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The world went to shit long before you were born- what happened, nobody's sure. Whatever it was, it left a mess. The horrors of the blasted wasteland, the things that roam outside of city walls, the static that buzzes in your ear like an old TV... not to mention the violent fuckers out there who'd rather they have what you've got.

But a job with a caravan travelling across the wastes means you can finally start a new life in the neon-lit utopia of Signal Hill. That is, until you're ambushed outside the city, your cargo stolen and your guards dead. The bright lights and the ever-present hum of the radio are starting to feel like more of a nightmare than a dream...

Signal Hill is a post apocalyptic interactive fiction RPG set in an off-kilter world brimming with personality. Heavily inspired by Apocalypse World, Fallout: New Vegas, and Disco Elysium, it places the player into a rich text-based open world full of people to meet, things to do, and leads to follow. Authored, choice-based quests will guide you along a non-linear story as you decide who to stick with and who you're going to be.

EXPLORE THE APOCALYPSE

MAKE YOUR PLACE

PLAY WITH IDENTITY

Roam the richly detailed world of Signal Hill, learning about the place you are and the place you come from. Each area is a snapshot of city life, from the luxury of The Heights to the poverty-stricken slums of Skid Row.

Meet a colourful cast of freaks with their own agendas, all eager to use you to further them. Decide which of three factions to align yourself with and find your place in the conflict brewing at the heart of Signal Hill.

Beyond just skills, explore what makes your character unique and choose their identity. Become a hedonist, worship a mysterious Northern death saint, take up arms as a mercenary. Shape your past and future.


This is a demo, meaning it's a representative portion of the final game at only about 120,000 words. Things will change, some of them a lot. The world will gain more nooks and crannies to explore, you'll be able to follow every lead down long and winding paths, and you'll gain access to even more abilities and items. The game will be receiving constant support and frequent updates for the foreseeable future.

Content Warnings

The demo contains mature content that may not be appropriate for all audiences, including: Violence and minor gore, sexual themes, kidnapping, poisoning, sex work, alcohol use, recreational drug use, drug addiction, and references to religious abuse.

Bug Reports

The nature of an early preview release is that there may be bugs, typos, or errors that beta testers simply haven't spotted yet. If you encounter a bug, please send me an email at signalhilldev@gmail.com with "Bug Report" in the subject line. If you have feedback, you can send it to that email or send an ask over on my blog, signalhill-if.tumblr.com.

Please note that bug reports left in the comment section will be deleted 24 hours after the bug has been fixed.


UPDATES

The latest version is v1.1.1.0 (+8.5k words of story content).

  • CHECKUP (8.5k). Now that you've gotten settled in and started making connections around the city, you might want to check back in with Doc. He'll probably be curious about all the new friends you've made, and of course, about your mysterious cargo. And if you've chosen not to help Levi track down his delivery, Doc will definitely be interested in looking for it with you.

For a full list of updates, quality-of-life changes, and bug fixes, you can read the full release notes for every game update here.

CREDITS

  • Special thanks to my beta testers, Ash, Jay, Kiana, Lee, Marss, Nikki, and Mercury Neon.
  • Twine was created by Chris Klimas
  • The Sugarcube format and Tweego was created by T. M. Edwards
  • Various macros created by ChapelR, HiEv, cyrusfirheir, and SjoerdHekking
  • The template that I frankensteined was originally created by manonamora
  • If a text-based interactive fiction game can be Powered By The Apocalypse, this one would be it. Apocalypse World was made by D. Vincent and Meguey Baker
  • Clothing icons were created by Blair Adams from Noun Project

KEYBOARD CONTROLS

1-9
Select links on screen
L
Open the leads menu
Space
Roll the dice
I Open the ID menu
SOpen the save menu
G Open the gear menu
COpen the config menu
? Open the help menu

Development log

Comments

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download when?

I know it's a text based game but I'd love it of we could get ro see some images of the areas we are exploring along with the description, as well as maybe some character images

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You're in luck! Maybe! It's going to take a while but my goal for Signal Hill is to convert it into a more traditional video game format taking inspiration from visual novels, with 3D or 2D character portraits and environments.

