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Sep 10

2020

Exile of the Gods Major Update!

Posted by: Kai DeLeon | Comments (0)


Exile of the Gods has a new update today with 40,000 words of extra content! Both Exile of the Gods and Champion of the Gods are on sale until September 17th!

In the great war between the gods, will you wield the chains of destiny, or shatter them forever?

Exile of the Gods is a 500,000 word interactive epic fantasy novel by Jonathan Valuckas, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

Our story begins twenty years after the action of the first game, 2015’s Champion of the Gods. Which ending did you get? Start this game as the Champion, a warrior born to serve the gods, and follow the holy destiny the Weavers have crafted for you. Or start this game as the Exile, enemy of the gods, and forge a new life for yourself in the faraway land of Khovros–where mortals are free to choose their own fates.

Champion and Exile alike must unravel a deadly conspiracy, and confront the brewing war upon their gods. Will you vanquish this invading force, or use its power to free your realm from its ruthless creators forever? Take revenge on the gods who exiled you, or steal this chance to prove your worth to the pantheon, and seize your destiny of glory?

The gods made you what you are. Now, you will show them what you are made of.

• Play as male, female, or nonbinary; gay, straight, bi, or ace
• Take the role of your realm’s beloved savior, or that of a vengeful warrior living in exile
• Explore a world inspired by the myths of Ancient Greece
• Fight land and sea battles inspired by the military campaigns of antiquity
• Unravel a divine conspiracy that spans two realms, complete with shocking twists
• Use the power of Inspiration to endow your companions with unearthly prowess, or wield Rapture to stun your enemies with bliss
• Move the hearts of your foes with your sincerity, or harness the power of deception to spin a lie that suits your fancy
• Play the game in standalone mode, or import your skills and backstory from “Champion of the Gods” to unlock new storylines–and a terrifying bonus power
• Confront golems, fire-wielding mystics, and the armies of the dead
• Receive a horoscope for your character, based on their virtues and humors

Sep 03

2020

New Hosted Game! Balance of Superpower by Rustem Khafizov

Posted by: Kai DeLeon | Comments (1)

Hosted Games has a new game for you to play!

Washington D.C., 2075. You are a superpowered person at an academy for augmented people like you, but mastering your powers and making friends is hard, let alone when villains are about to strike.

It’s 33% off until Sept 10th!

Balance of Superpower is a 67,000-word interactive sci-fi romance novel by Rustem Khafizov. It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

You are Rio Ramirez — a non-binary person with the power of perfect balance, but do those powers extend to balancing school, love, and villain-fighting adventures? Will you date a girl whose body is made of an indestructible substance, or a guy whose powers randomize everything around him? Each route you choose leads to a different, unique adventure: will you go to the Moon, or chase a superpowered serial killer?

• Play as Rio Ramirez, a non-binary superpowered person.
• Determine their personality! Will they be extroverted and emotional or introverted and stoic?
• Raise your heroic stats. Will you be a hero who values stealth, a skilled fighter or a hero who offers support to their allies?
• Befriend or date one of the eight other students.
• Ten unique endings, including a secret one.
• A deep, carefully-crafted world of superpowered individuals with lots of lore.

Can you bring balance to the world on the brink of a civil war?

Rustem Khafizov developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.

Sep 03

2020

New Hosted Game! A Sorcerer’s Story by Chris Viola

Posted by: Kai DeLeon | Comments (0)

Hosted Games has a new game for you to play!

Take control of a sorcerer in an urban fantasy adventure that adds magic to the present day. Use your magic to fight against an evil sorcerer who is breaking several treaties by using his magic in order to gain world domination. Feel the rush of magic flowing through you as you fight against armed guards and other sorcerers as you break through from your humble private life in an attempt to save the world from your evil rival.

It’s 33% off until Sept 10th!

A Sorcerer’s Story is a 54,000 word interactive novel created by Chris Viola where your choices control the story. It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

Will you save the world, die trying, or join up with the villain to gain a share of the pie? Along the way, you will get the chance to:

  • Play as male, female or nonbinary.
  • Use a variety of spells, including illusions, fireballs, summoning a variety of creatures, transformation, mind control and knowledge related magic. 
  • Pick a specialty and develop all forms of magic by using them.
  • Battle with and against those with similar spells, as well as groups of ordinary humans.
  • Pick a job and one of several hobbies in your personal life, gaining competencies by using physical, mental and social skills.
  • Control your character’s emotional response to several situations, further immersing you in the story.
  • Play over and over, revealing many different middle acts and endings.

