I just crossed the 3,200 room mark in The Labyrinth of Time’s Edge, and I’m grinning like a kid at a green screen. Three thousand two hundred little pockets of story, each with its own mood and exits, stitched together into one weird, breathing world. It’s a milestone that felt impossible when I started, and now it’s just here. Thank you for walking it with me.
A quick reminder: the whole project is open source. No paywalls, no tricks just the code, the tools, and the rooms. If you’re curious how it works, want to file an issue, or feel like shaping a corner of the labyrinth, you’re invited. And yes: it’s written entirely in QBasic. Keyboard-first, text-first, retro on purpose. The engine keeps a simple N/E/S/W graph for each room, loads descriptions on demand, and stays snappy by paging content from data files instead of hoarding it all in memory. No frameworks, no shaders just clean loops, careful strings, and a little discipline. It turns out constraints are rocket fuel; QBasic keeps me honest and close to the work.
I’m going to keep shipping rooms at a steady pace, tightening the story, and polishing the writing where it squeaks. If you want to help, jump in. If you just want to play, that’s perfect too. Either way, thank you. I keep going until the wheels fall off. Keep the lantern lit.
I just crossed the 3,200 room mark in The Labyrinth of Time’s Edge, and I’m grinning like a kid at a green screen. Three thousand two hundred little pockets of story, each with its own mood and exits, stitched together into one weird, breathing world. It’s a milestone that felt impossible when I started, and now it’s just here. Thank you for walking it with me. A quick reminder: the whole project is open source. No paywalls, no tricks just the code, the tools, and the rooms. If you’re curious how it works, want to file an issue, or feel like shaping a corner of the labyrinth, you’re invited. And yes: it’s written entirely in QBasic. Keyboard-first, text-first, retro on purpose. The engine keeps a simple N/E/S/W graph for each room, loads descriptions on demand, and stays snappy by paging content from data files instead of hoarding it all in memory. No frameworks, no shaders just clean loops, careful strings, and a little discipline. It turns out constraints are rocket fuel; QBasic keeps me honest and close to the work.
I’m going to keep shipping rooms at a steady pace, tightening the story, and polishing the writing where it squeaks. If you want to help, jump in. If you just want to play, that’s perfect too. Either way, thank you. I keep going until the wheels fall off. Keep the lantern lit.