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KADABRA GAMES · A GARALINA COMPANYVOL. I · No. 1 · THE COLLECTED EDITION

The Kadabra Gazette

Strange worlds, faithfully recorded.

FROM THE EDITOR’S DESK

A whole shelf.
A single paper.

Twenty-three worlds from the workshop, gathered for the reading table.

Golden Ocean promotional illustration: a wooden ship carries a settlement through storm waves.
GOLDEN OCEAN / Promotional illustration, not a gameplay photograph. Turn to the Shipping News →

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

HOUSE AND GUESTSOctober 16 dinner service test

A point-and-click mystery

Chantilly

Eight guests. One interrupted evening. You are the butler.

A sunlit painted entrance hall, with twin staircases around the front door.
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.

Playable demo

Trailers, guides & extras
The drawing room, with characters and dialogue from the playable desktop build.
Actual gameplayThe drawing room, with characters and dialogue from the playable desktop build.

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.

  1. Welcome the guests

    Answer the bell, take coats and learn who has arrived.

  2. Follow the conversation

    Visit the rooms and speak with the people gathered inside.

  3. Keep your Notes

    Record supper preferences as the evening turns into a mystery.

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.

Chantilly · room paintings02 / 04
Chantilly entrance hall and central staircase.
Entrance Hall

Start here: evening test guide and downloads →

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE HAPPY PLACE COMMUNITY JOURNAL

FROM THE NEIGHBOURHOODv0.1.0

Survival exploration

Your Happy Place

Find a way out. Make every coin count.

An empty yellow office with a desk beneath fluorescent lights and a doorway beyond.
Promotional artwork.

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.

Playable demo

Trailers, guides & extras
Offices and branching corridors in the development gameplay walkthrough.
Development gameplayOffices and branching corridors in the development gameplay walkthrough.

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.

  1. Explore

    Search offices, tunnels and outdoor paths for a way through.

  2. Choose your supplies

    Spend the coins you find on provisions from vending machines.

  3. Use your equipment

    Equip tools such as infrared goggles as you explore unfamiliar routes.

A vending machine and the inventory bar show a purchase in the office.
Make every coin count · development gameplay
Infrared goggles reveal the red outlines of a room through dark fog.
Read the room with infrared goggles · development gameplay

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.

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE ZOO RESCUE NEWS

THE WONDERWILD RESCUE DESKOctober 10 portable browser edition

Poot-Poot, your cheerful purple-car guide.

A FRIENDLY POINT-AND-CLICK ADVENTURE

Poot-Poot

Six little animals. One very helpful friend.

Playable prototype · Browser play needs no installation

The gorilla family reunited beside the waterfall in Wonderwild Zoo.A LITTLE HELP. A HAPPY REUNION. →
Gorilla Falls after a rescue · painted scene from the playable prototype.

WELCOME TO WONDERWILD

A little kindness goes a long way.

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.

The penguin family together on the snowy shore after a rescue.
Penguin Point after a rescue · another family ready for the parade.
Start a little adventure →

Mouse, touch or keyboard · Two pattern games and little scenery surprises

Downloads run locally with Python 3 and a browser; installation steps are below.

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE GARDEN ALMANAC

THE CULTIVATED WORLD1.2.1

KADABRA GAMES · CASSETTE 04

A living garden in Golden Keep

Pixie Garden

A small garden. A life of its own.

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.

Download · Kadabra Launcher

The garden keeper and a pixie among planted beds in a small cultivated garden.
Earlier native gameplay, cropped to the garden. The current campaign is a later edition.
  1. 01

    Restore seven connected garden districts

  2. 02

    Care for individual residents and their relationships

  3. 03

    Arrange habitats and save personal character designs

THE WORLD NOTEBOOK01 / 02
A resident among cultivated habitats in the Pixie Garden 1.2.1 showcase.
1.2.1 showcase · actual native game capture, edited film frame

Linux 1.2.1 development demo. Extract the complete folder and run PixieGarden.x86_64. Windows and controller coverage remain in development.

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.

Watch this film on the VHS cassette →

Pixie Garden 1.2.1 · Showcase · 1:00 · Read the transcript

Watch this film on the VHS cassette →

Pixie Garden 1.2.1 · How to play · 2:01 · Read the transcript

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DESK 02 / THE KADABRA GAZETTE

The Golden Keep

Four views of one world: stronghold, coast, cliffs and road.

THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE GOLDEN KEEP WAR DISPATCH

ORDERS FROM THE KEEP0.9.14-multiplayer.1

Golden Keep · Real-time strategy

The Golden Keep: Forces of Darkness

Build a home worth defending.

