C:\Users\Kevin\Projects\Abscond>

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.

Abscond hero image
project: interactive fiction tool: twine focus: branching narrative + inventory

./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

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 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

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

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

Choice Structure

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

Scope

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

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
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