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Today is the ten year anniversary of the completion of the Sorcery! series! What began as a pitch for a "Discworld companion app" to a publisher grew - thanks to Steve Jackson's trust! - into a massive, sprawling, open-world interactive fiction adventure. If you came for the ride - thank you!

One curious design detail is we saw Sorcery! as an RPG without the need for dice, which isn't the direction that the current bumper crop of text-based RPGs have gone in. Our feeling was that dice were arbitrary but so were choices -- we wanted players to be in charge of their own fails and successes

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We wanted players to get their Analander into trouble - kidnapped, brainwashed, mutilated, penniless, starving, caged, turned into a pig, whatever - and then choose to roll forward, instead of rewinding to get a "better" outcome. We saw it as a comedy, almost - coming from that Discworld root.

Nowadays, prose-heavy text adventures have never been stronger - think Duskpunk, Citizen Sleeper... - and today, Nighthawks, which was written in ink, the scripting language whose features were built and battle-tested as Sorcery! grew into the free-roaming monstrosity it became.

store.steampowered.comNighthawks on SteamThe secret is out. Vampires have been exposed to the world… and you’re one of them. Seize the night as a modern monster, stepping out of the shadows to build a thriving nightclub empire through fear, ...

So here's to at least ten more years of great stories where you get to MESS things up as you go along!