The lit stone interior of a Golden Keep stronghold, with its command interface at the side.
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.

Playable development demo

Trailers, guides & extras
Worker selection and gathering orders in Golden Keep’s development skirmish.
Actual gameplayWorker selection and gathering orders in Golden Keep’s development skirmish.

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.

  1. Gather

    Assign workers to collect the resources your settlement needs.

  2. Build

    Raise the buildings that support your people and their army.

  3. Command

    Select your soldiers and give them orders beyond the settlement.

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.

The world of Golden Keep · concept art02 / 05
Golden Keep faction and environment studies.
Faction studies

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE GOLDEN OCEAN SHIPPING NEWS

SHIPS AND THEIR PEOPLEv0.7.5-desktop-20260930

Golden Keep · An orc migration by sea

The Golden Ocean

Bring a community across the sea.

A broad wooden ship with red sails carries a settlement through rolling waves beneath a stormy sky.
Cinematic promotional artwork.

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.

Playable development demo

Trailers, guides & extras
The hulk leaves its berth in the development gameplay walkthrough.
Development gameplayThe hulk leaves its berth in the development gameplay walkthrough.

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.

  1. Plan the passage

    Study the chart and manage the vessel’s departure.

  2. Command the crew

    Give sail orders and allow time for the crew to carry them out.

  3. Know your vessel

    Leave the helm to walk the decks, then return to guide the crossing.

The harbour watch interface shows crew and ship-handling orders beside the hulk.
Put the crew to work · development gameplay
The red-sailed hulk crosses rough, dark water with the course and ship condition still in view.
Bring the households through · development gameplay

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.

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE GOLDEN CLIFFS SURVEY

THE INHABITED CLIFFSv2026.09.30-walking

Golden Keep · Climbing and settlement exploration

The Golden Cliffs

Every hold is a decision. Every refuge is a home.

A climber looks toward a great inhabited cliff, its buildings cut into the rock.
Cinematic promotional artwork.

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.

Playable development demo

Trailers, guides & extras
The inhabited refuge in the development gameplay walkthrough; a separate exploration slice from the climbing lesson.
Development gameplayThe inhabited refuge in the development gameplay walkthrough; a separate exploration slice from the climbing lesson.

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.

  1. Read the wall

    Choose where to place each hand and foot before the next reach.

  2. Find a rest

    Shift your weight onto your feet and recover your grip.

  3. Meet the refuge

    Explore the separate settlement slice and meet the people along the cliffs.

Hands grip the rock face above a mountain valley; climbing instructions and strain indicators remain visible.
Read the wall · development gameplay
The Ropekeeper’s conversation is open over the inhabited cliff refuge.
Meet the Ropekeeper · development gameplay

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.

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE JABBERWOCKY FIELD ATLAS

ROAD AND MOUNTAINOctober 3 authored-world development demo

Golden Keep · Fantasy role-playing adventure

Jabberwocky

Take the road—or the wind.

An armored black dwarf stands above a mountain settlement in Golden Keep.
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.

Playable development demo

Trailers, guides & extras

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.

Gargoyle wind flight from the development gameplay film.
Development gameplayGargoyle wind flight from the development gameplay film.

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.

  1. Choose your people

    Create a human, orc, black dwarf or gargoyle traveler.

  2. Meet Golden Keep

    Explore settlements, speak with inhabitants and accept quests.

  3. Live with the encounter

    Manage wounds with limited treatment; choose a gargoyle to explore by wind flight.

A gargoyle returns toward the town and its fortified tower.
Find care after the fight · development gameplay
The surgeon’s treatment menu is open over the town square.
Treat the wound · development gameplay

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.

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DESK 03 / THE KADABRA GAZETTE

Elsewhere & the wild

Creatures, keepers and collective journeys.

THE KADABRA WORKSHOPCOLLECTED GAME EDITION

ELSEWHERE ILLUSTRATED

AN ELEMENTAL FIELD GUIDE1.1.0

Frostbite Wolf, from the original numbered creature archive
Original creature artwork · Frostbite Wolf

KADABRA / CASSETTE 09

An elemental creature adventure

Echoes of Elsewhere

Explore strange lands. Grow stronger together.

The Living Wilds · 1.1.0 development demo · October 2026

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.
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.

THE CREATURE REGISTER

Companions with something to learn

Explore the full archive ↗

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.

