Most software has a lifecycle: design, build, ship, iterate, abandon. But what happens when you never stop building?
In the early 90s, I began a text adventure game in QBasic, just for fun. Over the years, I never let it go. I kept expanding, refining, rebuilding parts, and writing more. It grew with me. Thirty years later, The Labyrinth of Time’s Edge has over 2,400 rooms, and that number keeps growing, alongside custom mechanics, deep lore, and all the hallmarks of something built without deadlines, monetization plans, or modern conventions.
Here's what I've learned:
Focus beats trends. While the industry chased graphics and fads, I focused on story. Limitations are blessings. QBasic forced me to write better, think deeper, and code smarter. Legacy takes time. You don't need to “move fast and break things” to matter. You can move slowly and build something timeless.
The game is free, and always will be. You can try it here:
Most software has a lifecycle: design, build, ship, iterate, abandon. But what happens when you never stop building?
In the early 90s, I began a text adventure game in QBasic, just for fun. Over the years, I never let it go. I kept expanding, refining, rebuilding parts, and writing more. It grew with me. Thirty years later, The Labyrinth of Time’s Edge has over 2,400 rooms, and that number keeps growing, alongside custom mechanics, deep lore, and all the hallmarks of something built without deadlines, monetization plans, or modern conventions.
Here's what I've learned:
Focus beats trends. While the industry chased graphics and fads, I focused on story. Limitations are blessings. QBasic forced me to write better, think deeper, and code smarter. Legacy takes time. You don't need to “move fast and break things” to matter. You can move slowly and build something timeless.
The game is free, and always will be. You can try it here:
I don't know how many people will care. But I believe there's value in finishing what you start, and in building things that last. AMA about QBasic, text games, solo dev philosophy, or stubbornness as a creative strategy.
ATiredGoat•6h ago
In the early 90s, I began a text adventure game in QBasic, just for fun. Over the years, I never let it go. I kept expanding, refining, rebuilding parts, and writing more. It grew with me. Thirty years later, The Labyrinth of Time’s Edge has over 2,400 rooms, and that number keeps growing, alongside custom mechanics, deep lore, and all the hallmarks of something built without deadlines, monetization plans, or modern conventions.
Here's what I've learned:
Focus beats trends. While the industry chased graphics and fads, I focused on story. Limitations are blessings. QBasic forced me to write better, think deeper, and code smarter. Legacy takes time. You don't need to “move fast and break things” to matter. You can move slowly and build something timeless.
The game is free, and always will be. You can try it here:
https://thelabyrinthoftimesedge.com
Most software has a lifecycle: design, build, ship, iterate, abandon. But what happens when you never stop building?
In the early 90s, I began a text adventure game in QBasic, just for fun. Over the years, I never let it go. I kept expanding, refining, rebuilding parts, and writing more. It grew with me. Thirty years later, The Labyrinth of Time’s Edge has over 2,400 rooms, and that number keeps growing, alongside custom mechanics, deep lore, and all the hallmarks of something built without deadlines, monetization plans, or modern conventions.
Here's what I've learned:
Focus beats trends. While the industry chased graphics and fads, I focused on story. Limitations are blessings. QBasic forced me to write better, think deeper, and code smarter. Legacy takes time. You don't need to “move fast and break things” to matter. You can move slowly and build something timeless.
The game is free, and always will be. You can try it here:
I don't know how many people will care. But I believe there's value in finishing what you start, and in building things that last. AMA about QBasic, text games, solo dev philosophy, or stubbornness as a creative strategy.