Evryday Games  ·  purveyors of branching fiction

Classic tales.
Evry choice yours.

We take the books everyone knows — Carroll, Stevenson, Stoker, and now Homer — and rebuild them as illustrated choose-your-own-adventure games. Dice checks, corruption meters, and thirteen endings apiece. Faithful to the text… until you stray from it.

Browse the shelf

The Curious Descent

After Lewis Carroll · Alice’s Adventures in Wonderland · 1865

The Other Door

After Robert Louis Stevenson · Strange Case of Dr Jekyll and Mr Hyde · 1886

The Un‑Dead

After Bram Stoker · Dracula · 1897

The Wine-Dark Sea

A five-game Odyssey · After Homer

The whole catalogue awaits

Enter the bookshelf.

Enter the bookshelf

Shelf the First

Penny Dreadful Classics.

Three Victorian nightmares, rebuilt from public-domain classics. Each coming to Steam.

The Curious Descent key art — Alice falling among playing cards while the Cheshire Cat grins from the dark

After Lewis Carroll · Alice’s Adventures in Wonderland · 1865

The Curious Descent

Follow the White Rabbit down, and see how deep your curiosity goes before Wonderland starts keeping score. Mind your Composure — the Madness minds itself.

  • 49 decision points
  • 13 endings
  • 41 illustrations
  • Original score

Coming to Steam

The Other Door key art — a cloaked figure raising a green phial inside a doorway under a gas lamp, London fog behind

After Robert Louis Stevenson · Strange Case of Dr Jekyll and Mr Hyde · 1886

The Other Door

You are Dr. Henry Jekyll — from the first green mouthful to the last night in the cabinet. The phials are counted, and the way back is not guaranteed.

  • 48 decision points
  • 13 endings
  • A counted phial economy
  • Original score

Coming to Steam

The Un-Dead key art — the Count holding a candelabra in the doorway of Castle Dracula, a dark red stain spilling down the steps

After Bram Stoker · Dracula · 1897

The Un-Dead

You are Jonathan Harker, from the Golden Krone to the Borgo Pass. Explore the castle by day, cross Europe against the night — and keep your Nerve when the Count comes calling. The Un-Dead was Stoker’s own working title; we borrowed it back.

  • 59 decision points
  • 13 endings
  • Day / night cycle
  • Holy-ward economy

Coming to Steam

Shelf the Second  ·  A Five-Game Odyssey

The Wine-Dark Sea.

Homer's Odyssey, complete — five standalone games that chain into one epic, painted in Attic vase style and adapted from Samuel Butler's 1900 translation. One hero. One hubris meter with a ten-year memory. Sixty-five endings. Finish a game and it hands you a spoken word; the next game hears it.

The Nobody key art — the blinded Cyclops raising a boulder over a tiny ship on the wine-dark sea

After Homer · The Odyssey, Books IX–X · 8th c. BC

The Nobody

Twelve ships out of Troy, and a god for an enemy by the end. The Cyclops, the bag of winds, the cannibal harbor — and the boast that curses the voyage. Hubris is a number that only goes up; this game is why.

  • 52 decision points
  • 13 endings
  • A fleet to lose
  • The Bard's Thread

Coming to Steam

The House of Death key art — Circe enthroned, offering a smoking cup to a kneeling Odysseus

After Homer · The Odyssey, Books X–XII · 8th c. BC

The House of Death

Circe's island, and the road that leads down to the dead. The ghosts will talk — for a bowl of blood — and the bowls run out before the dead do. You cannot afford to hear every ghost.

  • 43 decision points
  • 13 endings
  • An offering economy
  • Man / swine

Coming to Steam

The Last Ship key art — Odysseus bound to the mast while sirens wheel overhead and skulls whiten the meadow

After Homer · The Odyssey, Books XII & V–VIII · 8th c. BC

The Last Ship

Sirens, Scylla, the Sun God's cattle. Lose everything, refuse immortality itself, and wash ashore with nothing but your name — then tell the whole tale to a court of strangers, and see if they weep.

  • 45 decision points
  • 13 endings
  • Grace & hunger
  • The frame reveal

Coming to Steam

The Empty Throne key art — young Telemachus walking out of a feasting hall toward the sunset sea, spear on his shoulder

After Homer · The Odyssey, Books I–IV & XV · 8th c. BC

The Empty Throne

A new hero: Telemachus, twenty, fatherless, in a house being eaten alive by a hundred and eight suitors. A political thriller in a series of sea-monsters — the change of pace is the point. Plays alongside The Last Ship; play them in either order.

  • 37 decision points
  • 13 endings
  • A guest-gift economy
  • An ambush at sea

Coming to Steam

The Beggar King key art — a ragged beggar stringing a great bow before a row of twelve axes while suitors laugh

After Homer · The Odyssey, Books XIII–XXIV · 8th c. BC

The Beggar King

Home at last — as a beggar at your own door. The bow, the slaughter, the bed, the peace. Both storylines come home, every meter faces its exam, and mercy is the final question. The series finale.

  • 43 decision points
  • 13 endings
  • Takes both codes
  • The Oar coda

Coming to Steam

How They Play

A book with a die in its spine.

Four stats and a die

Every hinge moment is a d6 check against the stat the book demands — Curiosity, Guile, Faith, Nerve; or, on the wine-dark sea, Cunning and Might. Roll well, or live with the page you get.

A number that only goes up

Madness. Hyde. Thrall. Hubris. Each game carries a corruption meter that never comes back down — and the endings are watching it. One of them, the gods watch too.

Thirteen endings

Twelve ways each story can end — and one where you don’t. An endings gallery keeps your scars between playthroughs.

Engraved & scored

Etched scene art on every page and an original soundtrack that turns with the acts, from tea party to trial to Borgo Pass.

Evryday Games is a small studio with a simple habit: we pull a classic off the shelf, split its spine into branches, and hand you the pen. The originals are public domain — Wonderland, the cabinet off Leicester Square, Castle Dracula, the wine-dark sea between Troy and Ithaca — and they have room in them for every reader who ever shouted don’t open that door. In our games, you decide whether the door opens.

And yes — Evryday is spelled that way on purpose. The missing e slipped out between chapters. If you ever find it, keep it; consider it your first secret ending.