Twine • Interactive Fiction • Branching Story

Abscond

An interactive text-based fiction story made in Twine, built around branching decisions, inventory interactions, and a short sci-fi mystery about waking up in the far future.

Status Playable

Published interactive fiction project built with branching passages, inventory logic, and sci-fi mystery writing.

Project Summary

Project Overview

Concept

Abscond is a short interactive fiction game about a normal life suddenly interrupted by an event that changes the player’s future forever.

Premise

Two minutes remain until a new year begins. As the player recalls their normal life, something happens that sends the story into a far-future sci-fi mystery.

Inspiration

The project was inspired by my interest in visual novels and by the idea of waking up far in the future, similar to the setup of Futurama.

Story Systems

Story Systems

Choices 01

Branching Decisions

  • Built around player choices and story branches
  • Allows the story to shift based on decisions
  • Creates a more interactive reading experience
  • Supports multiple paths through the narrative
Inventory 02

Inventory System

  • Includes a working inventory system
  • Lets the player collect or track important items
  • Connects items to the interactive fiction structure
  • Adds light adventure-game mechanics to the story
Narrative 03

Visual Novel Influence

  • Inspired by visual novel pacing and storytelling
  • Focuses on text, choices, and narrative progression
  • Uses branching text to create player agency
  • Explores a short story format with personal twists
Mystery 04

Sci-Fi Mystery

  • Starts from an ordinary-life setup
  • Quickly shifts into a future-based premise
  • Uses mystery as the main hook
  • Builds around the question of what happened and why

Opening Hook

Opening Hook

Two minutes remain until a new year begins. As you recall your utterly normal life that you have lived until this point, something happens that changes your future forever.

Design Notes

Design Notes

Structure 01

Choice Structure

The project uses Twine’s passage-based structure to connect story moments, choices, and branching outcomes.

Scope 02

Scope

The game was designed as a short interactive fiction project, keeping the scope focused while still allowing experimentation with inventory and branching.

Premise 03

Personal Twist

Instead of making a traditional visual novel, the project uses a short-form sci-fi premise with my own take on choice-driven storytelling.

Tech Stack

Technical Focus

Twine Interactive Fiction Branching Narrative Inventory System Choice Design Visual Novel Influence Sci-Fi Storytelling Passage-Based Design

Interactive Fiction

Abscond uses Twine’s branching structure to build a short sci-fi mystery with player decisions, inventory interactions, and narrative progression.