
Actual v0.4.1 · service with other duties in viewActual v0.4.1 · choose what needs you next
I / THE OBSERVANCE
Return the weight carefully.
Hands, wheels, springs and sight glasses answer your work. Holding a rite steady takes time. Forcing a mechanism wears it; neglecting another lets its trouble grow.
II / THE WITNESS
Hear what the iron needs.
The engine, belts, pipes and gears carry the machine spirit’s warnings. Beyond the armour, rifles crack and artillery rolls. Listen for the material voice within that violence.
III / THE VIGIL
Attend the entry.
Correct dangerous crew lapses, authenticate your tether and watch the deck for spreading blight. Killing its creature leaves an open wound. Bind the source before it admits another body.
ALREADY UNDER WAY
Your watch begins in motion.
The tank advances as you learn its first office. Covering fire rocks the hull. Beyond the narrow slits, fallen bodies, firing infantry and broken armour pass through long strips of light; the spaces between remain black.
A central gun runs from open breech to muzzle. The commander drives beside it. Beneath the cramped passages, the motive well feeds a transmission and final drives; brakes, cooling pipes and exhaust surround the machinery. Raised cells, a listening stair and dark recesses leave just enough room to serve it.
Overhead reveals narrow views from the open slits. First person uses the priest’s actual view through the small armour apertures. Light follows the occupied compartment.
Actual v0.4.0 · the moving opening watchActual v0.4.0 · regulate the commander’s advance
THE READABLE WATCH · v0.5.1
Hear the warning. Take your grip.
The custodian speaks through his work: let the load fall, meter the unction, wait for the witness. His own words help you learn the rites. The tank answers in engines, belts, pipes and iron. Urgent warnings and quiet confirmations carry through the machinery.
Splitting wax and a seam that exhales cold ash warn of flesh before it arrives. Reach that seam and hold the cautery with E. One seal and three seconds of steady contact can keep the intrusion out.
Q raises your weapon and binds mouse aiming to the crosshair. 1 draws the red blade; 2 draws the pistol. Click or Space attacks; V cuts while the magazine charges. Q gives your hands and cursor back. An intruder's blow raises the blade and faces it. If the browser refuses capture, the fight pauses while you take your grip or choose right-drag aiming.
The armed readout stays above and beside the scene; the custodian’s captions have their own lower band. Instructions name captured or right-drag aim, when the blade can reach, and when V can cut during pistol charging. A completed rite earns its own witness; an interrupted office cannot borrow success from a crew report.
Break the body, then bind its entry. Even the red edge cannot mend a neglected wound.
Actual v0.5.1 · face the intruder; raise the red edgeActual v0.5.1 · bind the seam before it takes flesh
NO SHORE / NO SOUNDING0.6.0 · Boat campaign + Airplane campaign
KADABRA GAMES · CASSETTE 21
The Halloween test cassette · 1996
The Ninth Sea
You brought a boat. The ocean brought a god.
A wooden rowboat opens onto six impossible seas. There is no coast, the floor is beyond your breath, and the stone king moves when nobody is watching. Finish the Boat campaign to uncover a second recording: six very different aircraft crossing an impossible sky.
PE–09 — original promotional illustration; not a gameplay capture.
WHAT YOU DO
01
Cross six seas using four realities in the Boat campaign
02
Unlock six aircraft and eighteen goals in the Airplane campaign
03
Keep separate boat checkpoints and a dedicated flight recorder
THE WORLD NOTEBOOK01 / 01
PE–09 · original promotional illustration, not a gameplay capture
CURRENT EDITION
Browser edition 0.6.0: two campaigns. The six-sea Boat campaign has four realities, local checkpoints and two endings; either ending unlocks the Airplane campaign, six aircraft with distinct flight dynamics and eighteen goals. Flight progress uses a separate save. Settings include direct, save-safe jumps to 34 boat checkpoints and all 18 flight objectives. Player polish continues.
ON THE FILM SHELF
This cassette opens an interactive VHS game page with both playable modes. The cover is original promotional illustration; no recorded gameplay trailer is presented.
Boards, circuits, engines, photographs and the Garalina notice.
THE KADABRA WORKSHOPCOLLECTED GAME EDITION
THE WAR TABLE STRATEGIC DISPATCH
CASSETTE 15
THE BOARD AND ITS RULESLocal browser demo · 7900f5f
KADABRA GAMES · CASSETTE 15
Strategy, campaigns and a scenario workshop
War Table
Set the board. Consider the next move.
Gather around a world map, assign commanders and carry a campaign from purchases to movement, battle and income. Then open the workshop and make a smaller game of your own.
Play local hotseat or computer-controlled campaigns
02
Explore ancient, medieval, Napoleonic and world-war boards
03
Change units, territories and rules in the scenario workshop
THE WORLD NOTEBOOK01 / 03
Two Gates controls · actual browser gameplay, edited film frame
CURRENT EDITION
Linux x86-64 local browser development demo. Requires Python 3.10+ and a modern browser; Java 25 and the pinned TripleA runtime are included. Extract the complete ZIP, run sh Start-War-Table.sh, then open http://127.0.0.1:8795/play. If needed, run sh Start-War-Table.sh --port 8796 and open http://127.0.0.1:8796/play. Personal saves are excluded.
ON THE FILM SHELF
Learn the controls in 90 seconds with The Narrow Road — Two Gates. Follow an actual hotseat turn: buy a levy, select it, move it, undo the move and deploy it at home. The film includes on-screen instructions and game sounds, with optional English captions and a transcript.
