The Journey Beyond the Quest: What Lies Outside the Ending

Greetings, fellow adventurers and welcome to another venture into The Labyrinth of Time’s Edge.

The Clockmaker’s Grave

The first new addition is a location that I absolutely love: The Clockmaker’s Grave. This haunting area is a surreal fusion of a living clock and a forgotten graveyard—two concepts that, at first glance, seem incompatible, yet together create something truly magical.

I know that might sound unusual, and believe me, it felt just as strange to put into words. However, I truly believe this section of the game will make players feel incredibly immersed. There’s something profound about a place where time itself rests in an eternal slumber, where gears grind like ancient bones and clock hands move as though guided by unseen spirits.

I’ve always felt that clock towers were a staple of classic games. As a child, I remember playing NES and old DOS titles that always seemed to feature a clock tower level—whether it was part of a gothic castle or an enigmatic, mechanical domain. It’s a motif that has stuck with me, and I felt compelled to bring that feeling back in The Labyrinth of Time’s Edge. This world deserves its own mechanical heartbeat, and The Clockmaker’s Grave provides just that.


The Hollow Feast

The second new addition is The Hollow Feast, a realm of deceptive indulgence. Picture an endless banquet hall where golden candelabras flicker against lavish red drapes. The air is thick with the rich aroma of roasted meat and aged wine. Revelers feast with abandon, their laughter echoing through the grand chamber. But something feels… off.

What if the feast was never meant for you? What if the food is not what it seems?

Here, the player will encounter a grotesquely joyous, yet deeply unsettling scene. A monstrous butcher looms over the banquet, his cleaver glistening, his mind teetering on the edge of madness. This is a place of excess turned nightmare, where the line between celebration and horror blurs. Will you dine, or will you be the next course?


The Sinking Colonnade

The third addition is The Sinking Colonnade, an endless, submerged ruin where the player wades knee-deep through dark waters. Grand stone columns stretch into the black abyss above, their tops vanishing into shadows. The sound of dripping water and unseen movements in the depths send shivers through the silence.

This realm is both vast and claustrophobic, a place where time eroded all sense of direction, and the only certainty is that something beneath the surface hungers. Various entities lurk within these waters—ancient beings, half-forgotten, yearning for flesh. The player must navigate this eerie, flooded world, deciding whether to confront its horrors or simply survive.

Creating expansive worlds within a text adventure has always fascinated me, and I believe this game is pushing the boundaries of what’s been done before. To my knowledge, no text adventure has attempted a world quite like this—one that unfolds into something far greater than a simple quest.


A World Beyond the Quest

While developing this game, I found myself contemplating the broader world beyond the central story. Traditionally, in games, you move from point A to point B, complete the main objective, and the journey ends. You slay the evil witch, and victory is yours. But what if you had the choice not to kill her? What if there was more beyond the final battle—an entire world waiting to be explored?

With every passing day, The Labyrinth of Time’s Edge grows. The adventure extends beyond a single quest, inviting players to wander, discover, and perhaps even redefine their purpose within the game. To me, that is the true spirit of adventure—not just reaching the end but losing oneself in the journey along the way.

Thank you for following along as I continue to shape this world. More updates to come soon!

Happy adventuring!

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