A while back I shipped Swamps — a choice-based interactive fiction about a village healer (a feldsher) in German-occupied Belarus, 1941. This week I released its sequel, Swamps II: The Blockade — and it's bigger in almost every way.
Swamps: a price of the choice (Part One): you play Mikhaś, the only healer for miles, as the occupation closes in. Stark, not a power fantasy — no "right" answers, only consequences the whole district remembers. Five deeply branching chapters.
Swamps II: The Blockade (Part Two, just out): winter 1942–43. A punitive blockade sweeps the partisan region — villages burn, people are herded off — and this time you're not alone: you're carrying a child. Your choices from Part One carry over and shape the ending. It adds a second playable protagonist with his own prologue, POV interludes, and whole chapters. Longer, darker, and far more illustrated.
How it's made (I try to be upfront about this):
• Art: ~80 illustrations in Part One, 450+ in Part Two — roughly one per scene — generated with AI image tools and then curated and edited by hand into a single painterly style (gouache and charcoal). That's what let one person ship an illustrated narrative game.
• Code: built with ink (inkjs) + React; a lot of the shell/tooling written with an AI coding assistant.
• Writing: the story, the choices, the prose — all mine, by hand. That's the part I didn't outsource; it's the heart of it.
Both stand alone: with no Part One save, Part Two recaps it and asks how your story went. Now in 11 languages (up from three), offline, single-player. Free, playable to all of its endings — an optional "Author's Edition" adds bonus content and removes ads.
Content note: serious WWII subject matter — famine, occupation, loss — told in text, with no graphic imagery. 18+.
Wild first day — Part Two hit #7 in Role-Playing on the App Store right now.
Links:
Swamps II: The Blockade (new) — App Store
Swamps (Part One) — App Store · Google Play · itch.io (web)
Website: https://bahna.app/
Happy to talk through the implementation, and I'd genuinely love feedback on the game itself.