Store data
- UK price
- £3.05
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 5 November 2026
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To Type a Tale is a game about typing your way through a choose-your-own-adventure story. Typing text is the main method of progressing the story, interacting with menus, choosing story branches, resolving challenges, and even dismissing in-game notifications. All text on-screen is typeable and all of it counts toward progression in the story.
The text of the story dynamically changes based on how much you have typed and which choices you have made, from the genre-expected changes in overall pages generated, to the much subtler single-word changes. Unlike traditional choose-your-own-adventure stories, choices you made several pages ago can affect the current text and available choices.
Throughout your adventure, you will face challenge words which interrupt your typing and force you to defuse them in various ways or suffer the consequences.
A Crin in Shadow , the main story included in this game, has an industrial-age fantasy setting with elements of sci-fi mixed in. You play as a dragon-like creature called a crin after an abduction by (and subsequent escape from) unknown hostiles. Utilize your wits and your growing understanding of crin culture to figure out a plan for neutralizing the threat and preventing them from harming any of the civilians under your watch.
Recover, rally, reconnoiter, and raid your way through four chapters and 20,000+ possible words in the story, with each playthrough covering roughly 8,000 words. Not satisfied with the ending you received? Make another pass easier by skipping past paragraphs you've already fully typed in previous runs.
While To Type a Tale is a game about typing, it is also designed to be accessible to people with a wide range of skill levels. From font sizes to error corrections to even allowing mouse-only inputs, anyone with enough patience should be able to reach the best endings of the story.
Want to write your own story? To Type a Tale will import stories and chapters from its app data folder, allowing you to make your own choose-your-own-adventure tale. NOTE: While this functionality is currently in the demo, the documentation is not yet available, but it will be by the final release date.
No AI/LLMs were used to generate, modify, or even inspire any of the code, writing, art, music, or any other aspect of this game. Every overly-verbose sentence is human-generated!
| # | ||
|---|---|---|
| 01 | 010.Click A Lot | 100.0% |
| 02 | 011.Auto Advance | 100.0% |
| 03 | 020.Defuse 10 Red | 100.0% |
| 04 | 090.You Died | 100.0% |
| 05 | 100.Chapter 1 Best | 100.0% |
| 06 | 101.Chapter 1 Dirty | 100.0% |
| 07 | 021.Activate 10 Red | 80.0% |
| 08 | 200.Chapter 2 Lost The Rematch | 40.0% |
| 09 | 030.Defuse 10 Green | 20.0% |
| 10 | 031.Activate 10 Green | 20.0% |
| 11 | 040.Defuse 10 Black | 20.0% |
| 12 | 041.Activate 10 Black | 20.0% |
| 13 | 050.Defuse 10 Yellow | 20.0% |
| 14 | 051.Activate 10 Yellow | 20.0% |
| 15 | 201.Chapter 2 Proud And Stupid | 20.0% |
| 16 | 300.Chapter 3 No Mess | 20.0% |
| 17 | 301.Chapter 3 You Didnt Die | 20.0% |
| 18 | 302.Chapter 3 Ulros Lost | 20.0% |
| 19 | 303.Chapter 3 There Were 3 | 20.0% |
| 20 | 304.Chapter 3 Poor Planning | 20.0% |
| 21 | 305.Chapter 3 True Ulros | 20.0% |
| 22 | 400.Chapter 4 Force The Prime Directive | 20.0% |
| 23 | 401.Chapter 4 Intergalactic Zoo | 20.0% |
| 24 | 402.Chapter 4 All Crin War | 20.0% |
| 25 | 403.Chapter 4 For Ulros | 20.0% |
| 26 | 990.Transient Complete | 20.0% |
| 27 | 991.Transient Tasks | 20.0% |
| 28 | 202.Chapter 2 Full Party | 0.0% |
These past two weeks were about finalizing the text and music. Chapter 4 was written and all the music was created. Other tweaks were added based on some feedback and testing. Both versions of chapter 4 are now written. Both are relatively short compared to the previous chapters, and neither involve any choices, just consequences for previous choices. Having finished all the text, I've also decided on a canon ending (intergalactic zoo), but I still need to figure out the canon choices which led to that. If the game becomes popular enough to justify further work on it, the first addition I'll be making is a free audiobook version of the canon path/ending. The music for all chapters is now complete. It still doesn't sound very good, but I'm labeling it "good enough for now." To avoid driving away potential customers, I've decreased the default music volume to 50% and added a quick-optio...
Read full update on Steam ↗No code changes this week, just more story! Specifically, chapter 4a (ground assault) has been written. I also put together the music for chapter 2 and decided on the music themes for chapters 3 and 4. Chapter 4 does not involve any choices, just reading and typing. It does introduce a new challenge word (explosive), but the main focus is on showing the consequences of your previous choices. There are two chapter 4's, which one you get depending on your choice at the end of chapter 3 (ground assault or aerial assault). Then each of those has three endings depending on choices made in chapters 1-3. As a quick example, if Tarra did not die in chapter 3, he comes to your rescue in chapter 4. The music for chapter 2 is very bassy, with a lot of percussion and a variety of bass-tuned guitars. There are also a couple of low-frequency, 8-measure saxophone and harpsichord tracks; and a mid-fr...
