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Email me any Questions Richard.kevis@torontomu.ca

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IF Quest: The Seven Trials of the Lost Creators

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IF Quest: The Seven Trials of the Lost Creators

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Can you find the 7 easter eggs?

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Check out an office of your own!

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Online editor

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Desktop Application and full documentation!

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Desktop Application and full documentation!

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Modern releases

Modern, open-source releases of the core software are here. That link leads both to source releases for users who want to build Inform at the command line, and also to ready-compiled apps.

A full version history of Inform is here, and this links to release notes showing the development of the language back to 2006.

Archive of old releases

The rest of this page archives past releases of Inform, which pre-date the open sourcing of the software in 2022. They are now only of historical use, to keep old projects working. (Note that modern versions of the apps can also use versions 9.1, 9.2 and 9.3 of the language on individual projects, but no earlier.)

Inform v9 'Iron'

v9.3 (build 6M62) - December 2015

v9.2 (build 6L38) - August 2014

v9.1 (build 6L02) - May 2014

Inform v8 'Hydrogen'

v8.5 (build 6G60) - December 2010

v8.4 (build 6F95) - October 2010

v8.2 (build 6E72) - July 2010

v8.1 (build 6E59) - June 2010

Inform v7 'Gallium'

v7.1 (build 5Z71) - April 2009

Inform v6 'Fluorine'

v6.2 (build 5U92) - September 2008

v6.1 (build 5T18) - April 2008

Inform v5 'Europium'

v5.2 (build 5J39) - December 2007

v5.1 (build 5G67) - November 2007

Inform v4 'Dysprosium'

v4.4 (build 4X60) - August 2007

v4.3 (build 4W37) - July 2007

v4.2 (build 4U65) - May 2007

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Inform is a natural-language-based programming language for writers of interactive fiction.

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A 'one-move' interactive fiction.

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“Late Thursday night. You’ve had a hard day and the last thing you need is this: shopping. Luckily, the place is pretty empty and you’re progressing rapidly. On to the next aisle... Aisle started out as a game which would not need the usual meta-verbs... i.e. a game with only one turn. The initial idea was: How do I make a game with only one turn interesting? Give it lots of endings--in fact there are many ‘endings’ and (hopefully) every sensible action results in an ‘ending’. There is no winning action. There is however more going on than just this and the more endings you see the more things should become clear.” [--blurb from The Z-Files Catalogue]

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This should be playable now with what we have learned today... Save the dog!

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Not entirely making fun of the housing market.

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An intersting approach to character agency and storytelling.

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The Prince sits awkwardly on the couch, holding his glass slipper and trying to keep it from crushing. Lucinda and Theodora have the ends of the same couch, and they are taking turns seeing who can bend lowest and show off the most cleavage; while the old lady, in her wing chair, carries on about nonsense…

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This is a well-written game that demonstrates the importance of geographic space in IF games.

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You'll need to turn on Javascript in your web browser to play this game.

- "look at [a thing]"
("x [thing]" for short)
- "take [thing]" to pick something up
- "go [north/east/down/inside]"
("[n/e/d/in]" for short)
- "unlock [a thing] with [something else]"
- other cool verbs:
"look"
"listen"
"talk to [something]"
- many verbs work
- most verbs do not work
- do not be discouraged

Quixe for Inform 7 (v. 2.1.7)

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This snippet implements a window that can be looked out of to watch a parade going by.

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Pippin Barr, It Is As If You Were Playing A Text Adventure

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Pippin Barr, It Is As If You Were Playing A Text Adventure

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It really is!

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It is as if you were playing a text adventure

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This is a short vignette from Oscar Wilde's play that I created as a learning experience.

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My completed exercise

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Try flipping desks and chairs and coins!

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Welcome to Jeremy Andriano’s Room of Your Own.

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The Parade, with a viewfinder added.