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Unseen Lands is a small collection of parser-style interactive stories, the kind you don’t just read, you inhabit. You don’t click dialogue options or follow a highlighted path. You type what you try, and the world answers back. Sometimes it rewards patience. Sometimes it punishes certainty. Each story is a place shaped by its own rules, its own silences, and its own way of responding when you linger, test, or press where you perhaps shouldn’t.

These are not stories meant to be rushed. They are built for the quiet moments, for the player who slows down and listens. For the one who tries the extra sentence, checks the corner nobody checks, picks up the object everyone else ignores. In a parser, your intention matters. Your wording matters. Your stubbornness matters. You are not watching a hero. You are making one, one decision at a time, with your hands on the language.

There’s a particular feeling a parser can give you when the screen goes still and you realize the next step is not a button, it’s you. Your courage. Your curiosity. Your willingness to press into the unknown with nothing but words and a stubborn heart. Some doors open for force. Others open for respect. Some truths appear only after you’ve circled them long enough to admit what you’re afraid of finding.

Not every story wants an ending. Some resist closure. Some don’t want to be “solved” so much as witnessed. They want someone willing to stand still long enough to notice what changes, and what quietly refuses to. They want the moment where you realize you are no longer exploring the place, the place is exploring you.

Choose one below when you are ready. What you change will stay changed. What you leave untouched may not remain as you expect.

Shadows of the Northreach Glen

The Shadows of the Northreach Glen

Old stones. Older vows. A valley that measures the living by what they choose to remember, and what they choose to leave unnamed.

Lost Beyond the Xanthor Gates

Lost Beyond the Xanthor Gates

An abandoned station. A shattered ancient transit system. A signal that doesn’t behave like an echo, and doesn’t stop when you stop listening.

The City of Lost Secrets

The City of Lost Secrets

A stolen map on old skin. A jungle that swallows roads. A buried city that stayed hidden for a reason—and doesn’t like being found.

Moon Base Juno: Breach Protocol

Moon Base Juno: Breach Protocol

An impact. Limited Oxygen. A heavily damaged lunar base with the air leaking out. Close bulkheads, patch the breach, and bring the lights back before the last alarms go quiet.

Briarrock Mesa

Briarrock Mesa

Fifty years. A desert transport. A “rehabilitation” facility on a short mesa that looks escape-proof from miles away. Inside, the truth lands hard: you are here to be studied, not released. Follow the rules long enough to survive intake, then break them carefully. Escape with the proof that can clear your name, and don’t leave the real killer behind.

The Martian Directive

The Martian Directive

Contact with the Aurora Research Complex on Mars has gone dark. Satellite passes show no lights, no movement, no replies. You and one partner launch under mission callsign SENTRY. Your partner holds orbit aboard Peregrine while you descend alone. The surface facility is wrecked and silent, but the real problem is deeper: an undocumented annex, Sublevel Delta, cut off by a collapse. Storms limit when you can work outside. Comms windows limit what you can learn and what you can send. Search the complex sector by sector, restore enough systems to reach the trapped, and decide what leaves the planet: survivors, the truth, or neither.

A Murder in Graycap

A Murder in Graycap

Fog clings to Graycap Harbor. Charter Night begins at the old Pump House… and a body turns up in the locked corridors. You’re a private investigator brought in from Houston to quietly untangle fraud, threat letters, and insurance pressure, but the case turns lethal fast. Track physical traces, follow the paperwork, and rebuild the timeline to prove who did it, with what, where, and why.