CuneiverseLabs

Games

Stories that keep a record.

We make quality-based narrative games: no experience bars, no levels, nothing hidden behind a die roll you can't see. What the world remembers about you is what the story is made of.

Rayclast

A location-based narrative game: fictional zones anchored to real coordinates, discovered by walking. It descends from Fallen London and Sunless Sea, and it is set in a Pacific Northwest rendered slightly wrong.

Rayclast is in early alpha, with releases going out monthly. It runs on iOS and Android through development builds, and in a browser harness with simulated GPS.

Visit the Rayclast site →

RayclastA Location-Based Narrative GameWalk your own city. Make landfall somewhere that isn’t on any map.Early alpha · monthly releases

How we build them

Three commitments.

  • No levels, only qualities

    Everything a character is — a stat, a flag, a rumour, a thing in a pocket — is a named quality, and every scene is gated on them. Progress is legible because it is made of things that happened.

  • The record is the reward

    A run leaves a journal behind: choices, odds, outcomes, in order. It is the artefact a player keeps, and it is also how we debug the story.

  • Odds you can see before you commit

    A check shows its chances up front. Hidden probability is a way of taking a decision away from the player while appearing to offer one.