EVERY LINE MADE BY HANDManual-power 3D candidate · 3d770fbb
KADABRA GAMES · CASSETTE 20
Manual power · Warcraft-style review candidate
Power Towers
Build the maze. Feed the towers.
Build a defensive maze and route enemies through numbered gates. Land furnaces consume nearby grass; hydro wheels belong on water. Every building stores its own energy, and every directed power line must be made by hand.
THE MACHINE AND ITS COMPROMISES0.2.0 · six craft families, four routes
KADABRA GAMES · CASSETTE 19
Working title: BLACKWAKE · playtest candidate
Pod-racing foundation
An engine. A cable. A little courage.
Build a hover racer from six craft families and modular engines, chassis, cooling and controls. Race six rivals through four very different routes, with assisted handling or direct control of both engines.
The Sundered Reach — The Needle in the 0.2.0 canyon race; actual local gameplay capture.
WHAT YOU DO
01
Build from six craft families and 384 module combinations
02
Race six simulated rivals across four distinct routes
03
Choose assisted or advanced engine controls and remap your keys
THE WORLD NOTEBOOK01 / 01
The Sundered Reach — The Needle in the 0.2.0 canyon race; actual local gameplay capture.
CURRENT EDITION
Playtest candidate 0.2.0. Four route openings, both cameras, configurable keys, advanced controls and recovery have passed bounded browser checks. Full-race and artistic acceptance remain in playtesting.
ON THE FILM SHELF
No game trailer has been supplied. The photograph below shows actual canyon driving from the 0.2.0 local browser playtest.
THE PHOTOGRAPHED APPROACHca1c088 · photographic corridor
Filmflight — an archival flight study
A flight experiment explores the relationship between historical footage and a playable aircraft corridor. The project remains a source-clearance review; this edition publishes an informational notice.
Artwork, archival frames and new runtime promotion are held until clearance is resolved.
THE KADABRA WORKSHOPCOLLECTED GAME EDITION
THE GARALINA PUBLIC NOTICE
CASSETTE 16
GARALINA / PLAYER CORRESPONDENCE0.13 · Garalina development edition
Petscop — reconstruction notebook
A fan reconstruction studies spaces, movement and the feel of a mysterious game world. Artwork and source permissions remain under review; this edition publishes an informational notice.
Artwork, archival frames and new runtime promotion are held until clearance is resolved.
THE KADABRA WORKSHOPNEW GAME DISPATCH
The Alpine Dispatch
OCTOBER 1996CASSETTE 22
SCHWARZKAMM — Black Ridge
Five hundred shadows. One crew inside the machine.
Operation Abendlied is a continuous fifteen-minute sortie with a 512-bomber formation and nine connected phases. The seven-base archive campaign remains available.
Gazette title illustration · original vector artwork, not gameplay footage.
From the Alpine desk
Operation Abendlied connects formation assembly, interception, bombing and withdrawal across nine phases. Version 0.3.0 includes 26 German crew recordings and preserves the seven-base archive campaign. Full human campaign playthrough, balancing and listening acceptance remain open.
This is a separate game from Filmflight. The armed Zeppelin fleet is alternate history.
OCTOBER 1996 · FICTIONAL STUDIO EDITIONCASSETTE 23
Painted Worlds — The Painted Oath
Six worlds behind gilded frames. One living keep.
Enter the Golden Keep, step through its paintings and return with six elemental powers. The private 0.4 castle now has twelve inhabited spaces, five secret passages and eighteen mystery records. The saved atlas keeps those routes legible as the paintings lead into six elemental worlds.
Gazette editorial illustration · original vector art, not gameplay footage.
A new foundation at the workshop
Painted Worlds is a separate castle-and-painting platformer foundation. The Painted Oath is its Golden Keep content pack. The owner-private 0.4 build expands the castle and saved atlas. Working names and guardian stories remain proposals rather than established Atheria canon; the Gazette illustration is not a game screenshot.
The 0.4 host is available only to its owner. Its 21 affected checks passed after an earlier 127-check suite; heavier rooms may need Performance mode. Unaided full progression, physical controllers, art and audio acceptance remain open.
Dated studio notes. The newspaper’s 1996 setting maps these records thirty years back; it does not turn the games’ fictional stories into historical news.
March: development begins
Work on the games began in March. This is the beginning of our studio record; the dated editions below follow later in the year.
September demonstration editions
The September 30 records include Windows and Linux demonstrations of Chantilly, The Dark Between Stations, The Golden Cliffs and The Golden Ocean. A household evening, a railway journey, a climbing lesson and a sea passage: four different beginnings to explore.
An Inhospitable expedition edition
The October 1 Inhospitable expedition edition has Windows and Linux downloads. The earlier Mac edition remains available under its own version. The dated record distinguishes those journeys through the same winter country.
Two early editions of Echoes
Two October 4 editions of Echoes of Elsewhere bring its creatures into different games: an adventure pre-demo and a playable card table. They share a bestiary, while the expedition and the keeper’s deck follow separate early campaigns.
STUDIO BULLETIN · 1996-10-12
The house before the guests
Chantilly begins with coats, doorways and introductions. Eight guests are arriving, and you are the butler who must make them welcome. The mystery can wait a moment; somebody at the door needs their coat taken.
The Golden Keep begins with timber and work. A settlement has to take shape before its army can stand for anything. Today's catalogue picture is an invitation to notice the homes behind the soldiers.
The Night Line gives you a carriage to know before sending you onto an unfamiliar platform. Find the doors and read the station task. A journey feels different when you have learned the place you must return to.