## Description
Following a protracted D&D character generation process, optionally descending
into paper-doll level costuming detail, the player’s situation is presented:
arrested for the alleged commission of some unspecified crime in a medieval
fantasy kingdom, they are indeed imprisoned in an impregnable dunjon gaol. Of
course, no good adventurer ever gives up, and indeed at its heart this is an
“escape the room” game with several possible solutions, revealed through
dedicated and repeated activity selection akin to character scheduling seen
more often in managerial dating sims. Players can desperately devote every
waking hour to furthering escape attempts, or more calmly can ensure no
diminishing of their faculties, by allotting adequate exercise and rest to
ensure they remain on top of their abilities.
Will the player concoct a foolproof escape plan in cooperation with their
cellmate? Perhaps the faded mystical graffiti on the wall hints at a sorcerous
means of egress? Or will their mind snap, devoting their time toward
cultivating a relationship with the rat living in the straw pallet? Perhaps
the player’s date will come up, and they will find vindication in the
courtroom. Were they framed?
The choices lie before the players; the game is presented as a series of
textual descriptions of the single-room scene and its diminishing countdown to
the player’s meeting with judge, jury and executioner. Options are selected
from a list of alternatives, and through dedicated focus on one approach or
another, specific outcomes become more likely.