Press Kit

Evryday Games

Everything on this page may be used freely in coverage of our games — screenshots, art, trailers, and copy. If you need anything that isn't here (interviews, keys at release, specific art crops), write to [email protected] and a human will answer.

Factsheet

The Studio

Boilerplate

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. We rebuild public-domain books — Carroll, Stevenson, Stoker, Homer — as illustrated choose-your-own-adventure games with open d6 dice checks, corruption meters that never come back down, and thirteen endings apiece: twelve ways each story can end, and one where you don't. Faithful to the text… until you stray from it.

And yes — Evryday is spelled that way on purpose. The missing e slipped out between chapters.

What's true in every game

Series Two · Announced

The Wine-Dark Sea — a five-game Odyssey

Homer's Odyssey, complete, as five standalone games that chain into one epic — painted in the style of Attic vase painting (black-figure friezes on terracotta and lamp-black) and adapted from Samuel Butler's 1900 translation. One hero, one shared hubris meter with a ten-year memory, sixty-five endings. Each game ends by handing the player a spoken word — three epithets and a number, the Bard's Thread — and the next game listens: your ending, your pride, and your promises carry across the saga. The finale accepts two codes, because the father's story and the son's both come home.

I. The Nobody

BOOKS IX–X · ODYSSEUS · 77 NODES · 52 DECISION POINTS

Twelve ships out of Troy, a god for an enemy by the end. The Cyclops, the bag of winds, the cannibal harbor — and the boast that curses the voyage. The fleet is a counter in the margin, crew trust gates the mutiny beats, and the hubris tutorial for the whole saga lives in one shouted name across the water.

The Nobody — title screen The Nobody — the invocation The Nobody — a story node with the fleet sidebar

II. The House of Death

BOOKS X–XII · ODYSSEUS · 69 NODES · 43 DECISION POINTS

Circe's island and the descent to Hades. The séance economy is the centerpiece: finite bowls of blood, a queue of the dead, and never enough for everyone you owe. Drink the witch's cup unprotected and the game continues — from inside the sty.

The House of Death — title screen The House of Death — the invocation The House of Death — a story node

III. The Last Ship

BOOKS XII & V–VIII · ODYSSEUS · 69 NODES · 45 DECISION POINTS

Sirens, Scylla, the Sun God's cattle — then seven years and three offers of immortality, each refusal harder-written than the last. Ends at the Phaeacian court, where the game quietly reveals that the first three games were the tale being told.

The Last Ship — title screen The Last Ship — the invocation The Last Ship — a story node

IV. The Empty Throne

BOOKS I–IV & XV · TELEMACHUS · 55 NODES · 37 DECISION POINTS

The Telemachy as a coming-of-age political thriller — a deliberate change of pace the series markets as a feature. Guest-right made mechanical, a clock that ticks at home while you linger in golden courts, and an ambush waiting at the strait of Asteris. Runs concurrent with The Last Ship; playable in either order.

The Empty Throne — title screen The Empty Throne — the invocation The Empty Throne — a story node

V. The Beggar King

BOOKS XIII–XXIV · BOTH HEROES · 92 NODES · 43 DECISION POINTS · THE FINALE

Home at last — as a beggar in your own hall. The bow, the slaughter, the bed, the peace, with allies as the resource the fight spends and mercy as the final exam. Imports both the father's and the son's codes. Its best ending unlocks a playable coda, THE OAR — the series' true ending and its 100% achievement.

The Beggar King — title screen The Beggar King — the invocation The Beggar King — a story node

Series One

Penny Dreadful Classics

Three Victorian nightmares, rebuilt branch by branch: Carroll's Wonderland, Stevenson's cabinet off Leicester Square, Stoker's castle in the Carpathians. Each with its own stats, its own economy, and its own corruption meter — Madness, Hyde, Thrall — that never comes back down.

The Curious Descent

AFTER LEWIS CARROLL · 1865 · 49 DECISION POINTS · 41 ILLUSTRATIONS

You are Alice, from the riverbank to the trial of the Knave. A size to manage (tiny, normal, tall), a Madness meter that whispers at seven, and a finale you can win by pure logic — if you're willing to gamble the book's own safe ending to try.

The Curious Descent — title screen The Curious Descent — opening The Curious Descent — a story node

The Other Door

AFTER R. L. STEVENSON · 1886 · 48 DECISION POINTS · A COUNTED PHIAL ECONOMY

You are Dr. Henry Jekyll — the man with the formula, not the lawyer watching from the street. Walk as Jekyll or as Hyde; the change out is a choice, the change back costs a dose, and the doses are counted. Act III is played against the last of the salt.

The Other Door — title screen The Other Door — opening The Other Door — a story node

The Un-Dead

AFTER BRAM STOKER · 1897 · 59 DECISION POINTS · DAY/NIGHT · HOLY-WARD ECONOMY

You are Jonathan Harker, from the Golden Krone to the Borgo Pass — and this time you stay in the room for all of it. Day and night change the dice; the wards are always one short of everything; and the best ending saves the man the book couldn't. The Un-Dead was Stoker's own working title. We borrowed it back.

The Un-Dead — title screen The Un-Dead — opening The Un-Dead — a story node

Videos

Trailers

The series trailer below plays inline; every trailer is also downloadable as MP4 (1080p, H.264) further down. Vertical (9:16), square (1:1), and 4:3 cuts of every trailer are available on request.

Downloads

Art packs & trailers

Zips contain full-resolution key art, scene art, logos/icons, and 1600×900 gameplay screenshots. All assets are original work by Evryday Games and free to use in coverage.

Contact

Press & partnerships: [email protected]. Review keys will be available at each game's release. This press kit may be republished freely.