You receive a file labeled ORACLE_INTERNAL.zip.
If it’s real, a corporation is predicting people’s lives using stolen data.
If it’s fake, someone wants you to walk into a trap.
If you ignore it, the system goes live in 48 hours.
The Hacker is a cyber-thriller interactive fiction demo about surveillance, trust, and choosing what kind of criminal you want to be.
Break into Helix Dynamics, uncover the truth behind the ORACLE program, and choose whether to expose it, destroy it, or take control of it yourself.
Your choices shape your reputation, your relationships, and your ending.
Demo features:
Play as a hacker, whistleblower, or blackmailer
Build relationships with a journalist, a hacker, and a corporate insider
Multiple routes and multiple endings
Stats that track your reputation, empathy, and how close you are to being caught
Choice-driven narrative with different approaches to the same problem
Disclaimer: This is my first experiment with ChoiceScript and the demo I have isn’t very long at all. Posting this to gauge interest and gather feedback on absolutely anything you wanna see, the part I’m looking forward to the most is finding ways to implement what players want and expand on this tiny demo until it’s a full, fleshed out project.
Demo link here: https://cogdemos.ink/play/lewis-connor/the-hacker/mygame
The demo is now over 50,000 words.
Around 20,000 of those are in the new PLAYTEST: skip to new district content option, so if you want to jump straight into the newer material, you can.
Lot’s of new content!
What’s New
→ Meridian House — New Chapter Content
Added a full 3-part sequence:
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Approach — reading the system
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Entry — how you operate
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Internal — what you take, and what notices you
Core Changes
Entry into Meridian now reflects your style:
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Stealth
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Social
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Aggressive
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Manipulative
This isn’t cosmetic. It feeds into suspicion, heat, future access options, and how the system starts treating you.
Companion Reactivity — Lena / Malik / Ivy
Companions now react inside missions, not just around them.
Their tone should stay consistent with their worldview:
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Lena → human cost
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Malik → system weakness
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Ivy → controlled risk / long-term survival
Ivy especially… lands differently now given where things go.
Real Consequences
Staying longer inside Meridian means more data, but more visibility.
Early behaviour is now quietly shaping late-game pressure.
The system doesn’t “alert.”
It recognises.
Payload System
What you pull from Meridian now matters long-term:
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Map → understanding the network
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Ledger → names + accountability
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Chain → infrastructure + weak points
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Watchlist → human cost
These feed directly into later routes.
Tone / Prose Pass
I’ve been cutting things back.
Earlier versions started drifting: too wordy, trying to be clever, unnecessary.
I’m pulling it back towards what I always wanted: controlled, slightly detached, precise prose that keeps the momentum/action-game pace.
If a line doesn’t feel right after I’ve read over it three times, it’s gone.
Smaller Changes / Fixes
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Cleaned up some scene flow and transitions
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Tightened hub feedback slightly
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Minor stat consistency tweaks
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Fixed a couple of dead-feeling lines in earlier scenes
Feedback I’m Looking For
Generally:
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Did you play the game?
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Did you enjoy it?
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What works?
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What doesn’t?
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Are the characters, setting, writing, and plot engaging?
That’s the stuff that helps most right now.