Galeforce Gearhawk — An ethereal bird of steel and wind, its gears and cogs work seamlessly to outmaneuver its foes.
Galeforce GearhawkAir
Frostbite Wolf — The Frostbite Wolf's howl echoes through the tundra, rallying its pack to hunt with icy precision.
Frostbite WolfFrost
Crimson Creeper — Its form shifts like smoke, a living shadow born of flame and forgotten nightmares.
Crimson CreeperFire
Abyssal Wraith — The Abyssal Wraith drifts through the battlefield, a haunting presence that saps the strength and will of its enemies.
Abyssal WraithWater
Glowshade Prowler — Hidden in the shadows, the Glowshade Prowler uses its glowing abilities to ambush unsuspecting foes.
Glowshade ProwlerEarth
Daynight Equinox — A guardian of cycles, the Daynight Equinox ensures the balance of day and night.
Daynight EquinoxLight

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.

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE ELSEWHERE CARD SALON

AT THE KEEPER’S TABLEPlayable table edition r2 · October 4, 2026

Original Galeforce Gearhawk card artwork: a bird of steel, gears and wind.
Original creature artwork · Galeforce Gearhawk

KADABRA / CASSETTE 10

A digital trading card game

Echoes of Elsewhere TCG

Your creatures grow with every move.

Playable table edition r2 · October 2026

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.
A playable keeper duel: summon, strike, teach an ability and decide how to spend the next turn.

THE KEEPER’S TABLE

Your next opponent is waiting.

Open the full game ↗

01 / IN THIS EDITION

Build your own deck

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.

THE CREATURE REGISTER

The creature archive

Explore the full archive ↗

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.

Galeforce Gearhawk — An ethereal bird of steel and wind, its gears and cogs work seamlessly to outmaneuver its foes.
Galeforce GearhawkAir
Frostbite Wolf — The Frostbite Wolf's howl echoes through the tundra, rallying its pack to hunt with icy precision.
Frostbite WolfFrost
Crimson Creeper — Its form shifts like smoke, a living shadow born of flame and forgotten nightmares.
Crimson CreeperFire
Abyssal Wraith — The Abyssal Wraith drifts through the battlefield, a haunting presence that saps the strength and will of its enemies.
Abyssal WraithWater
Glowshade Prowler — Hidden in the shadows, the Glowshade Prowler uses its glowing abilities to ambush unsuspecting foes.
Glowshade ProwlerEarth
Daynight Equinox — A guardian of cycles, the Daynight Equinox ensures the balance of day and night.
Daynight EquinoxLight

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.

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE SWARM FIELD REPORT

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.

Play SWARM in your browser →

A travelling formation of carriers and small specialist craft, shown in the SWARM systems film.
Formation from the illustrative systems film; not a gameplay recording.
  1. 01

    Coordinate nine specialist craft families

  2. 02

    Balance progress with energy, repairs and recovery

  3. 03

    Learn through eight opening missions and two longer routes

THE WORLD NOTEBOOK01 / 02
Multiple carriers and small specialist craft in the SWARM living-system presentation.
Existing systems-film capture · illustrative coordination

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.

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.

Watch this film on the VHS cassette →

First Light · revised narrated introduction · 1:50 · Read the transcript

Watch this film on the VHS cassette →

One Living System · narrated simulation replay · 5:57 · Read the transcript

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE INHOSPITABLE FIELD CIRCULAR

NOTES FROM THE COLDv0.1.0-polish.9159c1e

Winter survival

Inhospitable

The cabin is warm. The food is outside.

A hooded traveller warms their hands at a cabin hearth, with cold blue woods beyond the window.
Promotional artwork.

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.

Playable demo

Trailers, guides & extras
Cabin shelter in an earlier demo. The October 1 Windows/Linux edition adds the SUV, cliff road and town.
Earlier demo footageCabin shelter in an earlier demo. The October 1 Windows/Linux edition adds the SUV, cliff road and town.

Prepare. Venture out. Return.

Warm up before leaving shelter, hunt for food and collect supplies in town. The cabin gives every trip a destination worth returning to.

  1. Prepare

    Eat and warm yourself by the fire before setting out.

  2. Venture out

    Hunt for food and drive the icy road to supplies in town.

  3. Return

    Bring what you need back to the cabin and save your expedition.

A traveller stands beside a sled in the snow, with heat, hunger and weapon indicators visible.
Prepare for the cold · earlier demo footage

Leave the fire for a while.

The October 1 Windows and Linux demo includes the SUV, cliff road, clinic, workshop and save/continue. macOS is an earlier edition.

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DESK 04 / THE KADABRA GAZETTE

The night watch

Last trains, misplaced rooms, an iron vessel and an impossible sea.

THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE LAST-SERVICE BULLETIN

LAST SERVICE / PLATFORM RECORDSeptember 30 audio update

First-person train horror

The Dark Between Stations

The next stop needs something from you.

A traveller watches a creature beside a train waiting in a dark station.
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.

Playable development demo

Trailers, guides & extras
The Station 01 encounter in the September 29 Linux game build.
Actual gameplayThe Station 01 encounter in the September 29 Linux game build.

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.

  1. Ride the Night Line

    Explore the carriage between stops and prepare to step outside.

  2. Read the station

    Investigate each platform and work out what it asks of you.

  3. Find your way back

    Keep track of the train while facing what waits in the dark.

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.

Train and station gameplay01 / 03
The Night Line carriage and Station 01 arrival display in the September 29 Linux game build.
Aboard the Night Line

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

NOTICE OF MISPLACED ROOMS

NOTICE OF AN AVAILABLE EXITDevelopment collection

KADABRA GAMES · CASSETTE 06

An atlas of the almost ordinary

Wrong Places

Look closely. Try a theory. Find the way out.

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.

Play Wrong Places in your browser →

An empty tiled transit corridor recedes toward a distant passage in Last Service.
Last Service — actual play from the preserved 0.22.0 edition.
  1. 01

    Investigate eleven places with different cameras and movement

  2. 02

    Test your theories through actions in the world

  3. 03

    Keep field notes and choose how much help to reveal

THE WORLD NOTEBOOK01 / 02
Wrong Places collection showing its illustrated catalogue of impossible places.
Playable collection · from the 0.22.0 edition

Play the reviewed 0.23.0 collection with complete recorded narration: eleven places, field notes and graduated hints. Your existing saves are preserved.

No catalogue film has been prepared. The illustration below is a fresh capture of the preserved playable collection, not a trailer.

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE INK AND IRON RECORD

KEEPER / CREW / MACHINEv0.5.6 · Thunder in the iron

Iron Litany concept cover: a robed tech-priest and the sacred machinery of an ancient tank.
CONCEPT COVER · ART DIRECTION

KADABRA / CASSETTE 03 / IN REVIEW

A machine. A crew. A vow.

IRON
LITANY

Keep the tank alive.
Keep the darkness out.

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.

Actual first-person engine service at the fitted iron controls.
Repair under pressure · actual gameplay
II / 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.

Actual first-person conducted listening at the engine.
Hear the warning · actual gameplay
III / 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.

Actual gameplay: an intruder approaches the priest’s raised blade.
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.

The commander’s oath · crew correction
Priest preview: correcting the commander ↗
Flesh in the vessel · a danger warning
Priest preview: flesh in the vessel ↗

v0.5.6 · Thunder in the iron

Take the next watch.

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.

Actual counted five-wax shrine work.
Earned wax · actual play
Actual shared partial battlefield, with black gaps between slit fans.
Narrow 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.

Actual first-person motive service at the shared engine casting.
The service face · actual first-person play
Actual overhead motive service in the dim tank interior.
One 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.

Actual first-person loader lifting the round with cupped fingers and separate wrist contact.
The carried round · actual contact
Actual overhead loading motion with the same round held in the loading gallery.
Shared 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.

Actual first-person shrine work: articulated hands meet the real censer yoke and altar brace below its wax witnesses.
The patient smoke · actual first-person work
Actual overhead view of the same paid censer work inside the dim shrine recess.
One 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.

Actual first-person conducted listening with a clear casting-contact objective; the mechanical caption and withdrawal instructions remain visible.
A listening hand · actual controls
Actual paid engine service with corrected wrist axes and fixed-length forearms at its fitted grips.
The 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 overhead play: the priest works the censer across its wax witnesses inside the cramped tank.
Actual v0.4.0 · carry the censer; still its chain
Actual v0.4.0 first-person play: a fitted traverse wheel and two sight witnesses at the gunner’s station.
Actual 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.

Follow reported duties while tending the task in your hands. Paid work retains its material cost when interrupted. Read the earlier edition's player notes.

Actual v0.4.1 overhead work at Cooling: other reported wounds, Vox and Cannon duties remain visible beside the relief instrument.
Actual v0.4.1 · service with other duties in view
Actual v0.4.1 overhead view of the confined tank, limited slit views and concurrent reports.
Actual 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 opening watch: the tank is moving, with the engine lesson available and longer narrow views into the passing battlefield.
Actual v0.4.0 · the moving opening watch
Actual v0.4.0 overhead play at the raised command cell beside the gun bore, with the governor control open.
Actual 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 native v0.5.1 game: a Chaos intruder approaches the automatically raised red blade inside the cramped tank.
Actual v0.5.1 · face the intruder; raise the red edge
Actual native v0.5.1 game: splitting wax and cold ash warn that a seam is close to opening.
Actual v0.5.1 · bind the seam before it takes flesh
KADABRA GAMES / IRON LITANYTHE MACHINE MUST SURVIVE

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE NINTH SEA SOUNDING

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.

