
Games · Experimental
HAVEN
Case study
- Project type
- Interactive fiction · Writing · Narrative design
- Made
- 2016 in one week, for FoxNext Games · restored 2026
- Size
- 53 passages · four fates
- Platform
- Browser · phone or desktop · best with sound
Case study
The story
Wolf County. November. A dead girl at the foot of the cliffs, a compound where men aren't welcome, and a storm rolling in off the water. You're the law, an hour's drive from town, and the people who called you would never have done it unless it was serious.
2016: one week, no Twine experience
HAVEN began as a one-week exercise for FoxNext Games, made with zero Twine experience. The brief I set myself was the basics: text only, a creeping sense of mystery and tension, modest dialogue trees and multiple endings, kept crisp.
2026: same story, new skin
The words are the original Twine build's, passage for passage. Everything around them is new: a 1-bit windowed adventure where the text types itself in, each scene is drawn in dithered black and white and revealed line by line like an old Apple II screen, and storm ambience and stings follow you into the dark.
The story map is the original Twine map, at the coordinates I laid it out in. Players can open it at any point, see where they've been, and jump back to try another door. Four fates to find, counted across replays.
The craft
Branching narrative doesn't have to be a sprawling tree. HAVEN opens wide, lets you poke at the clearing in any order, then narrows almost to a single thread through the middle of the story before fanning out again toward the four fates. The width is where you explore; the narrows are where the story keeps its grip.
Choices are written in the story's voice, not as menu options: "You're nothing if not obedient. Wait." The voice does the characterisation, so even a simple choice tells you who you are.
The point of bringing it back: basic branching stories are simple to craft and quick to iterate on, and with modern tools they can look and sound like they mean it.
Play it
HAVEN runs in the browser on phone or desktop, about as long as a short story. Best with sound on, ideally with the lights off.
Play HAVEN

