Since the last release, I started in with some big aspirations for the next version. I've been working tirelessly on this version. It has both a laundry and grocery list of items. The laundry list was more attuned to internal architectural consistency. All the curated actions now disambiguate the exact same way. Before some would disambiguate starting with the noun, others the direct object. They are now all disambiguating the same way. This was a really important thing that needed closure because of how it affects the verbs. Many curated actions like switches, levers, and generic objects can share verbs. I can throw a light switch, throw a lever, and throw a rock all by using the throw verb. Proper disambiguation of the objects in the text command were necessary to keep this working correctly. To the grocery list was something that I'm very excited to release for use in a text game. In the last release I added "look text" for providing custom text when an adjacent location is looked at. This may be from looking through an open door, passage, a closed window, or even in a compass direction. This was really just the tip of the iceberg and a bare minimum of what was needed. What was really needed was the ability to define text for the different surfaces of a location in the world. Any location can have all of doors, windows, and other surfaces like walls. Those surfaces should be able to be looked at and also mutable with the rule system. Now they can be. Do you want a string on your door that indicates a trap. Put it in the description for the door. Does it need to change, then change it with a rule after something happens. The same with window and other surface text. Doors and Windows are opt-in by default and react to their default name along with their alias name. Walls are opt-out by default and can be defined and given multiple aliases, comma separated, for any surface. The north wall can be the "cliff face" and looking at the cliff face brings back the text. Like Doors and Windows, the wall category can be given a broad name, like wall, or yard, or whatever is appropriate to the location, or nothing at all. In the game I'm building, there is a location that is in a back yard. The word yard is assigned to the wall surfaces of the location, the north wall or "yard" is aliased with "fence, gap". The down direction is aliased with "ground, dirt", and the south location is aliased as "shack" because the southerly direction takes you inside a shack in the game. Looking at the yard will then provide a menu to pick one of the fence, the ground, or the shack. Looking at the fence brings it back directly. It is a very powerful and intuitive way to provide textual context to a location. Because directional actions are a big part of the game, the other actions like throwing, got this ability as well. I added this feature to a new feature as of the last release. This is the action for "listening" or "hearing" something. You can now "listen to the north door" and it will carry out the command. With the right rules, this can be turned into a neat puzzle. Maybe it won't work until you are carrying the empty glass. It is up to you and the rule system can completely and simply make rules like this. The portal constants are part of rule building since the beginning and new rules based on constant values make it even easier than ever.
The next thing that is coming is a full reference game that shows the entire process from beginning to end of making a playable text adventure. It is using a specification from a "how to make a text adventure" book and I have played another's PunyInform implementation of the game in a recent 2026 game jam. It was an enjoyable classic text adventure. My favorite kind. I'm excited to make it a show piece for the system. I'm trying to show off as many things as possible in the game for other authors who may want to try their hand at the game making process.
Why does this matter? It matters because from the very beginning, the design goal has been to model spatial awareness and its mechanical ability. The ability to do mechanical things, out of the box, has always been an important facet of the system. Now directional awareness has a bigger role than ever.
Coming soon, very soon. I'm using an internal build of the forthcoming release to build the game and test out the system. I don't know whether to call it 1.4.3 or 1.5.0. A good problem to have. 1.4.3 works well because there is always undoubtedly a patch release after which makes it 1.4.4. 1.5.0 turns into 1.5.1.