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While I like the overall design, please consider a way to play without it being on a TV screen. It's difficult for me to read on a tiny box in the middle of my already small laptop screen 😞

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actually so sick you have no idea (well i guess you do you made it)

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Why 'R.I.P Jared' achievement can to acquire multiple times? like bug from casino

(+1)

This will be fixed in the next update, thank you!

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yooo i got the socialist identify

Are identities like Merc supposed to be possible to acquire multiple times?

Oh my! No, there should be code that prevents that. I'll do a pass over those to make sure they're all working correctly for the next update. This won't mess up your save at all, it'll just look a little silly.

Thank you for letting me know!

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> Spoiler (maybe?)

" if you ever get a chance to kiss a rich girl, you'll see, those fancy tinctures they put on their lips taste like candy..." ...Ma'am how did you know that? 🤨

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Oh wow. Oh WOW OKAY IM. very excited for this. super awesome. played through three / five times, and. MMM. i love all the options. good luck w the rest!

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Very well done! Excited to see the finished product.

(+1)

Just tested out the demo! it was great, and I enjoyed the storyline and the customization options so far! I only have one issue... there's still a few errors here and there while playing that can be frustrating but I'm sure it'll be fixed in the future with more updates. Keep up the good work! I look forward to the full game! 

This is amazing! Aside from getting stuck at one point, I love the atmosphere and vibe. I can't wait for the full version!!!

Deleted 1 year ago

Hey for some reason I get an error when I try to save and I was wondering if you know anything. I really love the game and I can't save my progress.

(1 edit)

Hey! Without knowing the exact error I'm not sure exactly what the problem is, but Twine saves your progress using your browser's cache, so things that block that (like some ad blockers or cookie blockers) will prevent it from saving properly. If you have any extensions, try disbling them temporarily to see if that's the issue. You can also save to disk, which will save the data as a file on your computer instead. If using the itch.io app, try enabling autoname.

(+1)

Hey! Congrats on the game demo coming out, it looks great! 
A little side note, I've been looking to getting into making a Text adventure leaning on the RPG side of things mechanic wise, and was thinking of using Twine?
I was wondering if you could give me any tips, hint or recommendations you've learnt along the development road, I know a bit of programming but would probably have to learn the Sugarcube format syntax (I'd prefer the more flexibility with making mechanics such as your dice rolling!)

This was a bit of a monologue so thank you for sticking with it! Any help would be incredible, so thank you!

(+1)

Hey! I'd love to help you out! It can be a little intimidating at first, but once you've gotten the hang of it you can do pretty much anything with Twine!

My biggest general advice is to figure out what you want to do first, and then work backwards. For example, I didn't know how to accomplish the clothing system, I just decided what I wanted it to be like and figured out how to do it from there. You learn more from needing to do something to accomplish a goal than from reading about how to do something in the abstract.

My two other big pieces of advice are to find and use other people's macros (there's no point reinventing the wheel, if somebody's already made a superior inventory system, go with that!) and use widgets very liberally. The widget macro basically lets you run the same big block of Twine code using just one line, and with a big RPG style thing like this, it really comes in handy. When a scene ends, instead of manually typing in or copy and pasting all of the necessary code, I can just slap in "<<completelead>>" and all of that is done for me. Be thrifty, conserve your time.

If you ever need any specific help, please feel free to send me a message or an ask over on my tumblr!

Thank you ever so much! All of this will be suppperrr helpful, and I might ping you a message on Tumblr at somepoint if I do get really stuck with anything hehe

It looks not that bad from the outside, but I think learning the lingo and mechanics might take a while.

But yeah, all of this is great advice! Again, thank you!

Glad to be of help!

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this is so cool!

(+1)

love it can't wait to see whats next

(1 edit) (+2)

This is so interesting ✨ I'm quite excited for more!!

(+1)

This is really, really cool! Hope to see more<3

Thank you so much!

(+2)

I loved this, can't wait to see this flourish

So glad you liked it! Thank you!

(+2)

love it. can't wait for more

(+1)

Thank you! More is in the works... hopefully soon! 👀

(+3)

This is looking good, interesting story

(+2)

Thank you!!