The 2026 Spring Thing Festival of Interactive Fiction features twenty-two new interactive stories submitted by authors working across the spectrum of text games. Participants chose
to place their stories in either the Main Festival, where they are eligible for a Best In Show ribbon and prizes, or the Back Garden, with looser entry requirements allowing for more experimental or work-in-progress titles.
Main Festival
| 23 Minutes, by George Larkwright |
| Before the Snow Melts, by Zach Crowe |
| The Coffee Cake Caper, by Darius Foo |
| Crier, by Antemaion |
| Cryptid Hunter, by Adam Wade, Alex Kutza, Skye Murrell |
| Cyclic Fruition Number One, by D E Haynes |
| Enigmart, by Sarah Willson |
| Fantasy Opera: The Theater of Memory, by Lamp Post Projects |
| The House, by Miles Poehler |
| Latinorum, by Roberto Ceccarelli |
| Maybe you'll respect this dead person instead, by Ellric Smith |
| meminerimus, by diluculum |
| The Missing City Council, by Solarius |
| Our Lady of Thorns, by Joel Burton |
| The Perilous Plot, by Carrie Berg |
| A Quiet Scurry, by Moss & Quill Studios |
| Social Democracy: Popular Front, by Autumn Chen |
| Strings: a (bug)folk song, by Tabitha & baezil |
| The Universal Robot (Assembled By Hex), by Agnieszka Trzaska |
Back Garden
Main Festival
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23 Minutes
By George Larkwright
HTML/Javascript short poem animation puzzle-free
Over the course of his morning commute, a man contemplates what it takes to be a good father.
“A real-time digital poem.
No branches or choices or puzzles to solve.
Just words and photos and a rhythm you choose.
N.B. For the best experience, please avoid playing on a mobile device.”
Play Online
Download (72.1 MB; HTML/Javascript)
Cover Art
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Before the Snow Melts
By Zach Crowe
short visual novel romance slice of life introspective emotional branching story character-focused short
Over the course of a single week, you spend time with a childhood friend who is about to leave town. What you choose to say — or leave unsaid - will shape how that week ends.
“This started as an experiment for a larger game I’m working on, where choice is everything. I wanted to use this as a smaller, lighter testing ground for those ideas, and as an attempt at developing something like this on my own.
Thanks for taking the time to play it, and I hope you find some enjoyment from it :)”
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Download (84.7 MB; Ren'py)
Cover Art
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Crier
By Antemaion
short has graphics has music grim obscene
HYPOGEAL PENANCE BIOME
“This game is a puppet-theatre of murk and slime. It is largely an exercise in aesthetics.”
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Enigmart
By Sarah Willson
Twine full-length puzzles kid-friendly
“Too broke to afford full price? With the Enigmart Rewards app, you can save money on all your favorite specialty grocery items — and have fun doing it. Solve puzzles to unlock the savings on more than two dozen featured products!”
“This one’s for the Games Magazine subscribers and Penny Dell fiends. This experiment combines puzzles written during EnigMarch (a daily puzzle design challenge) with one of my favorite settings: the contemporary American grocery store. If you think Enigmart is surreal, I encourage you to look for the strangest product at your local supermarket or drugstore.”
Play Online
Download (2.32 MB; Twine)
Play
Fantasy Opera: The Theater of Memory
By Lamp Post Projects
Ink full-length has graphics fantasy mystery puzzles RPG stats character customization
The musicians of a new opera house are plagued by strange dreams. When you are asked to investigate their cause, you find that the answers may be hidden within the walls of the theater itself. A mystery of magic, music, and architecture set in a fantastical reimagining of 17th century Baroque Italy.
“This game is a sequel to Fantasy Opera: Mischief at the Masquerade (which appeared in IFComp), but it may be played entirely on its own. Both games feature RPG-style stats, skill checks, and die rolls.”
