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ATiredGoat

124 karma · joined July 13, 2025

I am currently working on the largest text adventure in Qbasic, hoping to bring back the fun of simple text adventures with that open world feel.

lantern.adventurer@gmail.com

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ATiredGoat··on [dead]
Some doors in the Labyrinth are made of stone. Some are made of flesh. And some are made of choice. Whispers of Fate is not about monsters. It is about steps taken, bridges crossed, and corridors that listen for the sound of you deciding. This episode explores stillness, machinery mistaken for destiny, and a place where fate is not written. It is chosen.
ATiredGoat··on [dead]
I wanted to do something special. I remember seeing Christmas screen cards as a kid, shared on those old shareware discs and running on aging systems that somehow felt magical. There was something simple and honest about them. Just pixels, code, and a message from the heart. QBasic still brings that feeling back for me. It reminds me that with enough care and imagination, you can create just about anything. Not for profit. Not for noise. Just to make someone smile. Be good people, wherever you are in this world. Love you all.

The Ventureweaver

ATiredGoat··on [dead]
This video is a small love letter to the old computer screen cards of Christmas, the ones that didn’t need sound or spectacle to mean something.
ATiredGoat··on [dead]
Join the text adventure revolution.
ATiredGoat··on [dead]
For the past few years I’ve been building something a little unusual in 2025: a massive, fully hand-written, QBasic-powered text adventure game with over 4,000+ handcrafted rooms, branching paths, lore, and weird mysteries tucked into every corner.

To go along with it, I just launched a new video series called The Labyrinth Chronicles, where I walk through each map, talk about the design process, the inspirations, the constraints of building something old-school in modern times, and why text adventures still matter.

ATiredGoat··on [dead]
The Labyrinth Chronicles is a video series chronicling every region of the largest text adventure ever built in QBasic - The Labyrinth of Time’s Edge. Each episode explores the lore, atmosphere, and emotion behind one of its many handcrafted maps.
ATiredGoat··on [dead]
What are you waiting for! Join the cause.
ATiredGoat··on [dead]
Alone, I've spent years weaving The Labyrinth of Time's Edge, a vast QBasic text adventure with over 4,000 interconnected rooms. Its newest chapter, The Ashen Coast, drags you to a haunted shoreline where the sky rains ash and the dead whisper through the waves. Every description, every echo, was written by hand to capture the feeling of being lost in another world.
ATiredGoat··on [dead]
Find out what awaits you.
ATiredGoat··on [dead]
After years of work, The Labyrinth of Time’s Edge has officially reached its 4,000th handcrafted room. Built entirely in QBasic by me, the game is a massive interactive world part retro experiment, part love letter to imagination itself. Every room, description, and interaction has been written by hand, forming what might be one of the largest text adventure projects ever built from scratch. No AI, no random generation just pure storytelling, creativity, and a deep respect for the golden age of DOS adventures.
ATiredGoat··on A 4k-Room Text Adventure Written by One Human in QBasic No AI
In an age where games are written by algorithms and dialogue is generated by AI, The Labyrinth of Time’s Edge stands apart. It’s the first open world "like" modern text adventure written entirely by a single human being, no AI, no procedural generation, no corporate fingerprints. Just words, code, and imagination. Built in pure QBasic, The Labyrinth of Time’s Edge now spans over 3,900 handcrafted rooms which will be released in a week's time. Each one written line by line by one programmer-adventurer determined to prove that storytelling still belongs to people. Explore haunted villages, forgotten catacombs, and worlds born from candlelight and memory. It’s free to play, made from love, obsession, and a refusal to let imagination be automated.
ATiredGoat··on [dead]
Something vast is stirring within the depths of The Labyrinth of Time’s Edge. This weekend marks the arrival of the largest update ever, an expansion that will plunge adventurers deeper into the forgotten heart of the world. The last thousand rooms have woven together the twisted echoes of Cindralith’s haunted farmlands, the flickering candlelit halls of the Inner Sanctuary, and the desecrated altars of the Church of Our Lady. From the ghostly preacher who condemns trespassers in the name of a silent God, to the wind-swept plains where portraits of fallen angels rot in their frames, every corridor has grown darker, every whisper heavier. The player will pass from the fog-laden outskirts into places where the earth itself remembers sin, where old faiths collapse and strange lights breathe in the ruins. And yet, amid the decay, there are glimmers of revelation. The Withered Light still flickers in glass-filled chambers where reflections speak your name; the Shadow Veil still murmurs secrets from beyond the mortal coil; and deep beneath Cindralith, the echoes of prayers long unanswered drift through broken sanctuaries. This update will not merely add new rooms; it will connect them, binding every region into a living tapestry of dread and discovery. The sense of scale, of quiet revelation through ruin, reaches its most haunting form yet. Those who have wandered the Labyrinth before will find themselves returning to familiar ground only to realize that everything has changed, that every path now leads somewhere new, somewhere deeper. This is the turning point, the descent into the unwritten dark.
ATiredGoat··on [dead]
I’ve been working on a project for over 30 years: The Labyrinth of Time’s Edge, a massive QBasic-powered text adventure with over 3,600 rooms and counting. It’s built one room at a time, by hand, with the same energy that drove the old-school adventures we grew up with. What started as a hobby in the early 90s has grown into a living world. Every corridor, NPC, and encounter is handcrafted in QBasic, running on an engine I’ve been refining for decades. It’s slow creation in an era of instant gratification something I think we need more of. This is more than just a game to me—it’s a way of preserving a piece of computing history and proving that text adventures still matter. They demand imagination, patience, and curiosity. They remind us that sometimes the best graphics are the ones painted in your mind.

