Start Venience World

Welcome to Venience World!

An interactive fiction adventure by Daniel Spitz


How to play

Venience World is a game under active development that uses a new kind of parser interface.

Use tab, enter, the arrow keys or the mouse to select autocompletions of your commands as you play.

Play time is about 20 to 40 minutes. I hope you enjoy playing!

Warning: Currently there is no way to save or load your game. If you need to take a break, leave Venience World open in a tab. Save/Load will be added in a future release.

To get started now, click the Start Venience World button up top.

Hint: though you can play this game relying mostly on tab, the arrow keys and enter, try typing things out manually for a more performative experience.

Replaying

Venience World is designed to make all content accessible in a single playthrough.

This means you will never be expected to reset the game and repeat yourself in order to explore a missed branch.

Have faith in this as you play through the game. Replaying a game is often worthwhile; in this case, just know it is not required to get "all the content".

Browser compatibility

Venience World has been tested to work on the Chrome and Firefox browsers.

It definitely doesn't work on Safari or the iphone.

I haven't tested it on IE/Edge, Opera, or others.

Development progress

This is a playable demo with a prologue and partial first chapter with one mild puzzle.

The final release will complete the story and contain mild puzzle elements surrounding the interpretation of aphorisms.

Most of what you see is subject to change for the final release.

I'm not sure when it will be finished.

Contact

If you are interested in updates on the game, follow the @VenienceWorld twitter account, or email me.

I would love to hear about your experience playing Venience World!

Open source

The playable demo of Venience World is open source.

The project can be found at https://github.com/spitz-dan-l/wreck/.

The name

The name "Venience World" is a play on "Supervenience", and the trope wherein games have names of the form "Super X World".

The game is thematically about seeking an understanding about what is going on. Supervenience as a concept is one of the philosophical tools that has been developed for doing that.

Thank you

Thanks to everybody who has helped test Venience World over time.

Special thanks to Andrew Tremblay for in depth feedback and great suggestions.

Thanks to the People's Republic of Interactive Fiction, Boston's excellent IF meetup group, for providing a venue, community, inspiration and encouragement.

Thanks to the Spring Thing Festival, and Aaron Reed, for hosting a great community event year after year.

Thanks to the Gabecon attendees, and other smarty pants from the internet, for sitting through my talk about IF design.