HISTORYFORGE
9 stories · playable now

History, Played

Illustrated stories set in real historical moments. You play someone ordinary living through something enormous, with only the information they had, and the story bends around what you decide.

In production

WHITECHAPEL · 1888
The Autumn of Terror

Jack the Ripper owns the fog. The murders no one solved.

NORTH ATLANTIC · 1912
The Last Lifeboat

One place left. Someone you love is still below deck.

CONSTANTINOPLE · 1453
The Last Walls

The walls are falling. Your family is on the other side.

The history

Long-form guides to the moments these stories are built from. Sourced, footnoted, and free to read.

480 BC · 12 min read
The Battle of Thermopylae

Around seven thousand Greeks, not three hundred, holding a pass thirty metres wide that is now buried under five kilometres of silt.

44 BC · 8 min read
The Ides of March

Sixty senators, a warning Caesar ignored, twenty-three wounds, and the civil war that followed.

AD 60 or 61 · 11 min read
Boudica and the Iceni Revolt

She burned three Roman towns. Everything we know was written by the people she was fighting, and one sentence does most of the work.

793 · 8 min read
The Raid on Lindisfarne

The morning the Viking Age began: why Lindisfarne, how the raid was fought, and what it set in motion.

1347 to 1353 · 9 min read
The Black Death

The plague that killed between a third and half of Europe, and what medieval towns did when nobody knew what it was.

1453 · 9 min read
The Fall of Constantinople

The 53-day siege that ended the Roman Empire: Mehmed II, the Theodosian Walls, and the largest cannon ever built.

1478 · 9 min read
The Pazzi Conspiracy

A banking feud, a pope's blessing, and two priests with knives in a cathedral. The plot that handed the Medici absolute power.

1585 to 1590 · 12 min read
The Lost Colony of Roanoke

They did not vanish. They dismantled their houses and carved where they were going on a post, and nobody came to look for three years.

1666 · 12 min read
The Great Fire of London

Four days, 13,200 houses, and a Lord Mayor who said a woman might put it out. How the fire started, spread, and finally stopped.

1789 · 11 min read
The Storming of the Bastille

They came for gunpowder, not prisoners, and found seven men inside, none of them political. How a storehouse became a founding myth.

1715 to 1726 · 12 min read
The Golden Age of Piracy

How Nassau became a pirate base, what the King's Pardon really said, and why two thousand pirates became fewer than two hundred.

1845 to 1848 · 12 min read
The Lost Franklin Expedition

129 men vanished in the Arctic. Inuit witnesses said what happened in 1854 and were called liars. They were right about all of it.

1912 · 8 min read
The Sinking of the Titanic

Two hours and forty minutes, twenty lifeboats, and 2,224 people. Who lived, who did not, and what decided it.

1941 to 1944 · 13 min read
The Siege of Leningrad

872 days. The Germans did not fail to take the city, they decided not to, and ordered that its surrender be refused.

Why Stories, Not Trivia

Most history education is built around recall. What year did the plague arrive in Florence? Who painted the Sistine Chapel? Which battle ended the Hundred Years' War? That genre is well served already, by Trivial Pursuit, Sporcle, Kahoot, and every multiple-choice exam ever set. Recall is fine but limited. It tests whether you memorized a fact, not whether you understand the moment the fact describes.

A story tests something else. It puts you in the position someone actually occupied, with the information they actually had, which is usually far less than you have. You do not know how the plague spreads, because nobody in 1348 did. You do not know whether the fire will jump the next street. You do not know if the pardon is a trap. Decisions feel different when you have to make them inside the same fog the real people did.

The Format

Every story follows the same shape:

  • A specific person on a specific day. Not a vague medieval peasant. You are this person, in this street, on this morning, with these obligations.
  • Three to four chapters. Fifteen to twenty-four decisions across a full run, each one narrowing what is still available to you.
  • Consequences that persist. Who you helped, what you carried out, and who you left behind follow you into later chapters.
  • Illustrated throughout. Original artwork per scene rather than stock imagery.
  • An ending that belongs to your run. Not a score. An outcome that follows from the specific decisions you made.

Sourcing

The worlds are built from the documented record, and each story cites the history it leans on as you play: the London Museum on the Great Fire, the Bahamas National Archives on Woodes Rogers and the 1718 pardons, the National Gallery on the Medici, Caesar's own account of the Gallic War.

The people you play are ordinary rather than famous, so they and the crews, households and ships around them are written rather than transcribed. The streets they run down, the laws that constrain them, and the dangers they face are not. Where a story would otherwise blur a real date, law or outcome, it says so in a history note instead.

Frequently Asked Questions

What is a HistoryForge story?+

An illustrated, branching story set inside a real historical moment. You play a specific person on a specific day: a Londoner as the fire reaches Pudding Lane, a pirate at Nassau as the king's pardon arrives, an assassin in Medici Florence. Each story runs three to four chapters and fifteen to twenty-four decisions, and what you choose changes who you meet, what you keep, and how it ends.

Are the stories historically accurate?+

The settings, events, and constraints are drawn from the documented record, and the choices you are offered are ones a person in that position plausibly had. The people you play are ordinary rather than famous, so their individual stories are written rather than transcribed, but the world they move through is built from primary sources.

How long does a story take?+

Roughly fifteen to thirty minutes for a full run, and you can leave and come back. Chapters save as you go.

Do I need an account?+

No. You can start playing immediately. Creating an account only matters if you want your progress kept across devices.

Will there be more stories?+

Yes. The Last Lifeboat (the Titanic, 1912) and The Last Walls (Constantinople, 1453) are both in production, and the pipeline runs well past those.