I’d love to hear your thoughts, and if you enjoy the project, please help spread the word. The labyrinth is vast, but there’s always room for more adventurers. This is more than just a game to me—it’s a way of preserving a piece of computing history and proving that text adventures still matter. They demand imagination, patience, and curiosity. They remind us that sometimes the best graphics are the ones painted in your mind.

I’d love to hear your thoughts, and if you enjoy the project, please help spread the word. The labyrinth is vast, but there’s always room for more adventurers.

ATiredGoat··on [dead]
In this episode, we ascend into the Altar of the Hollow Moon a chilling chapter in The Labyrinth of Time’s Edge. Moonlit cliffs, shifting paths, spectral whispers, and dark surprises await. Join me as I explore every shadow, read every room, and uncover hidden meaning behind the horror.
ATiredGoat··on [dead]
I’ve been building a QBasic text adventure for 30+ years now over 3,600 rooms deep. A big update is coming: bug fixes, new storylines, and more interactions in the Sepulcher of Echoes and beyond.
ATiredGoat··on [dead]
I’ve spent decades building The Labyrinth of Time’s Edge, a sprawling QBasic text adventure that now spans over 3,600+ rooms, hundreds of NPCs, and countless interactive encounters.

It’s designed to be:

Always free (no ads, no paywalls, no microtransactions)

Playable on the barest systems (runs on QB64 / retro PCs)

Continuously expanding outward rather than just upward — with new areas, lore, and secrets added regularly

This project has been a labor of love, inspired by the text adventures of the 80s and 90s, built to preserve that magic while proving text-driven games still have a place in today’s world. I’d love to hear what you think. If you grew up with Zork, Infocom, or MUDs, this may feel like coming home.

