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The Unwritten Kingdom
A game you can play or watch. Play it as an action-adventure about a bookbinder in a kingdom whose words are fading, or sit back and watch five towns full of people live their lives.
Process: Directed drafting1 round of revision
The Unwritten Kingdom is a game you can play or watch.
You play Rex, a bookbinder in a kingdom that runs on the written word, where the ink is fading. Letters, maps, and laws are going blank, including his town’s charter, and without a charter the town can’t build anything. Rex can bind a new one if he can find the materials. Finding them takes him out into the wilds, where something is drinking the kingdom’s ink.
Meanwhile, his towns are full of people living their own lives. Each one has a name, a home, a job, and a daily routine, and they make friends, fall out, fall in love, marry, and raise children whether or not Rex is around. You can follow the story, get sidetracked by the towns, or put the controller down and watch.
Play it in your browser → It’s free, with no account, and your saves stay in your browser.

Playing it
The kingdom is four counties, each with a town in trouble. Brindlewick’s words are fading. Rimeholm is frozen and silent, Cinderford’s Great Archive is smouldering, and Mudhollow is sinking into the swamp while bookworms eat its books. Rex heads out screen by screen through meadows, snowfields, lava fields, and bogs, fighting off monsters with his bone folder and gathering what each county’s charters need: ink from mushrooms, paper from bushes, thread from flax, and rarer things further out.
Each county has a boss behind the trouble, and each boss has a trick you have to work out: an ink blot that leaps and slams, a snow owl that eats every sound, a drake whose scales turn every blow until it charges into a wall, and a queen of the bookworms. Beneath the lakes lies the Unwritten, an underworld where every lost word drains, with a town of lost words of its own and more seals to break.

Back in town, Rex binds what he’s found into a charter at his bench and takes it to the mayor. Each charter opens the next part of the story and lets the town grow, and you choose what gets built and where. Placement matters, because people care about their neighbours: a family likes living next to a garden or a school, and not next to a noisy tavern.
Rex also keeps a shop in every town. He makes notebooks, journals, and other wares at his bench, in plain, cloth, leather, clasped, or gilt bindings, and sets them out on his shelves. Townsfolk come in and buy what suits them. The happier a town is, and the more its people read, the more they buy.

Watching it
Five towns run on their own clock, a day every ten minutes of play. People go to work and school, run errands, visit friends, and head out in the evening. Each has two personality traits and a mood that comes from their home, their neighbours, their friends, and their town. Unhappy people sulk and eventually move away. Couples ask Rex to bind their marriage licence, and later a Name Book for a baby. Children grow up. Rex can court anyone he’s become good friends with, marry, and start a family of his own.
The towns have plenty going on. There are market days with haggling and a busker on the square, and children’s games after school. Every town has its own bar and can build its own stage. A night at Brindlewick’s Tavern might bring a sing-song, arm-wrestling, a storyteller, or a round bought for a birthday or a new baby. Each town also has a festival every four weeks, and once the right building is up, one special evening of its own every week: a reading circle at Brindlewick’s library, stargazing at Rimeholm’s observatory, anvil night at Cinderford’s forge, lantern-punt races in Mudhollow, and echo night at the well in the town of lost words.

Watch mode leaves Rex where he is (in a tent by the fire, if he’s out in the wilds) and lets the camera roam any town he’s been to. You can follow anyone through their day, jump to whatever’s happening, or let the camera find someone who’s up to something. You can also speed time up, and if you like, let the towns grow on their own: once Rex has finished a town’s part of the story, its clerk writes charters from what the town has gathered, and the town chooses what to build.

Generations
Rex doesn’t stay young. After a few months in the game he goes grey and slows down, and when you’re ready, he writes his memoir at the bench and hands the workshops over to one of his grown children (or a child he’s adopted, or a close friend). The new Rex carries on the story where the old one left it. Old Rex retires to a house in town, where you can drop in for a cup of tea. The townsfolk grow old too, and retire to the seaside, and new families move into their homes.
Where it runs
The Unwritten Kingdom plays in the browser on a computer, with a keyboard, a mouse in the menus, or a gamepad, and on a phone held sideways, with touch controls. It saves when Rex sleeps in one of his workshop beds, and you can export a save to keep or move it to another browser.

It’s a hard game. The bosses take a few tries, and some of the roads between towns are dark, tangled, and full of monsters, with nothing on the screen to point the way.
The Unwritten Kingdom is © 2026 Eric Shay Howard. All rights reserved.
Log
- October 12, 2026: Put the game online and wrote this page. Marked the game all rights reserved, on its title screen and in its files.
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