Play Online
Download (7.81 MB; Ink)
Cover Art
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Latinorum
By Roberto Ceccarelli
short English Italiano SPQR back to school retrocomputing Commodore 64 80s nostalgia two-words parser
A.D. MCMLXXXIV, somewhere in Italy. It’s May and the end of the school year is approaching. If you don’t do well in your last Latin test, Prof. De Boccis will fail you. De Boccis comes from another city and, knowing that he may be delayed by public transport, he leaves the test at school so that a colleague can start the test immediately. The plan is to get hold of the text and then translate it with the help of your classmate Secchioni: he will get a perfect A, while you will insert a few errors so as not to arouse too much suspicion.
“In 1985, a year after graduating from high school, I came across a program in the Italian magazine MCmicromputer, for the Apple II, that allowed you to create text-based adventures.
Driven by curiosity, I ported it to my Commodore 64 and wrote a short adventure game set in my school, which featured fictionalized versions of some real-life events.
Back then, it wasn’t easy to distribute certain things, so the floppy disk sat in a drawer until last summer, when I tried to retrieve SOSYA, the program I had presented for my high school graduation exam (anyone interested can find it on my website).
I thought the story was nice, so I completely rewrote the parser and tweaked the story a bit, but still for the Commodore 64.
And now it’s time to share it with you: remember, this is a story from over 40 years ago that runs on a computer from that era.
As a result, you’ll need a physical keyboard to play the online version.”
Play OnlineCover ArtMy Commodore 64Download d64 image
Download (4.58 MB; Commodore 64)
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meminerimus
By diluculum
Inform/Glulx micro puzzleless limited parser bisquixe in-game content warnings has hyperlinks
An exploration of a parent-child relationship through some brief vignettes.
“I forgot to thank them in the in-game credits but I used Daniel Stelzer’s code to work around the Glulx string limits to set the styling for the command bar.”
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Download (1.01 MB; Inform/Glulx)
Cover ArtOriginal Cover Art
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Our Lady of Thorns
By Joel Burton
Inform/Z full-length Inform puzzles atmospheric historical mystery tragedy cw:murder
“Five months a novice here, and still you have not yet made peace with the schedule.” You have until Compline to solve a mystery at your medieval monastery.
“I’m a long time player of IF, dating back to Infocom games in my youth, but this is my first serious attempt at writing IF. In my real life, I’m a software engineer and teacher, and one of my long-hobbies has been reading and writing fiction. IF is proving to be a fun way to meld both of the sides. My goals for Our Lady of Thorns were to write something with ambiguous endings; the tag of “mystery/tragedy” is accurate. Probably the two most unexpected things in the process was just how delightful the playtesting process was, and how much I enjoyed the research into medieval monasteries.”
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Download (938 KB; Inform/Z)
Cover ArtGame homepagePlayer map (no spoilers)
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“After years of meticulous manipulation, your plans are nearing completion. Then those pesky heroes, who would dare thwart you, arrive. Will they stop you? Or will you succeed at your Perilous Plot?”
The Perilous Plot
By Carrie Berg
Twine gothic novel many choices puzzleless no pets harmed unwilling drug use gaslighting villain
You are the villain in a Gothic novel trying to outsmart the heroes determined on thwarting your plans.
“This game originally came about because I was in a book club where we read Wilkie Collins’s “The Woman In White”, which, while considered a classic, I cannot recommend because he was clearly paid by the word. And most of the book is less the “first detective novel” it bills itself as, and is more a slow-burn law drama where you will learn, in full detail, the intricacies of 1800s inheritance laws…
Still, I got through it and it inspired me to go down a Gothic novel rabbit hole (though to be fair, I do love a lot of other Gothic novels, just not “The Woman In White”), where I found a brilliant Guardian article that broke down some of the parts of Gothic novels in a humorous way.
I literally based my entire “strength of your Gaze causes the heroes to Faint” system off of the charts in that article. Every hero comes with a different number of Faints before they are incapacitated. Only, since I have two heroes show up, their numbers are added together.
