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.
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