ATiredGoat··on A QBasic Text Adventure Still Expanding in 2025
I wanted to share a project I’ve been building for decades The Labyrinth of Time’s Edge, a massive handcrafted text adventure written in QBasic. Yes, QBasic in 2025. The game currently spans over 3,600 interconnected rooms, with unique NPCs, branching pathways, cursed villages, haunted castles, and secrets hidden across an ever-growing world. Every room is written by hand. Every description is crafted to spark the imagination. It’s built to run on the barest of systems, and it will always remain free to download and play. Why QBasic? Because simplicity has power. Modern engines demand assets, shaders, and endless pipelines. QBasic lets me focus on what text adventures do best imagination, atmosphere, and story. My philosophy is to expand outward rather than upward: instead of inflating systems, the Labyrinth grows through new areas, new lore, and new journeys, ensuring it always feels alive and endless.
ATiredGoat··on [dead]
I’ve been building a massive text adventure called The Labyrinth of Time’s Edge, a handcrafted world written room by room, free forever, with no microtransactions or corporate bloat. I argue that text adventures aren’t relics of the past, but acts of rebellion: proof that imagination is the most powerful graphics engine we’ve ever had. While AAA studios charge $70+ for unfinished games buried in patches and battle passes, text adventures ask only for curiosity and reward you with worlds that live in your mind. I’d love to hear your thoughts, do text adventures have a place in gaming’s future, or will they remain hidden in the margins?
ATiredGoat··on [dead]
So much of gaming’s soul has been drowned in corporate slop, microtransactions, rushed sequels, and endless monetization schemes. I wanted to bring back what first made games magical: pure storytelling, imagination, and exploration. For the last 30 years, I’ve been handcrafting a massive text adventure in QBasic — over 3,000 rooms, haunting locations, strange NPCs, and a living world told entirely through words. No modern engines. No AI shortcuts. Just the old-school spark that pulled us into other worlds. This isn’t about profit. It’s about creating something lasting, a love letter to a genre that deserved better than to be forgotten. And I pledge to stay true to that vision — no monetization, no compromises, only the story and the craft.
ATiredGoat··on Discover a 3,200 room text adventure game written in Qbasic
I just crossed the 3,200 room mark in The Labyrinth of Time’s Edge, and I’m grinning like a kid at a green screen. Three thousand two hundred little pockets of story, each with its own mood and exits, stitched together into one weird, breathing world. It’s a milestone that felt impossible when I started, and now it’s just here. Thank you for walking it with me. A quick reminder: the whole project is open source. No paywalls, no tricks just the code, the tools, and the rooms. If you’re curious how it works, want to file an issue, or feel like shaping a corner of the labyrinth, you’re invited. And yes: it’s written entirely in QBasic. Keyboard-first, text-first, retro on purpose. The engine keeps a simple N/E/S/W graph for each room, loads descriptions on demand, and stays snappy by paging content from data files instead of hoarding it all in memory. No frameworks, no shaders just clean loops, careful strings, and a little discipline. It turns out constraints are rocket fuel; QBasic keeps me honest and close to the work.

I’m going to keep shipping rooms at a steady pace, tightening the story, and polishing the writing where it squeaks. If you want to help, jump in. If you just want to play, that’s perfect too. Either way, thank you. I keep going until the wheels fall off. Keep the lantern lit.

ATiredGoat··on [dead]
The Labyrinth of Time's Edge isn’t just a game. It’s a living, breathing testament to the art of storytelling. Every room, every whisper, every speck of dust carries a memory. Where modern games drown players in noise, hollow quests, and cheap spectacle, this labyrinth stands quiet, carved by hand, with a story that demands you listen. It’s not about rushing through; it’s about feeling every step. At its heart, this game is about remembering. It’s about what we leave behind, what time erases, and what fragments still cling to life when the world forgets. You won’t find flashy cutscenes here. You’ll find stories written into the crumbling walls, in the regretful murmurs of long-dead workers, and in the air that feels heavy with things unsaid. It’s all there, waiting for you to notice.

This world isn’t ancient in a fantasy cliché way. It’s worn. It’s tired. It’s real. Places like the Pale Quarry, The Shadow Veil, and The Lantern Trail aren’t just maps. They’re scars. They’re memories etched into stone, where every block carries the sweat, the pain, and the lost hopes of those who built them. The Pale Quarry isn’t just where they dug for stone, it’s where they bargained with things they shouldn’t have, and where their chants still echo, unfinished.

Drakhan isn’t here to save anyone. He’s not a hero. He’s a witness. His job isn’t to fix the world. It’s to walk through its fractures, to listen, to understand. The Labyrinth of Time’s Edge doesn’t hand out victories or simple answers. It asks you to stand in the ruins, shoulder to shoulder with those long gone, and feel what they felt. The story doesn’t unfold like a script—it unravels in fragments, like a memory you’re trying to piece back together.