Chris Viola developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.

Aug 27

2020

Four MORE of our classics are free!

Posted by: Kai DeLeon | Comments (0)

A while back we let you know that we were making a number of our games available for free.

This week, we’re adding Yeti’s Parole Officer, Ratings War, Reckless Space Pirates, and Choice of the Star Captain to that list: these games are now free to win in the Choice of Games omnibus app for iOS and Android, and free on our website.

We know this is a difficult time for us all. Remember that we have a library of over 130 games in our convenient Choice of Games omnibus apps on iOS and Android, and now includes 20 games that are now free to win, supported by ads. (That means you can play the whole game, for free, or support our authors by paying to turn off ads and delay breaks.) So in addition to the games in today’s announcement, make sure you check out all our free Choice of Games titles:

Aug 20

2020

Kidnapped! A Royal Birthday–Escape your captors…endure your rescuers!

Posted by: Mary Duffy | Comments (2)

We’re proud to announce that Kidnapped! A Royal Birthday, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app.

It’s 25% off until August 27th!

Escape your captors…and endure your rescuers, but don’t be late to the ball! When you are kidnapped, you must take charge of your rescue, and reclaim your rightful throne.

Kidnapped! A Royal Birthday is a 158,000-word interactive comedy by Charles Battersby, where your choices control the story. It’s entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.

Conspirators have imprisoned you in a tower, and are plotting to usurp your throne. And it’s your birthday! Take command of the inept but well-intended crew sent to rescue you from your tower–a brazen knight, a snarky amazon, a cursed enchantress, and a humble peasant. Work together to escape your captors, outwitting your foes to make it back to the castle and regain your power as royal Heir.

But first: fight the three-headed chimera, the two-eyed biclops, and a horde of insatiable gnomes! (They’re surprisingly dangerous after a few drinks.) Wield swords, magic, or fight with your wits and grace. If all else fails, pummel your enemies with a chamberpot tied to a stick.

• Play as male, female, or nonbinary, gay, straight, bisexual, or asexual
• Act like a damsel in distress (or an imperiled person) and let your rescuers do the work, or grab a sword and fight your own battles.
• Unravel the conspiracy behind your abduction and thwart your scheming siblings.
• Side with the aristocrats, or join a peasant rebellion.
• Gain stature to prove that you are the one true Heir.
• Harness fairy magic to bewilder and defeat your foes!
• Disguise yourself as an Elder Vampire, stare down a giant, and take a nap in a glass coffin!
• Find love with any of your rescuers…or marry a goblin. (You know you’re curious.)
• Bring peace to the kingdom, or revel in the chaos of civil war.

We hope you enjoy playing Kidnapped! A Royal Birthday. We encourage you to tell your friends about it, and recommend the game on Facebook, Twitter, Tumblr, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.

Aug 17

2020

Author Interview: Charles Battersby, Kidnapped! A Royal Birthday

Posted by: Mary Duffy | Comments (0)


Escape your captors…and endure your rescuers, but don’t be late to the ball! When you are kidnapped, you must take charge of your rescue, and reclaim your rightful throne. Kidnapped! A Royal Birthday is a 158,000 interactive novel by Charles Battersby. I sat down with Charles to talk about how writing comedic games can be a challenge, and Charles’ extensive work outside of games. 

Kidnapped! A Royal Birthday releases this Thursday, August 20th. You can play the first three chapters for free today.


Kidnapped! A Royal Birthday is semi-new territory for Choice of Games. We’ve only done a few other games that venture into really broad comedy. Tell me about what mood and tone you wanted to strike here.

I love dark fantasy settings and post-apocalyptic dystopias as much as the next person (if not more). But I think games should be fun. Even in grimdark games, the most memorable moments are when something funny or absurd happens. The Secret Cow Level, or a mutant with a tree growing out of his head, or a shopkeeper whose entire inventory consists of a single Mystery Box. So my game is has lots of moments like that. But there are also sword fights, giants, and fire-breathing monsters.

