First moves
Three ways in.
When a story opens, three suggested first moves appear above the composer, written from that opening: something to do, something to say, something to look at. Tap one to begin, or ignore them and type your own.
Interactive fiction where the next line is yours. Tap a path the world offers or type a move of your own, and the storyteller answers in a story that remembers who you trusted, what you promised, and which door you left open.
The storyteller
Where the path divides, someone has hung two lanterns. The left one gutters in a wind you cannot feel. The right one burns perfectly still, and on its post, cut so freshly the sap still beads, is your name.
Choose your path
I snuff both lanterns and wait in the dark.
The short answer
AI interactive fiction is a story you play by deciding what your character does, while an AI storyteller tells you how the world responds, so you are never held to a fixed list of options. On LoreWeaver a story opens with three suggested first moves, worlds can offer paths you tap, and you can always write a move of your own; memories, recaps, and lore cards carry each decision forward. You can play a community world for 20 replies without an account; the free plan then continues with unlimited replies from the free storyteller.
Updated
Parser, choice, and AI
| How it works | Parser games | Choice-based games | LoreWeaver |
|---|---|---|---|
| How you play | Type short commands, such as OPEN DOOR. | Pick one of the options on the page. | Type anything in plain words, or tap a path when the world offers one. |
| Who writes the text | The author, in advance. | The author, in advance. | The storyteller, fresh each turn, shaped by the creator’s premise, style rules, and lore. |
| Off the path | The parser asks you to try something else. | There is no off the path; only the written options exist. | The story follows you. |
| Consequences | Variables the author sets up. | Stats and flags the author sets up. | Memories and a running recap, plus Loom flags, counters, and stat meters. |
| Replaying | Restart, or restore a save. | Restart and choose differently. | Branch from any reply and see every path on one branch map. |
| Making your own | A design system such as Inform. | A tool such as Twine or ChoiceScript. | A world with a premise, lore cards, and optional Loom threads, published to the Hub. |
Parser and choice-based games vary; their columns describe typical designs. Checked October 3, 2026.
Making a move
The composer’s action type decides how your words reach the story. Do turns a line about yourself into an action, Say turns it into dialogue, and Custom, the default, sends exactly what you type, so you can narrate the scene yourself.
A path you tap goes in exactly as the creator wrote it, whatever the action type. On Pro and up, See answers with a picture of the moment instead of text.
| Action type | You type | The story receives |
|---|---|---|
| Do | I lift the lantern | You lift the lantern |
| Say | Who carved this? | You say “Who carved this?” |
| Custom | The wind dies all at once. | Exactly what you wrote |
| See | Nothing, or what to show | A picture of the scene, on Pro and up |
Beyond the parser
First moves
When a story opens, three suggested first moves appear above the composer, written from that opening: something to do, something to say, something to look at. Tap one to begin, or ignore them and type your own.
Paths
Creators can set the Loom to lay tappable paths under a reply. Tap one and it goes in as your next move; type something else instead and the paths quietly close.
World state
Every four replies, what happened becomes a memory, and a running recap keeps the shape of the night. The lock you forced in the first scene is still splintered in the fifth.
Branches
Branch from any reply to follow a second path while the first stays exactly as it was, then open the branch map to see them side by side. Rewind, or page through fresh versions of a reply, when a scene should go another way.
Scripted events
World creators set up Loom threads that fire on conditions, track flags and counters, and reveal a secret only once the player has earned it.
Style
Replies follow each world’s tone and style rules, from clipped noir in the present tense to lavish high fantasy, in the storyteller you choose.
For creators
Set the scene
Describe it in a line and the storyteller builds a title, premise, tone, style rules, and an opening scene for you to edit, or write each one yourself. Add up to 10 openings and players choose where to begin.
Fill the world
Add lore cards for the people, places, and secrets a player might stumble on. Each card joins the story when its name or one of its tags comes up.
Offer paths
Install the Branching Choices template to offer three tappable paths every few turns, or write a thread that offers them at one exact moment. Hidden threads stay out of sight while they work.
Publish
Publish to the Hub and everyone who plays it gets a copy of their own, while your own sessions stay private. On the free plan, your first published world earns 3 days of Plus.
First lines
“You wake in the lighthouse with salt in your mouth and a key that fits no door on the island.”
“The last train out of Varrow left without you. The stationmaster swears there was never a train.”
“Your ship’s AI has started apologizing in its sleep, and you are the only one awake to hear it.”
“The heir is dead, the snow has sealed the pass, and every guest at Morrow Hall had a reason.”
“You inherit a bookshop on one condition: never read the books in the locked room.”
“The night ferry stops at an island that is not on the timetable, and the deckhand tells you this is your stop.”
Questions
They overlap. Text adventures are the puzzle and exploration branch of interactive fiction, usually played with typed commands. Interactive fiction also covers choice-based and literary stories, where character, voice, and consequence matter more than puzzles.
Yes, in two places. When a story opens, three suggested first moves appear for you to tap. After that, paths appear wherever a world’s creator has set the Loom to offer them, and you can always type a move of your own instead.
Yes. Each reply draws on everything that has already happened, memories keep earlier decisions in play, and creators can track flags and counters that open or close later paths.
Yes. Branch from any reply to try another path while the original stays exactly where you left it, and the branch map shows every path you have opened. You can also rewind to an earlier reply, or regenerate the latest one and page between its versions.
Yes. Guests can play any community world for 20 replies, and a free account continues the story with unlimited replies from the free storyteller plus 25 premium replies each day.
Yes. Build a world with a premise, style rules, lore cards, and openings, add Loom threads for scripted events and choices, and publish it to the Hub for others to play.
Any genre works. Mysteries benefit from clues that stay where you found them, romance from characters who remember every conversation, and horror from dread that builds across sessions.
Keep exploring
One line is enough
Free to play. Every session picks up where the last one ended.