There are no quest markers. No walls of dialogue dumping lore on you. The story reveals itself in hints, a faded mural, a name whispered when you’re alone, a procession of ghosts walking a path they can’t leave. That’s how memory works in the real world. It’s partial. It’s messy. And that’s exactly how it works here. But this isn’t a game soaked in despair. Beneath the dust and decay, there’s a pulse. A quiet defiance. The dead don’t haunt you out of anger. They’re guides, inviting you to remember with them. Every interaction is a shared moment, a communion between past and present. That’s why this game feels spiritual. It’s not about controlling the world. It’s about connecting to it.

There are no puzzles. No combat. That’s not a flaw. That’s the point. The challenge here is in how well you pay attention. How deeply you’re willing to look. The game respects your curiosity. It rewards patience, not reflexes. Every step you take means something. Every discovery, no matter how small, is a revelation. While the rest of the gaming world is busy shouting, The Labyrinth of Time’s Edge whispers. It doesn’t need to scream to be heard. It offers a sanctuary of stillness in a world obsessed with noise. This isn’t a game you “beat.” It’s a world you carry with you, long after you’ve logged off.

It’s not spectacle that will earn this game your attention. It’s reverence. This is a pilgrimage. A rebellion against the disposable, the shallow, and the meaningless. It stands as proof that stories matter, that they don’t need to be loud to be powerful. They need someone willing to listen.

In this labyrinth, you’re not here to win. You’re here to remember.

And in remembering, you become part of the story.

ATiredGoat··on [dead]
I've been working on a massive text adventure game, The Labyrinth of Time’s Edge, for over 30 years. No budget, no marketing team, and no 3D engine. Just a keyboard, a compiler, and a love for interactive fiction. This past week, I finished building out Map 4 of the Shadow Veil, an eerie stretch of the game that explores decay, silence, and forgotten civilizations. The tools? QBasic. Plain text. And the kind of logic any old DOS machine could run.

You don’t need RTX shaders to create atmosphere. A few lines of description, a haunting pause in the story, and the player’s imagination does the rest. That’s the power of the format. Text adventures aren’t just nostalgia. They’re lightweight, endlessly expandable, and surprisingly relevant in a world where everything else in gaming feels bloated. They boot fast. They run on a toaster. They engage the mind instead of flooding the screen.

In an age of 100GB downloads, there’s something almost rebellious about a game you can copy to a floppy. The Labyrinth of Time’s Edge is now over 2,800 hand-crafted rooms, and it’s still growing. You can walk through caves, haunted villages, ancient temples, and memory-scars from a forgotten war and it all loads in under a second.

This kind of project isn’t about selling copies. It’s about proving that the how of storytelling doesn’t need to be sacrificed on the altar of the latest GPU. Text adventures survived the fall of the CD-ROM boom. They'll survive whatever comes next.

ATiredGoat··on [dead]
There's something timeless about text adventures something no 3D engine, ray-traced shadow, or cinematic cutscene can replicate. It's the quiet thrill of reading a single line and having it bloom into a world in your mind. Text adventures don't tell you everything they invite you to imagine, to participate, to co-create. That's what hooked me from the beginning. I fell in love with the idea that a handful of words could transport you to forgotten ruins, haunted forests, or strange dimensions that no map could ever contain. These weren't just games they were portals. And unlike most modern titles, they didn't rush you or distract you with noise. They gave you space. Space to think. To breathe. To feel. What I love most is how personal they are. A text adventure is a conversation between the writer and the player a quiet one, filled with choices, consequences, and secrets hidden in plain sight. It's a kind of magic. And it's why I've spent decades building one of my own. Because even after all this time, I still believe in the power of words, and the adventures they can carry you through.
ATiredGoat··on [dead]
Over the decades, I've watched storytelling in games become secondary to monetization loops and studio mandates. As a response, I’ve been building The Labyrinth of Time’s Edge a text adventure written entirely in QBasic. No deadlines. No design committees. Just a slow, deliberate attempt to preserve what made early games meaningful. In my latest video, I reflect on The Silent Bell a chapter that explores how silence, memory, and absence can tell a story more powerfully than any cutscene. It’s part game design, part personal journaling, part meditation on what we’ve lost in modern development.