The enemies will be familiar to fantasy fans, but I put an outlandish twist on them all, and let the Player use unorthodox methods to deal with them. One of the options for outwitting the goblins is something that Lucille Ball would try. And, if the zany schemes don’t work, there is always the option of cleaving your foes in half with a battle-axe!

These NPCs are wild. What’s some of the inspiration there?

Because the Player is the one getting rescued in this game, I thought about the kinds of heroes that players usually control in a fantasy game. The knight, the Amazon, the enchantress, the simple peasant with a grand destiny. Each one of them thinks they are the hero of this story. All of them are trying to impress you, and gain the upper hand against the others in the group.

There’s also sexual tension between the knight and the Amazon. Not to mention class tensions with the humble peasant and the lady-like enchantress.

It’s like playing an online RPG with a group of strangers who can’t function as a group without someone to lead them, and that’s where the Player comes in. You have to be the leader, or you aren’t getting rescued.

What did you find most challenging about the writing process?

Maintaining the balance between comedy and telling a compelling story. That’s always the trick with comedy; if you take out all of the gags, will it still hold together as a story?

Because it’s an interactive game, players do have the option of choosing between funny dialog, or a more serious tone. I hope players run through it a couple of times, alternating between comedy and drama (Broderick’s bawdy ballad is not to be missed).

Kidnapped is your first foray into interactive fiction, but not your first time doing game design, right? Tell me a little about your other game projects.

Right in the middle of my work on Kidnapped I took a couple of weeks off to compete in the “Miss Subways” beauty pageant. For the talent portion of the pageant, I designed a video game.

I can’t sing, and I don’t dance well, so I had to do something! I brought my laptop on stage so the judges could play the game while I talked to the audience about game design (while wearing a swimsuit and heels, of course). The game is about a girl competing in the “Miss Subways” pageant, and was carefully designed so that the judges could get through it in the two minutes I had on stage.

It was a simple old-fashioned RPG, but it impressed the judges. I suppose they weren’t expecting the leggy blonde in the pink swimsuit to be a computer nerd too.

And you’re an actor and model as well?

I am! I do a lot of theater in New York, and there’s a local theater company here in Brooklyn that does an annual festival of plays inspired by video games. I’ve written and produced some plays there. Hmmm…a live reading of Kidnapped might be an interesting concept for a theater performance…

Casual game fans might recognize me as the voice of “The Avenger” in the games Grim Facade: Hidden Sins and Grim Facade: The Red Cat. I can sound very menacing when I want to.

People can also see me in small roles and background work in TV shows and movies. I usually get typecast as “Hooker #2” or “Transwoman in gay bar.” Right before production shut down for the quarantine, I did some extra work as “phone sex operator” on the next season of Pose. Keep an eye out for me.

On very rare occasions you might see a pic of me in a fashion magazine or newspaper, but most of my “modeling” is for cosplay fashion shows. I’m known for making elaborate princess gowns, and I competed in the New York Comic Con’s cosplay contest in a costume that was half Cinderella and half Belle from Beauty and the Beast.

I had debated trying to make a game about cosplay but, the truth is, the life of a cosplayer is pretty boring. We spend most of our time sitting on the floor with a mouthful of pins, and burning our fingers with hot glue.

What else are you working on these days?

Naturally, I’m working on some more interactive fiction games. I’d love to do a prequel to Kidnapped, but with more barbarians this time around. There’s an incredibly obscure reference to the 1982 Conan movie hidden in Kidnapped. Whoever spots it first and mentions it on the Choice of Games forum definitely deserves a free copy of my next game.

Aug 06

2020

New Hosted Game! The Floating City by Felicity Banks

Posted by: Kai DeLeon | Comments (0)

Hosted Games has a new game for you to play!

Choose your career in a post-Climate Change future. Will you follow in your parents’ footsteps and run the city’s shark farm, or will you break the mold?

It’s 30% off until August 13th!

The Floating City is a 130,000 word climate fiction novel by Felicity Banks, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and powered by the vast, unstoppable power of your imagination.