Play The Ninth Sea in your browser →

A tiny rowboat beneath a colossal stone Poseidon in an endless block ocean.
PE–09 — original promotional illustration; not a gameplay capture.
  1. 01

    Cross six seas using four realities in the Boat campaign

  2. 02

    Unlock six aircraft and eighteen goals in the Airplane campaign

  3. 03

    Keep separate boat checkpoints and a dedicated flight recorder

THE WORLD NOTEBOOK01 / 01
A tiny wooden rowboat beneath a colossal stone Poseidon in an endless block ocean.
PE–09 · original promotional illustration, not a gameplay capture

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.

This cassette opens an interactive VHS game page with both playable modes. The cover is original promotional illustration; no recorded gameplay trailer is presented.

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DESK 05 / THE KADABRA GAZETTE

From the workshop

Boards, circuits, engines, photographs and the Garalina notice.

THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE WAR TABLE STRATEGIC DISPATCH

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.

Download · Kadabra Launcher

A world map of connected territories with units and ownership colors.
World map detail from the development interface.
  1. 01

    Play local hotseat or computer-controlled campaigns

  2. 02

    Explore ancient, medieval, Napoleonic and world-war boards

  3. 03

    Change units, territories and rules in the scenario workshop

THE WORLD NOTEBOOK01 / 03
The War Table Two Gates board showing a levy moved from West Gate to West Approach.
Two Gates controls · actual browser gameplay, edited film frame

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.

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.

Watch this film on the VHS cassette →

The Narrow Road · Two Gates controls · 1:30 · Read the transcript

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE TOWER AND TURNPIKE CHRONICLE

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.

Play Power Towers in your browser →

The paused Ashen Pass field shows towers connected by directed power lines beside the building palette.
The Ashen Pass — paused manual-power gameplay after wiring the furnace to two weapons.
  1. 01

    Generate power on land or water and store it locally

  2. 02

    Manually wire producers, storage, pylons and weapons

  3. 03

    Hold the route through ten waves in Core or optional Stormfront

THE WORLD NOTEBOOK01 / 01
The paused Ashen Pass field shows towers connected by directed power lines beside the building palette.
The Ashen Pass — paused manual-power gameplay after wiring the furnace to two weapons.

Manual-power review candidate. A bounded browser opening check passed: Core launch, field manual, furnace-to-weapon links, visible energy transfer, wave start and pause/resume. Ten-wave completion, linked-checkpoint reload, unlink exhaustion, wider combat coverage and map/art/listening acceptance remain pending.

No gameplay film has been supplied. The photograph below shows the actual Ashen Pass field, paused after manually linking a furnace to two weapons.

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE BLACKWATER MOTOR REGISTER

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.

Play Pod-racing in your browser →

The Needle hover racer drives between orange canyon walls with race position, gate and speed instruments visible.
The Sundered Reach — The Needle in the 0.2.0 canyon race; actual local gameplay capture.
  1. 01

    Build from six craft families and 384 module combinations

  2. 02

    Race six simulated rivals across four distinct routes

  3. 03

    Choose assisted or advanced engine controls and remap your keys

THE WORLD NOTEBOOK01 / 01
The Needle hover racer drives between orange canyon walls with race position, gate and speed instruments visible.
The Sundered Reach — The Needle in the 0.2.0 canyon race; actual local gameplay capture.

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.

No game trailer has been supplied. The photograph below shows actual canyon driving from the 0.2.0 local browser playtest.

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THE KADABRA WORKSHOPCOLLECTED GAME EDITION

THE AERIAL RECONNAISSANCE DISPATCH

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

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

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.

Original mountain-ridge title illustration for Schwarzkamm
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.

Open the Black Ridge cassette →

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THE KADABRA WORKSHOPCASTLE & PAINTINGS

The Gallery Gazette

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.

Original editorial illustration of a framed castle and elemental marks
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.

Open the Painted Worlds cassette →

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THE STUDIO RECORD

Dispatches from the workshop

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.

Read the original bulletin →

STUDIO BULLETIN · 1996-10-13

A home worth defending

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.

Read the original bulletin →

STUDIO BULLETIN · 1996-10-14

Learn the carriage first

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.

Read the original bulletin →

Open the complete development record →