⚒ Ninth Night Games  ·  Adventure

The Wayfaring Hall

Text Adventures & Interactive Sagas

The Deep Road

Where Adventure Began

50th Anniversary Edition

Colossal Cave Adventure

Text Adventure  ·  Est. 1976  ·  Ninth Night Edition

The game that invented the genre, rebuilt for its fiftieth year. Descend into the legendary cave system, outwit the dwarves, learn the magic words, and carry out all the treasure you can hold. Every original puzzle intact. Three hundred and fifty points waiting. Your lamp is burning.

ParserSingle PlayerAll Ages
Enter the Cave ›

The Six-Episode Saga

Blood of the Allfather

Varg Sigridsson was born a thrall in Rogaland and should have died one. Instead he is outlawed, and an outlaw must keep walking. Six episodes carry him from the Hafrsfjord Thing to the law-stone in Vestfold, and every silence along the way costs as much as every word. Play them in order.

The Son Awakens

Rogaland  ·  Hafrsfjord

A thrall-born boy learns whose blood he carries — and the Thing at Hafrsfjord names him outlaw for it.

Begin ›

The Wolf-Road

The Outlaw's Road

No hall will take him, no law will hold him. The wolf-road is the only road left, and it does not run gently.

Continue ›

The Serpent-Road

Eastward

The road coils east, past oath-friends who turn and enemies who do not. Every bargain here has a second edge.

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The Golden Hall

Gold & Oath

A hall of gold, a table set, a lord who smiles. Varg has learned what such welcome usually costs.

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The Whale-Road South

The Open Sea

South across the whale-road, further from home than any man of Rogaland has reason to go — and further from any law that might protect him.

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The Blood-Price

Vestfold  ·  The Law-Stone

The jarl's silver was false, and there are witnesses. At the law-stone in Vestfold every debt is finally counted — including his.

Finish it ›

The Star-Road

STARFALL

The old kingdoms took their oaths, their hall-rites and their long ships up into the dark — and the conquest followed them there. Three episodes of spearpoint politics at the edge of settled space, where a lord's word still binds and a shield-wall still holds, even between stars.

STARFALL

Text Adventure

The first landing. Oaths sworn under an unfamiliar sun, and a claim that someone older intends to contest.

Begin ›

STARFALL II

Text Adventure

The conquest arrives in force. Hold the line, or bend the knee and learn what bending costs.

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STARFALL III

Text Adventure  ·  3D Minigames

Ambush in the dark between worlds, and blades drawn in the arena. The reckoning comes with steel in hand.

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The Northern Road

WOLF-AGE

Wind-age, wolf-age, before the world goes down. It begins in a Minnesota October, in a house at the end of a gravel road — with a boy named Erik who would rather be reading than hunting, and something out past the treeline that has been waiting for the old winter to come back. The first night he holds the door. The second, the dark comes for what the door was keeping. Play them in order.

The Hand That Closes

Parser  ·  Illustrated

The duck opener takes your father and the dog out before dawn, and the house is yours until dusk. Then the wind turns, the dark comes down early, and the woods stop sounding like woods.

Begin ›

The Chooser’s Mark

Parser  ·  Illustrated

Your father’s truck comes up the road at dusk, too late. Maren is already past the treeline, and the thing that marks its own is choosing tonight. Beat the rescue clock, or learn what the mark is for.

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More roads are being written

New sagas, expeditions, and explorations will appear in this hall