You can explore the drowned city of Old Sydney, the secrets of the underground New Sydney, and travel around your own floating city. The pressure is on to hone your skills and choose your future job, but there is hidden danger far below the surface of the sea. Your friend Kassandra is risking her own life to figure out why the sharks are afraid, and you are the only person she listens to. Will you risk her life to try to save others, or will you beg her to give up her dreams?

  • Play as male, female, or non-binary; gay, straight, or asexual and/or aromantic.
  • Develop a romance with a male or female friend, or neither.
  • Trade with other cities, and make useful connections.
  • Build your reputation in order to enhance your career prospects.
  • Learn more about how sharks behave, and solve the mystery of their unusual behavior.
  • Awaken an ancient cosmic horror.

Felicity Banks developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.

Aug 06

2020

New Hosted Game! Macabre Mansion by Billy Towers

Posted by: Kai DeLeon | Comments (1)

Hosted Games has a new game for you to play!

You wake up, confused, in a strange place. A place determined to kill you. A haunted house. Will you leave with your life, or be trapped in undead servitude?

It’s 30% off until August 13th!

Macabre Mansion is a 43,000-word interactive horror novel by Billy Towers, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

When you find yourself in a strange room, in a strange house, with blood splattered across the walls and on the floor…you try to recall how you got there. But you remember nothing. There is an ominous aura here, the smell of death lingering in the air.
There is one thing you now know; you need to leave if you want to stay alive.

  • Play as male, female, or non-binary.
  • Travel through a cursed mansion that wants your soul.
  • Solve puzzles, avoid traps, and escape your undead captors.
  • Encounter the tormented souls that haunt every corridor.
  • Discover the secrets that hide behind the house’s walls.
  • Survive the night and change the fate of the mansion.

Billy Towers developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.

Jul 23

2020

Werewolves 2: Pack Mentality–Overpower the Human Sovereignty Movement!

Posted by: Mary Duffy | Comments (0)

We’re proud to announce that Werewolves 2: Pack Mentality, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, Android, and on iOS in the “Choice of Games” app.

It’s 33% off until July 30th!

It’s a war between your werewolf pack and the Human Sovereignty Movement! Lead the pack to victory before extremists turn your packmates against each other.

Werewolves 2: Pack Mentality is a 360,000 word interactive novel in Jeffrey Dean’s acclaimed ‘Claw, Shadow, and Sage’ series, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

This thrilling sequel to Werewolves: Haven Rising seamlessly integrates your choices and experiences into a new tale of survival and loyalty, desperation and betrayal.

After escaping the Haven werewolf detention camp and tasting freedom for the first time in your life, you and your pack must infiltrate “The Nail,” a top-secret underground military prison for werewolves, and liberate the prisoners. But integrating these new wolves into the greater pack will prove difficult, testing bonds and straining leadership to the breaking point.

In your fight for freedom, you’ll confront the phantom of your father and his legacy of self-hatred, as well as the opposing fanaticism of werewolf supremacists more interested in domination than peace. In the end, the greatest threat to your pack’s survival may be what you fear most, as your inescapable feral nature threatens to tear your newly-forged pack apart!

• Play as male, female, or nonbinary; gay, straight, or bisexual.
• Infiltrate a top-secret military prison deep below the Earth, risking it all to save your species!
• Overcome a deadly outbreak of feral madness that pits members of your new pack against each other.
• Either stand in solidarity with a bloodthirsty new packleader, or work to undermine them at every turn.
• Interact with a diverse cast of new characters alongside your old favorites!
• Explore two new potential romances, continue your relationships from Haven Rising, or go it alone in an increasingly chaotic world.

We hope you enjoy playing Werewolves 2: Pack Mentality. We encourage you to tell your friends about it, and recommend the game on Facebook, Twitter, Tumblr, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.

Jul 20

2020

Author Interview: Jeffrey Dean, Werewolves 2: Pack Mentality

Posted by: Mary Duffy | Comments (1)

It’s a war between your werewolf pack and the Human Sovereignty Movement! Lead the pack to victory before extremists turn your packmates against each other. Werewolves 2: Pack Mentality is a 360,000 word interactive novel in Jeffrey Dean’s acclaimed ‘Claw, Shadow, and Sage’ series, and the sequel to Werewolves: Haven Rising. I sat down with Jeffrey to talk about the challenges of writing a series and what players can look forward to in Pack Mentality.