The weather system in game is also taken from the charts. I have ten types of weather, and each hero is at their best in one type (thus harder for you to take advantage of) but also more susceptible in another type of weather, so you’ll want to make sure you confront any heroes under the right meteorological conditions.
The setting was pretty obvious, a huge manor in the middle of nowhere, that you (the villain) do not rightfully own, and barely maintain.
There’s over 40,000 words in the game, though you’ll likely only see a fraction of them each time you play. I hope you enjoy playing this as much as I enjoyed writing it!”
Play Online
Download (271 KB; Twine)
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A Quiet Scurry
By Moss & Quill Studios
Twine short
A Quiet Scurry is a short interactive story about a single night in the life of one of the UK’s smallest mammals - the harvest mouse. You wake in a woven nest as dusk settles over a wheat field. Hunger draws you out. The world around you is vastly larger than you. And, it is not safe. You might die, you might survive.
Play Online
Download (6.86 MB; Twine)
Cover Art
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The Universal Robot (Assembled By Hex)
By Agnieszka Trzaska
Twine short puzzles science-fiction comedy dark humor multiple endings
You are Hex the Dextron, a maintenance technician onboard Greenest Gizmos Corporation’s orbital station. You’ve just been tasked with assembling a robot capable of doing all kinds of work – exciting! The only problem is, your boss clearly hopes to replace you with said robot. Can you avoid getting fired?
Play Online
Download (591 KB; Twine)
Back Garden
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Exchange
By Peter Johnston
Ink micro demo short sci-fi drama choices matter replayable
A choice-driven story that asks the question: what’s the true cost of immortality?
“Thanks for checking out Exchange! This is the first act of a near future sci-fi choice driven story that dives into the value of legacy, considers what we owe each other, and asks whether or not a single act of grace can redeem a lifetime of greed.I'd like to finish the final two acts soon, and I'm really looking forward to any feedback. And make sure you play it more than once!”
Play OnlineCover Art
Archive of all 2026 entries (186 MB zip): Download from itch.io
Festival Readme and Changelog of updated games
Anyone is welcome to submit to Spring Thing. The organizer reserves the right to not show a submission they feel is inappropriate for the festival, but entries are not otherwise vetted, and their contents and opinions reflect the views of the original author, not the Thing as a whole.
Spring Thing features all kinds of text games, but two of the major divisions are between what are sometimes called choiced-based games (where you interact by clicking links) and parser-based games (where you interact by typing commands).
To those unfamiliar with the parser, it can seem confusing or intimidating. Here are some resources for getting started:
To play some parser IF offline, the downloaded story file needs to be opened with a program called an interpreter, much like a .doc file needs Microsoft Word to open. Clicking on the story format (next to the download link) will take you to instructions for finding the right interpreter to play a particular game.
Ribbon nominations are now open for the 2025 Spring Thing. Players can nominate entries for two kinds of prize ribbons:
- A Best in Show blue ribbon, for Main Festival entries. The top two nominees each year win a Best in Show ribbon to display by their game.
- Audience Award ribbons, for all participants, which are suggested by nominators and can be anything they like: “Best Story,” “Best Parser Game,” “Personal Favorite,” “Alumni's Choice,” “Cutest Vampires”... you get the idea.
When the festival closes, the organizer curates Audience Award suggestions to cull anything not in the celebratory spirit of the Thing before sending them to each author. The author may choose up to three Audience Awards to display on their game. Authors may choose to opt-out of receiving Audience Awards.
Players may nominate games up until 11:59PM EST on May 9th, although we respectfully request nominators play at least two festival games before submitting any nominations.
After the festival closes, nominations also close and ribbons are awarded. The games will remain permanently available on the festival site and at the IF Archive, along with any supplemental material of the author's choosing (walkthrough, source code, etc).