Greetings, fellow adventurers, and welcome back to another blog post, where I discuss the latest additions and developments in the game. This week, I’ve been diligently reformatting the original rooms from the source code into a new file titled “rooms.txt.” With that task completed, I’ve now begun mapping and writing detailed room descriptions for an exciting new area located just outside the castle, where you will have the opportunity to speak directly with the King.
Speaking with the King is entirely optional. Should you choose to engage him, he’ll inquire whether you’ve defeated the evil witch. If your answer is “no,” expect a disappointed shake of his head. But if you answer “yes,” he’ll eagerly guide you toward new adventures. In truth, defeating the witch effectively marks the end of the game, but for those like me who revel in exploration and venturing off the beaten path, you’ll uncover a boundless world filled with endless possibilities. Indeed, I’ve nearly filled an entire notebook with maps, intriguing characters, and locations waiting to be explored and discovered.
Admittedly, the past few weeks have posed significant personal challenges, making it difficult to dedicate time to the game. However, with life returning to normal, I’m once again fully committed to expanding this immersive world. You’ll soon uncover numerous hidden kingdoms, including my current idea of a secluded seaside village nestled within an enchanted forest, inhabited by a mysterious species of fish-people cursed to roam eternally due to offending their wizard king.
This limitless creativity is what draws me to text adventures. They allow creators to craft rich worlds without extensive financial investments, complex graphics rendering, or concerns about system compatibility. Text adventures rely solely on the power of your imagination, offering endless possibilities and ensuring accessibility across even the most basic computer systems.
Balancing the demands of family life and a job that rarely inspires me, I dedicate every spare moment to this project—a passion I plan to pursue for the rest of my life. I realize this might sound dramatic, but given the current state of our world, working on this game provides me with a sense of purpose and stability. If I can inject even a small amount of joy, mystery, or excitement into someone’s life, then I know I’ve done my job well. These games hold a special place in my heart, reminding me of simpler times when, as a child, my family’s financial situation limited our entertainment options. Back then, engaging stories and captivating adventures were rare treasures, providing invaluable moments of escape and wonder.
I often ponder what new locations might emerge in the future. There’s still a vast fog-covered expanse of the world map yet to be explored. I refuse to rush this process because creating believable worlds and well-developed characters is essential. Anything less would diminish the immersive experience, and that is something I steadfastly avoid. Of course, the game will always remain free for anyone who wishes to play, yet quality remains paramount. Every addition must match or surpass previous updates, captivating players and offering a genuine escape from life’s stresses, fears, and bleakness.
Let me be clear—I intentionally avoid politics, division, and negativity in the game. Real-world conflicts and ideologies hold no place here, as I believe introducing such elements would compromise the freedom and individuality players experience within this adventure. My promise to you—the player, reader, and adventurer—is that this game will remain a sanctuary, free from politics, hate, and greed. These rules are unbreakable.
Rest assured, I will remain connected with you through weekly blog posts and videos, sharing updates and insights regularly. This project brings me genuine peace, and I sincerely hope it does the same for you. Until we meet again, farewell, adventurer. Keep your lantern lit and let it guide your path.

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