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Introducing Adventuron

Chris Ainsley
Dec 31, 2017 · 8 min read

Adventuron is a browser-based Text Adventure authoring system and game engine.

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Adventuron requires no installation and it executes via the web without any fuss.

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Split-Panel View — Left Hand Side Is Editor, Right Side is Gameplay


Text adventure games are video games in which the primary interaction occurs via text entered by and delivered to the player.

Historically, text entry was provided via a physical keyboard, and text was delivered to the screen, but these games don’t necessarily require a keyboard or a screen, so long as text can be delivered to the player, and commands can be submitted by the player.

Text Adventure Games deliver a description of a location or game scenario, then player interacts with the game by entering commands for the protagonist of the game to perform.

Commands can be entered such as:


This style of game was mainstream in the late 1970s through to the mid-80s but after the birth of graphical adventure games, the popularity sharply declined.

Early text adventures were of a pure textual nature. You type text, you receive text.

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Adventureland by Scott Adams — Text Only Version

There is a purity to this approach, but as hardware became more sophisticated, it became possible to package graphics alongside the text.

Text Adventure games do not have to mean that a game is devoid of graphics. Later games had primitive static graphics (or static graphics with basic animations).

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The Hobbit by Melbourne House — Text Adventure with Graphics

Later games had more sophisticated graphics, and animations.

Create / Play

Adventuron is a model-based adventure creation language and game engine. It uses the same approach used by Scott Adams, Quill, PAW, GAC, and other early adventure systems.

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The Quill (Use Manual)

Adventuron’s actual game engine is designed to feel as if it is executing on an 8-bit computer such as a ZX Spectrum, C64 or Apple II.

Development Environment

If you have a PC with a browser, then you can start authoring games with Adventuron here.

The context-sensitive code completions shown below are triggered using CONTROL + SPACEBAR.

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Adventuron uses a two panel web based IDE, the left panel to edit code, the right panel to test the adventure.

You can also maximise the game-play panel to full screen by double clicking or double touching inside the text window

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Adventuron is unashamedly anachronistic. Old-school text adventures used to feature a number of locations, paths between locations, objects in the gameworld, puzzles to be solved using textual inputs, and usually using items in your possession.

A cliche example of a puzzle is, when faced with a locked door, you must have a key in your possession to unlock the door, and until the door is unlocked, you can’t enter a room, that has a another object to be used elsewhere. There can be dozens of overlapping puzzles.

Adventuron introduces light programming concepts such as variables, conditional statements and instructions. Adventuron should be quite useful as a first programming language once a few tutorials are created.

Getting Started With Adventuron

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Adventuron is text file based. For simplicity sake, the entire game logic is described in a single file, including all graphics. We call this file a source code file.

A source code file is somewhat human readable, but it must be in a certain format in order for the computer to understand (or parse).

Adventuron uses tables to set up the adventure game, the descriptions, the objects, the graphics and interesting events that can happen during the adventure.

The core table used by Adventuron is the locations table. This table contains a list of all the locations in the game.

Think of these tables as lines on a piece of graph paper with several columns. An Adventuron game MUST contain at least one location. So, how do we enter this table into Adventuron?

In the snippet below, we define one location named “drive”, and we also set the start location of the adventure to the “drive” location. We also set the “start_location” to match the identifier of the “drive” location.

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Playing the Adventure

If you have typed the adventure as shown here, then we have a valid adventure, so press the “play” icon at the top right of the editor half of the screen to start running the adventure game.

Adventuron depends on a file being in the correct format, if not the header of the editor window will turn red, and the line number of the fault will be displayed.

To play the adventure, type commands into the window on the right hand side. Here are some system commands that are supported without any additional code:

  • northeast, east, southeast, south, southwest, west, northwest, north, up, down, enter, exit
  • get item
  • drop item
  • wear item
  • remove item
  • inventory
  • look
  • load
  • save
  • quit
  • score

Currently, Getting and dropping of items will result in the game telling you that there is no object present to get or drop.

  • Inventory” will list objects you are carrying.
  • look” will redescribe the current location.
  • save” will save the game to a textfile
  • load” will load a saved game to a textfile
  • quit” will quit the game then restart the game afresh (after confirmation).
  • wear” and “remove” are usually intended for items of clothing. None has been configured for this game.
  • All directions (north, east, northeast, etc.) will results in a message informing the player that they cannot travel in this direction (as we configured only one location).

Adventuron supports overriding each of these commands and adding new commands as required by the adventure.

Adventure Game Loop

The game loop executes using fixed logic and within this game loop, the game author can attach events or data to be associated with a lifecycle stage.

That is, after text is entered, then the text that the user entered is checked against a number of fixed responses to text in certain patterns, then a number of actions (or conditional actions) can be executed.

The following video outlines the editing process.

How to create an adventure.

  1. Study the tutorial adventure.
  2. Press Ctrl+A on the tutorial adventure. This will select all text.
  3. Press the backspace or DEL key on the keyboard(to wipe out all text).
  4. Press Ctrl + Space in the empty space to make template blank adventure game.
  5. Create locations, objects, and event handlers for your adventure.
  6. Iterate, and use the embedded documentation.

More Features

Import Maps via Trizbort

Adventuron supports importing map files via the excellent Trizbort mapping tool. At the moment, the import is one-way only, but later releases should support two way editing.

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Making New Feel Old

  • Customisable Parser Delay — Nowadays computers are hundreds if not thousands of times faster than computers in the 80s, so the moment that a text command is submitted, the reponse can be executed — even when running through the treacle of web apis. This feels wrong. This feels so wrong. We are used to a delay in response to commands. Adventuron parses text quickly, but not instantly. A few hundred milliseconds delay can fool you into feeling that the computer is considering your command rather than reading your mind.
  • Bitmap (blocky) fonts — Adventuron ships with pixelated fonts. The default “Ponderosa” is an excellent 8-bit font that would feel at home on 8-bit games. “Rustic” was plotted pixel by pixel based on a font created by John Wilson in 1985 (and used with his permission). Adventuron supports any font that a browser will support, and there will be games that go for the modern look and feel, but by default Adventuron strives to feel like it is running on an 8-bit micro. Note : Many classic fonts do not work with Adventuron by default for copyright reasons. You must manually install on your own computer.
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(Left: Amstrad Theme, Middle: Pixellari, Right: Acorn)
  • Realistic Aspect Ratio — These days almost all monitors are widescreen aspect ratios (16:9, 16:10). Adventuron limits its aspect ratio to 4:3 and adds borders at the side. This makes Adventuron feel more authentic and also makes text far more readable.
  • Blip blips — Adventure games in the mid 1980s often including small beeps when the player pressed a key. Adventuron by default adopts this approach (configurable).
  • Pixelated graphics — Adventuron supports PNG and GIF graphics in the pixelated style. It also supports animated GIFs. Game authors are encouraged to keep images to less than 12 kilobytes in size. Most 8-bit images will be in the range of 2K to 6K.
  • Borders — Adventuron supports custom layouts. Tiles can be placed between different sections to create a unique feel.
  • Text Colour / Themes — Adventuron supports text colour styling (as the QUILL and the PAW did before) so that adventure games can feel distinct and can draw attention to particular text in interesting ways.
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Text Colouring


Adventuron does not currently support mobile clients, but if you wish to beta test the feature please let me know.

State of Development

Adventuron is an ongoing development.

Let People Know

Adventuron is a labour of love, so if you can think of anyone that might be interested in this type of product, please share.


  • Adventuron editor/player is here (UI is not yet optimized for mobile).
  • Documentation is available here.

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