AI Dungeon
An open-ended text adventure where an AI continues the world after every action you type.
Independent game guide
Fly a dragon cab over Emberwick, follow each passenger's rule, and light a lantern when their story is finished.
Playable here on GameWren.The game is served by the creator’s official host inside this page; GameWren does not rehost its files.
DRAGONFARE puts you in the saddle of Emberwick's flying cab. Twelve shifts cross Market Roofs, Clocktower Heights, and Stormcliff Harbor. Every hail is a rule: one passenger cannot abide a dive, another pays extra for one, and the Bell Twins argue about the trip.
Finish a regular's story and their lantern lights on the roost wall. Push someone past their limit and they bail at the next rooftop, leave something on the hoard shelf, and may need winning back on a later route called The Long Way Home.
Steer with the on-screen stick, or with WASD and the arrow keys. Release the stick and the dragon brakes into a hover. Hold the flap button or Space to climb, then release to glide. Rooftops act as a floor, so a glide does not crash you.
A dive is a full-forward stick plus flap, folding the wings for speed. Use it only when the hail allows it. Landings want the glowing beam, inside the bright ring's height band, taken slowly. Silk landings multiply the tip.
Shift 1 begins over Market Roofs with the dragon perched on a pad. The first hail is Bramble, tagged NO DIVES. EVER., traveling from Market Square to the Flight-School Annex. Holding flap lifts the dragon off the perch before any steering begins.
Read that tag before leaving the pad. The same climb that starts the fare becomes the mistake the passenger will not forgive if the stick is pushed into a dive on the way.
New Game opened Shift 1 over Market Roofs with the dragon perched. The first hail was Bramble, tagged NO DIVES. EVER. and bound for the Flight-School Annex, 96 meters away. Holding flap changed the status from perched to 0 km/h.
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