100DayAlive

About 100DayAlive

100DayAlive is a multilingual interactive fiction platform built around one premise: every story is exactly 100 days long, and every day asks you to choose between two options that change the run.

What we make

Each story on 100DayAlive is a 100-day branching narrative. You play one decision per day. Choices unlock or close future days, recover lost progress, and shape the ending. Stories ship in nine languages — English, Spanish, French, German, Italian, Japanese, Korean, Simplified Chinese, and Traditional Chinese — and we use the same image set across languages so localization stays affordable.

We focus on tightly scoped survival scenarios — a ghost bus on a highway, the last courier in a frozen city, a haunted midnight taxi — instead of open-world systems. The constraint is the appeal: 100 days, 2 choices, no respawns.

How a story is built

Each draft begins as a structured outline: 100 day-nodes, branching pairs, survival metrics, and a 'big beat' every reward interval. A writer and an editor pass through every chapter; the imagery is generated and curated; then the story is reviewed in ten-day batches before it ships.

We publish process notes alongside stories when it adds value — what we cut, where we got stuck, which playthroughs surprised us. Authorship matters: we credit the writer, editor, and any external collaborators on every story page.

Who builds it

100DayAlive is a small independent studio. We started in 2025 to test whether tight constraints — short choices, short days, no save scumming — could revive the feel of early branching gamebooks for a phone-first audience. Today we ship one new story line every few weeks and translate the catalog across nine languages.

What we believe

Stories should be replayable but not infinite. Choices should feel honest — losing a run is part of the contract. Localization should be a first-class concern, not an afterthought. Player data is the player's own. We disclose every external dependency on our privacy page.

Have feedback, a bug, or a pitch? Reach us via the contact page.