Long before AI chatbots became part of everyday life, conversational interfaces were a frontier that few had thought to turn into games.
In 2016, while leading the launch of conversational chatbots at
Kik, I built Shadowcast, a text-based, choose-your-own-adventure experience delivered entirely through a chat interface, using the early conversational platform
Massively.ai.
Shadowcast was not powered by AI. Instead, it was a carefully crafted branching narrative. A system of choices, consequences, and story paths that played out like a conversation. Players would respond to prompts, make decisions, and find themselves drawn deeper into an unfolding mystery, with the chat format creating an unusual intimacy and tension rarely found in traditional games.
The inspiration came from the text adventures I grew up with: Zork, Moria, and the broader tradition of simple games where language was both the controller and the canvas. I wanted to revisit that spirit but deliver it through something utterly contemporary: a chat window. The constraint of a conversational UI turned out to be a creative gift, forcing economy of language and precision of choice in a way that traditional game design doesn't always demand.
Building Shadowcast was an exercise in systems thinking as much as storytelling. Mapping out every branch, every dead end, every converging path. It was also an early exploration of what interactive narrative could look like in a world increasingly mediated by messaging apps and bots. In that sense it was ahead of its time, arriving just as the industry was beginning to ask those same questions seriously.
It remains one of the most purely writerly things I've made, A game that lives entirely in words and the spaces between choices.
It's still avaialble to play - try it online or visit
Massively and play there.