★ Now boarding · Standard hours have concluded ★

ARCADIA
IMAGINEERING
CONSOLE

Build point-and-click text adventures in your browser. Write scenes in forms, not code. Playtest instantly. Export one HTML file that runs anywhere, forever, and belongs to you.

↑ this is a real game made with the console — go on, press something
▶ ENTER THE CONSOLE free · no account · no upload · works offline
▼ HOW IT WORKS ▼

What this is

A complete editor and game engine in a single HTML file. There is no server, no signup, and no platform between you and your game. Your work autosaves in your own browser as you type.

Write

Each scene is a simple form: text, an optional picture, and buttons that lead to other scenes. Type the name of a scene that doesn't exist yet and create it with one click — sketch your whole world by naming places.

Test

Hit ▶ PLAYTEST at any moment to play your game exactly as players will — green terminal, typewriter text, the lot. A diagnostics panel constantly checks for broken links, unreachable rooms, and logic that can never fire.

Ship

EXPORT GAME produces one standalone HTML file containing your entire game and its engine. Email it, upload it, put it on a USB stick, host it anywhere. No dependencies. No expiry. No one can take it down but you.

How to build a game

Seven steps from nothing to a published adventure. Keep your hands inside the vehicle at all times.

  1. Open the console

    Enter the console. It loads with a tiny demo game already in it — poke around the demo's scenes to see how everything fits together, then hit NEW GAME when you're ready to start fresh.

    Give your game a title in the top bar. The ms/char number is the typewriter speed (lower = faster, 0 = instant).

  2. Write your first scene

    Pick a scene from the left-hand list (or + NEW SCENE). Give it a short Scene ID like plaza or rounddoor — this is its address, how other scenes point at it. Then write what the player sees in the big Text box. Line breaks are kept exactly as you type them.

    Want a picture? Put a filename like gate.png in the Image field — see step 7 for where the picture file goes.

  3. Add choices

    + CHOICE adds a button to the scene. Fill in the Button label (what the player reads) and the Target scene (where it goes). If you type a target that doesn't exist yet, a red create button appears — click it and the scene is stubbed out for you, waiting in the sidebar.

    This is the fastest way to work: write a room, name its exits, create them all, then fill each one in.

  4. Add memory — flags & items

    Games get interesting when they remember. Two fields control this on every choice:

    Do = what happens when the button is pressed. Show if = whether the button appears at all.

    So a choice with Do add:A Rusty Key puts a key in the player's inventory. A different choice somewhere else with Show if has:A Rusty Key only appears once they're carrying it. The full mini-language:

    set:metGhostswitch a flag on (and unset: to switch it off)
    add:A Daisy / remove:A Daisygive or take an inventory item — names can have spaces
    inc:gravescount things up (dec: counts down)
    flag:metGhost / !flag:metGhostcondition: flag is on / off
    has:A Daisy / !has:A Daisycondition: carrying it / not
    count:graves>=3condition: counter comparison

    Separate several with commas. There's a SYNTAX button in the console with this same cheatsheet.

    The classic mistake: putting flag:saidHello in Show if when you meant set:saidHello in Do. Show if hides the button until the condition is already true — it doesn't describe what the button does. If your choices mysteriously never appear, check this first. The diagnostics panel will warn you about flags that are tested but never set.

    Variants take this further: one scene can show completely different text, images, or choices depending on state — knock on a door once, twice, three times, all in a single scene. First matching variant wins, so put the most specific condition at the top.

  5. Playtest relentlessly

    ▶ PLAYTEST runs the real engine from your start scene; ▶ PLAYTEST FROM HERE jumps straight to the scene you're editing — no replaying twenty rooms to test one. Press Esc to come back. Click the typing text to skip to the end of it.

    Keep an eye on Diagnostics at the bottom of every scene: broken links and unreachable scenes show up as clickable warnings the moment they happen.

  6. Save your work properly

    The console autosaves to your browser constantly — close the tab, come back tomorrow, it's all there. But browsers get reset and machines die, so when a session ends, hit EXPORT JSON. That downloads your entire game as one tidy data file.

    To carry on later — or on another machine — open the console and IMPORT JSON. That file is your game. Keep copies. It's yours.

  7. Export & publish

    EXPORT GAME downloads a single finished HTML file — engine, story, styling, save system, everything baked in. Double-click it and it plays. Then put it wherever you like:

    · Simplest: drag the file onto Netlify Drop — free hosting, instant URL, no account needed to try it.
    · For game folk: rename it index.html, zip it, upload to itch.io as an HTML game.
    · Your own site: it's just a file — FTP it, commit it, host it next to everything else you own.

    Using images? Put the image files in the same folder as the exported HTML (or zip them together for itch), with names matching what you typed in the Image fields. That's it.

The small print, proudly

This tool sends nothing anywhere. There's no analytics, no account, no cloud, no terms of service. Your games are files on your computer, in an open format you can read with your own eyes. If every server on Earth went dark tomorrow, your game would still play. That's the point.

Keep the park open

The console is free and always will be. If you build something with it — or just enjoy that such things still get made — you can buy the management a coffee.

☕ SUPPORT ON KO-FI → simonindelicate