
A free instrument of the house
The Cartographer's Window
The Cartographer draws the real map from your manuscript, by this house's own hand. This is the window beside its door: give it a title and a length and it sketches the shape your Novel-Game would take — the gates, the realms, the trials and the curve of difficulty. Nothing is uploaded and nothing is kept.
24
Gates
8
Realms
96 min
Play, built
The march of gates — An untitled work
The Hollow Court
PursuitDifficulty2The task: make the passage with what is at hand. gilded, watched — every kindness has a price.
The doubt at the gate: “You are not the one for this.”
The Last Hearth
PursuitDifficulty2The task: hold the ground until the answer comes. firelight, held breath — what you brought with you.
The doubt at the gate: “The next door is the one that ends you.”
The Drowned Stair
PursuitDifficulty3The task: carry the thing without letting it be seen. cold water, echo — the footing gives.
The doubt at the gate: “You were never told the truth about any of it.”
The Bone Wood
PursuitDifficulty1The task: learn the name nobody will say aloud. close dark, old growth — the path is not the path.
The doubt at the gate: “No one will know if you stop here.”
The Threshold
PursuitDifficulty3The task: reach the far side before the light fails. hushed, first light — the way back closes behind you.
The doubt at the gate: “Turning back is the sensible thing.”
The Ash Field
PursuitDifficulty4The task: give up the one advantage you have left. heat haze, no cover — you are seen from far off.
The doubt at the gate: “You have already lost more than this is worth.”
The High Wall
PursuitDifficulty4The task: find who is lying and stand beside them anyway. wind, vertical — one hand at a time.
The doubt at the gate: “You are not the one for this.”
The Low Road
PursuitDifficulty3The task: get the door opened without a blade. grey weather, long distance — hunger and wrong turnings.
The doubt at the gate: “The next door is the one that ends you.”
The Hollow Court
PursuitDifficulty4The task: make the passage with what is at hand. gilded, watched — every kindness has a price.
The doubt at the gate: “You were never told the truth about any of it.”
The Last Hearth
PursuitDifficulty5The task: hold the ground until the answer comes. firelight, held breath — what you brought with you.
The doubt at the gate: “No one will know if you stop here.”
The Drowned Stair
PursuitDifficulty5The task: carry the thing without letting it be seen. cold water, echo — the footing gives.
The doubt at the gate: “Turning back is the sensible thing.”
The Bone Wood
PursuitDifficulty4The task: learn the name nobody will say aloud. close dark, old growth — the path is not the path.
The doubt at the gate: “You have already lost more than this is worth.”
The Threshold
PursuitDifficulty6The task: reach the far side before the light fails. hushed, first light — the way back closes behind you.
The doubt at the gate: “You are not the one for this.”
The Ash Field
PursuitDifficulty6The task: give up the one advantage you have left. heat haze, no cover — you are seen from far off.
The doubt at the gate: “The next door is the one that ends you.”
The High Wall
PursuitDifficulty6The task: find who is lying and stand beside them anyway. wind, vertical — one hand at a time.
The doubt at the gate: “You were never told the truth about any of it.”
The Low Road
PursuitDifficulty5The task: get the door opened without a blade. grey weather, long distance — hunger and wrong turnings.
The doubt at the gate: “No one will know if you stop here.”
The Hollow Court
PursuitDifficulty7The task: make the passage with what is at hand. gilded, watched — every kindness has a price.
The doubt at the gate: “Turning back is the sensible thing.”
The Last Hearth
PursuitDifficulty7The task: hold the ground until the answer comes. firelight, held breath — what you brought with you.
The doubt at the gate: “You have already lost more than this is worth.”
The Drowned Stair
PursuitDifficulty7The task: carry the thing without letting it be seen. cold water, echo — the footing gives.
The doubt at the gate: “You are not the one for this.”
The Bone Wood
PursuitDifficulty6The task: learn the name nobody will say aloud. close dark, old growth — the path is not the path.
The doubt at the gate: “The next door is the one that ends you.”
The Threshold
PursuitDifficulty8The task: reach the far side before the light fails. hushed, first light — the way back closes behind you.
The doubt at the gate: “You were never told the truth about any of it.”
The Ash Field
PursuitDifficulty8The task: give up the one advantage you have left. heat haze, no cover — you are seen from far off.
The doubt at the gate: “No one will know if you stop here.”
The High Wall
PursuitDifficulty9The task: find who is lying and stand beside them anyway. wind, vertical — one hand at a time.
The doubt at the gate: “Turning back is the sensible thing.”
The Low Road
PursuitDifficulty9The task: get the door opened without a blade. grey weather, long distance — hunger and wrong turnings.
The doubt at the gate: “You have already lost more than this is worth.”
This is a sketch of shape, not the map. The real blueprint is drawn from your manuscript itself — its realms, its actors, its own doubts — and the house builds the game against it by hand.