Read full update on Steam ↗This week involved finishing the story for chapter 3 and the finalizing of all achievements. As a bonus, I put together a guide for unlocking all the achievements. There are now 28 achievements: 8 achievements for activating/defusing the 4 challenge word types, 2 for the modding mini-story, 3 miscellaneous achievements, 2 for chapter 1's endings, 3 for various choices in chapter 2, 6 difficult ones for chapter 3, and 4 "hidden" achievements for chapter 4's endings. I may tweak the icons or verbiage of some of them, but they are otherwise in their final release state. The only ones not hooked up in the tiacs are chapter 4's achievements, as that hasn't been written yet. To help with unlocking all these achievements, I put together a guide in the Steam community page with hints and solutions for each achievement. It's not public yet, as no one can unlock the Steam achievements anyways,...
Read full update on Steam ↗This week saw the completion of the encounter side-stories in chapter 3 and the beginning of the interrogation sequence. I also added a few debug tools to help with checking my work on the more complicated parts of the story. The final encounter side-story — waiting in the trees for the third hostile — has been completed. It has the first and probably only bad end where you don't actually die. There will be an achievement for it, as it is quite difficult to pull off. The other extreme edge-case in the encounter side-stories happens at the end, when you're prepping to return to the HIA. I won't spoil it, but it effectively requires you to make both really good choices and really bad choices at the same time. And yes, there will be an achievement for this one (I'm thinking of calling it "You looked up a guide for this, didn't you?"). The interrogation sequence is somewhat similar to cha...
Read full update on Steam ↗This devlog series's purpose is twofold: to keep alpha/beta players up-to-date on what is happening with the game's progress, and to give fellow indie devs a peek into how I work through dev challenges. What I realized today is that I haven't detailed how I make these devlogs, which is apparently something that some other indie devs struggle with. So I'll give a quick summary in this devlog entry. First off, I use git to store all of my code, art assets, music, marketing material, and even these devlogs. If you aren't using git (or some other VCS), you need to start now. In particular, I write detailed commit messages about all of my changes (which you can see in the Raw Git Log section). Each Sunday, I pull up a list of the commits I made during the past week and paste them into a new devlog entry. I then prune any minor commits or other bits I don't feel like talking about, summariz...
Read full update on Steam ↗As promised last week, this week saw the implementation of Steam achievements and the completion of chapter 2. A few other minor changes were made, but those two ate up most of my week. Steam achievements were actually remarkably easy to implement... when running the in-editor version of the game. Unlocking an in-game achievement also triggers the Steam achievement, transitioning from demo to full version shows a page asking if the player wants to preserve or reset progress, and re-launching the game after a network hiccup will check for and unlock any Steam achievements which were unlocked in-game but not on Steam. That all took me about 2 hours (standard work day for me). But then I uploaded the daily build and discovered that it just flat out doesn't work outside the editor. I won't bore you with the technical details, but the main cause was the way I separate builds and how Godot...
Read full update on Steam ↗This week was all about implementing the other three challenge types that I had planned. Rather than hard-coding them, I decided to rework them to be more dynamic. The biggest change is that challenge types are now defined using a JSON file (similar to stories, achievements, and music). The JSON specifies the color(s) of the capsule, its animations, and how it reacts to various player actions. This JSON specification is much more complex than the previous ones I put together, bordering on a scripting language, so the documentation was also similarly complex. However, I managed to add all of it to the modding documentation, so you can view it and create your own challenges! To accommodate the new ways of defusing words, I added some logic to Words/LetterLabels to deform the letters of "trigger" words. I'm not sure I'm quite happy with how they turned out, but I'll wait for feedback bef...
Read full update on Steam ↗This was a slow week, due to other obligations, but I still managed some exciting updates. Namely, modding documentation is now available! I also began on the HIA portion of chapter 2. You can now generate a sample mod in the user mods directory by going to the options page and selecting modding. This sample mod also includes nearly 4000 words of documentation and a 1300-word extra story in the same setting as the main story. I went a bit overboard in the writing... To assist with modding (and my future plans for chapter 3), I changed the inventory and text-replacement commands to execute in line order, rather than in a fixed by-command-type order. This will allow you to, for example, have an `ifreplace` which sets up for an `ifreplacelist`, or vice-versa (chapter 2 already includes an instance of `ifreplacelist` setting up for an `ifreplace`). It also allowed me to clean up the tutor...
Read full update on Steam ↗0 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
These past two weeks were about finalizing the text and music. Chapter 4 was written and all the music was created. Other tweaks were added based on some feedback and testing. Both versions of chapter 4 are now writte…
No code changes this week, just more story! Specifically, chapter 4a (ground assault) has been written. I also put together the music for chapter 2 and decided on the music themes for chapters 3 and 4. Chapter 4 does…
This week involved finishing the story for chapter 3 and the finalizing of all achievements. As a bonus, I put together a guide for unlocking all the achievements. There are now 28 achievements: 8 achievements for act…
This week saw the completion of the encounter side-stories in chapter 3 and the beginning of the interrogation sequence. I also added a few debug tools to help with checking my work on the more complicated parts of th…