Werewolves 2: Pack Mentality releases this Thursday, July 23rd. You can play the first three chapters today.

Werewolves 2: Pack Mentality, the follow up to Werewolves: Haven Rising is coming out almost two years to the day after the first game released. This one is a bit longer, and definitely more complex. Tell me about the writing process this time around.

In many ways writing the sequel was more collaborative. I’m normally what’s known as a “pantser” when it comes to writing—an author who lets the story come to them as they write rather than planning out every detail. While writing the sequel I had pages and pages of reader feedback, both on the Choice of Games forum and through other mediums. While I wouldn’t say that the feedback changed the way I chose to go with the main plotlines, it did make a difference on sub-plot and side-adventure additions. The most visible of these was the addition of Tiva as a potential romantic partner which was not part of my original plan. Her story is a difficult one to tell, and I think the addition of a closer relationship gave me a better position from which to examine it in greater detail.

One of the reasons Pack Mentality took a while to write is that there’s so much side content available. I wanted to flesh out characters and plotlines which in a more traditional novel would have been left a bit one-dimensional. If a player wants to sit with the elders and learn about werewolf history and world-building for several pages, they can! If they’d rather spar and impress their friends with their fighting prowess, they can do that too. Or maybe they want to check on a particular friend, or interview a prisoner of war, or investigate a bizarre new scientist character, they can do that too. I certainly wouldn’t call Haven Rising linear, but Pack Mentality is a whole lot branchier and that took a lot of work to keep straight.

What was the biggest challenge in writing the sequel?

The biggest challenge by far was bringing all the different endings from book one together in a cohesive and natural way through the prologue with a minimum of railroading and making sure that the player’s choices still mattered. It was immensely important to me that major plot points in book one were reflected in book two. Love interests all carry over, endings carry over, faction relationships, character proclivities (bookish, fighter, killer, peacenik, etc…) all carry over and are acknowledged.

Have you already created plans for a third book in what you’re calling the Claw, Shadow, Sage series?

Absolutely! Book three (working title: ‘Evolution’s End,’) will be the final chapter in the main trilogy with the potential for branching out to additional stories set several years later if sales show enough reader interest to create more volumes.

Much like book two, the third book will continue immediately after the events of the previous one and wrap up the last remaining plot threads in a rather explosive manner. I can’t talk much about the primary antagonist for book 3 as they’re introduced in Pack Mentality, but I think readers will be excited to learn more about them. Things will also come full-circle with a certain father figure as well, who will remain nameless for those who haven’t yet played Haven Rising.

What will people find surprising about this game?

Probably the same things that surprised me when I deviated from my outline because the plot demanded it. ~laughs~ I mean, there are a few things, really. I think the climax will surprise a lot of people, particularly regarding who the player can choose to aid or betray and how that choice alters tens of thousands of words worth of plot points and endings. Also, while the reader still has the option of behaving entirely peacefully with no killing, there are some pretty dark places the player can go which leads down a rather twisted rabbit-hole.

How did you handle creating a satisfying playthrough for people who haven’t played Haven Rising?

It’s difficult, because as a reader I can’t understand why someone would read book two without reading book one first, but I certainly wanted to prepare for all eventualities. I created an interactive recap of book one where a new reader can choose through all major plot points and have their choices reflected in book two. A Cliff’s Notes version, basically. Ideally though, a reader should start with Haven Rising if they want to get full enjoyment out of the series.

And what else are you working on?

I have a few projects on the go, most notably my new gamebook for CoG’s licensed project, Vampire: the Masquerade–Parliament of Knives. It’s a bit of a changeup for me, mostly revolving around vicious interpersonal politics with sporadic bouts of violence depending on which factions you choose to support or defy. It’s really a dream come true to be working on an official Vampire: the Masquerade project, since I’ve been a fan of the IP for more than half my life.

Other than that, I’m outlining Werewolves 3 and designing a possible port of my ‘Road Less Traveled’ gamebook trilogy to Choicescript. I’ve been wanting to dust off my first gamebook, ‘Westward Dystopia,’ for years now and update the text to make the prose more attractive. All in all, it’s an exciting few years ahead of me!

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