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
Since the 13th update I’ve been putting a lot more actual city into the game, instead of it just being plot point → plot point.
Big thing for me lately has been making the world feel lived in and making the team feel like actual people you can know a bit before everything starts getting worse.
So since then I’ve added / expanded:
- Downtown as a real place with its own identity instead of just a backdrop
- more between-mission companion content
- more optional scenes that actually build the world and your sense of who these people are
- expanded Lena / Malik / Ivy content
- a new Helix employee encounter that now feeds into the later framing choice
- much stronger fallout for that choice depending on who’s with you / how they see you
- cleaner hub flow so optional character content is easier to find and feels less throwaway
A lot of this has basically been me trying to make the demo feel less like a straight line and more like an actual story/world you’re moving around inside.
Also been trying to make sure systems I introduce actually go somewhere later instead of just existing because they sound cool in isolation.
Still a lot to do, but I’m very happy with the direction it’s going in.


