Worlds
Two worlds at launch, declared honestly
A world in Fabledrift is a setting, a tone and a set of rules the narrator must keep. Nothing in it is pre-written: the opening is fixed, and everything after it is composed for you. Each cover declares its genre and content level up front, like a book's rating, so nothing interrupts a sentence later.

Fantasy · 13+ · mild peril, enchantment
The Emberwood
A forest that remembers every promise made beneath its branches.
The Emberwood is an old forest with a long memory. Promises made under its branches are kept by the wood itself, and the narrator keeps them too: an oath sworn in an early scene is still binding when the story finds its ending. Expect enchantment rather than gore, peril rather than horror, and a world that answers what you say as carefully as what you do.

Science fiction · 16+ · dread, isolation
Ironreach Station
You woke up alone on a station that should have a crew of four hundred.
Ironreach Station begins with an absence. Four hundred people should be aboard and none of them are, and the story is what you do about that. The tone is dread and isolation rather than action: the corridors are quiet, the systems half-answer, and every discovery is something the narrator will remember you found.
Worlds are content, not code: new ones are added without an app update. Each world has a shared cover; each story also gets one illustration of its own, painted in the background at the story's midpoint from the scene you have reached.