Not trying to sell anything just offering a look at one possible way forward.

ATiredGoat··on No Shortcuts, Just Vision: The Art of Building Text Adventures
In a text adventure, building everything from the ground up isn’t just a technical choice it’s an artistic one. When you craft each line of code, each room, each interaction from scratch, the world begins to take on a life that’s uniquely yours. There’s a deep connection between creator and creation that can’t be replicated with pre-made assets. It’s not about looking down on tools or shortcuts those have their place but when the world unfolds from your own hands, layer by layer, it carries your voice in every corner. The result is something raw, honest, and deeply personal a story that breathes because you gave it lungs, not because it came pre-packaged. That’s where the real magic happens.
ATiredGoat··on [dead]
In a world full of cinematic trailers, season passes, and endless tutorials, something simple and beautiful has been quietly left behind. Text adventures. Not just games, but living stories written in code. Experiences powered by imagination, not graphics cards. I've been building a massive text adventure in QBasic for over 30 years. And I can honestly say no modern game has ever matched the sense of wonder, freedom, and creativity these games offer. With nothing more than words and logic, they create entire worlds that live in your head, shaped by how you read, explore, and respond. Modern games often tell you exactly what to do. Text adventures ask you to figure it out. They don’t just give you a world to walk through, they invite you to build the world in your mind as you go. That act of imagining, of filling in the gaps, is what makes them unforgettable. These games aren't just relics. They are some of the purest works of interactive art ever made. They blend programming and storytelling in a way no other medium can. And they respect the player’s intelligence in a way few modern titles even attempt. Text adventures will always matter. Not because they’re old. But because they were made with purpose, skill, and a kind of honesty that’s hard to find today. Would love to hear from anyone still playing, building, or thinking about these kinds of games.
ATiredGoat··on Learning to never give up by following you're passion
Most software has a lifecycle: design, build, ship, iterate, abandon. But what happens when you never stop building?

In the early 90s, I began a text adventure game in QBasic, just for fun. Over the years, I never let it go. I kept expanding, refining, rebuilding parts, and writing more. It grew with me. Thirty years later, The Labyrinth of Time’s Edge has over 2,400 rooms, and that number keeps growing, alongside custom mechanics, deep lore, and all the hallmarks of something built without deadlines, monetization plans, or modern conventions.

Here's what I've learned:

Focus beats trends. While the industry chased graphics and fads, I focused on story. Limitations are blessings. QBasic forced me to write better, think deeper, and code smarter. Legacy takes time. You don't need to “move fast and break things” to matter. You can move slowly and build something timeless.

The game is free, and always will be. You can try it here:

https://thelabyrinthoftimesedge.com

Most software has a lifecycle: design, build, ship, iterate, abandon. But what happens when you never stop building?

In the early 90s, I began a text adventure game in QBasic, just for fun. Over the years, I never let it go. I kept expanding, refining, rebuilding parts, and writing more. It grew with me. Thirty years later, The Labyrinth of Time’s Edge has over 2,400 rooms, and that number keeps growing, alongside custom mechanics, deep lore, and all the hallmarks of something built without deadlines, monetization plans, or modern conventions.

Here's what I've learned:

Focus beats trends. While the industry chased graphics and fads, I focused on story. Limitations are blessings. QBasic forced me to write better, think deeper, and code smarter. Legacy takes time. You don't need to “move fast and break things” to matter. You can move slowly and build something timeless.

The game is free, and always will be. You can try it here:

I don't know how many people will care. But I believe there's value in finishing what you start, and in building things that last. AMA about QBasic, text games, solo dev philosophy, or stubbornness as a creative strategy.