Games
Overview
A command-line Western narrative game built around investigation, travel, conversation, and a deterministic parser.
Story
Clay Hollister is a browser-based Western text adventure. The player investigates a chain of violence, land transfers, freight interests, political influence, and older crimes whose apparent explanations do not initially form a single obvious pattern.
Gameplay
Clay Hollister is played through typed commands in a fixed-width terminal interface. Movement, examination, conversation, inventory use, and investigation are handled through a deterministic verb-and-noun parser.
Technical Design
The playable release is served by Laravel while the game itself runs in C/WebAssembly with browser-side presentation code. The compiled release assets remain behind the existing protected asset route.
Full story breakdown — spoilers
The deeper story reaches back to the opening months of the California Gold Rush. Four men made their bones while working for a nationally important patron. They were given an outcome to produce rather than a simple sequence of murder orders, leaving them enough latitude to dismantle an existing system in the way they thought most effective.
Their work enabled the patron to enter the region, consolidate control, and monopolize the most valuable parts of the local economy. Their success gave the four access to power and eventually permission to build an enterprise of their own.
The central economic revelation is that the gold itself was never the real prize. Control of movement was. Roads and toll routes came first, followed by freight control, warehouses and transshipment points, strategically placed land, political protection, and mining claims last.
Foreign miners became useful targets because racism made violence easier to excuse. Tax enforcement created legitimate-looking access to camps, claims, and records. Racial violence could then conceal killings whose actual motives involved land and infrastructure.
White miners occupying strategically useful land were also removed, but their deaths were disguised differently from case to case: robbery, mining disputes, retaliatory racial violence, claim-jumping, bandit attacks, or disappearance.
The conspiracy survived because it did not depend on one cover story. False witnesses, planted evidence, friendly or corrupt newspaper stories, altered legal and claim records, disappeared bodies, and deliberately competing explanations kept the pattern fragmented.
The playable investigation uncovers that history gradually. Some details that initially appear to be nothing more than facts later connect to other information, without every observation being presented to the player as an explicit clue.
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