GAMES

遊戲作品 Games

遊戲
是規則
之下的
自由

Games are
freedom
within
rules

每一款遊戲都是一個被設計過的世界——資源、機率、資訊在其中流動。玩家在規則的縫隙裡找空間,這正是決策最純粹的訓練場。

Every game is a designed world — resources, probability, and information all in motion. Players find room in the cracks of the rules. It's where decision-making is at its purest.

03
深夜の怨家 封面
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深夜の怨家
Yue — The Cursed House
恐怖文字冒險 Horror Adventure 多結局 Multi-ending
深夜叩響的不是門,是被困在牆裡的記憶。一棟戰後的日式老屋,六個房間,幾道無聲的選擇——你能否在天亮前讀懂這份怨?
What knocks at midnight isn't the door — it's a memory trapped behind the walls. A post-war Japanese house, six rooms, a handful of silent choices. Can you read the grudge before dawn?
恐怖 · 文字 · 抉擇 Horror · Text · Choice
大稻埕的黃昏 封面
大稻埕の黄昏 1937 Showa · Visual Novel
PLAY →
大稻埕的黃昏
Dadaochen Twilight
視覺小說 Visual Novel 1937 昭和 1937 Showa 多重結局 Multi-ending
1937 年的大稻埕,一名東京帝大歸來的青年律師,與他過於收斂的微笑。雙語日/閩混血敘事,多重結局,雙軸計分。
Dadaocheng, 1937. A young lawyer recently returned from Tokyo Imperial University, and a smile too carefully held. A bilingual Japanese/Hokkien narrative with multiple endings and a dual-axis morality system.
歷史 · 雙語 · 推理 Historical · Bilingual · Mystery
金瓜石異聞 封面
金瓜石異聞 1925 Taisho · Visual Novel
PLAY →
金瓜石異聞
Kinkaseki Iden
視覺小說 Visual Novel 1925 大正末 1925 Taisho 五重結局 5 Endings
1925 年金瓜石。一名從東京回鄉的青年,與他不知道的家族秘密。橫溝正史《八つ墓村》的台灣日治致敬版。三語(日/閩/漢)敘事,五重結局,雙軸(同化/回歸)計分。
Jinguashi, 1925. A young man returns from Tokyo, into a family secret he never knew. A Taiwan-colonial homage to Yokomizo Seishi's "The Village of Eight Graves." Trilingual (Japanese / Hokkien / Han) narrative, five endings, dual-axis (assimilation / return) morality system.
推理 · 三語 · 致敬 Mystery · Trilingual · Homage