Arcturus is a programming language and compiler for the Infocom Z-machine.
It is a high-level, readable language for writing interactive fiction: text adventures in the tradition of Zork and the modern works that still run on the Z-machine. You describe a world (rooms, things, verbs, and the behavior that hangs off them) and the compiler produces a standard Z-machine story file that plays on Frotz, Ozmoo, Eris, Vezza and other interpreters, old and new.
Arcturus is designed and written by Stefan Vogt. The compiler is written in Python and depends only on the standard library, so it runs anywhere Python does, with nothing to install. The standard library, Cosmos, is written in Arcturus itself and ships as editable source rather than a black box.
The name is a star, Arcturus, and the narrative arc every story is built on.
Arcturus is built for one thing and built for it well: writing modern adventure games for the Z-machine. It gives authors the constructs they actually reach for (rooms and things and kinds, containers and doors, scope and light, an NPC conversation model, daemons and timers, computed descriptions, multi-room scenery), each as clean syntactic sugar, so the common cases are short, readable, and hard to get wrong. This is a complete, powerful core, and Arcturus is its own language, not a dialect of any other.
Cosmos, the standard library, is editable Arcturus source you own outright: read it, override any behavior, and reshape it to your game rather than work around a black box. Optional and specialized features are granules you summon, present only where a game wants them and costing nothing where it does not. And because Arcturus owns its whole pipeline (the compiler, the library, and the interpreter), it can be this expressive and still compile small, with whole-program optimization trimming every build to exactly what the game uses.
Arcturus is in active development. It is not at a 1.0 release yet, but it
already compiles complete, playable games. The two worked examples - The Brass
Lantern and the classic Cloak of Darkness - compile with the standalone
arcc and are winnable start to finish on Frotz, with the entire Cosmos runtime
(turn loop, movement, verbs, scope and light, the parser, and scenery) written in
Arcturus itself.
The road from here, milestone by milestone:
- Done: the language spec; the compiler (lexer, parser, semantic analysis,
Z-machine code generation); and a feature-complete Cosmos written in Arcturus
itself - the full standard verb set, the meta verbs (score, save, restore,
undo, again, oops), an original standard message set, kinds and inheritance,
the container knowledge model, computed properties, daemons and timers, doors
(including two-sided doors) and multi-room scenery, the
topicconversation model, and the summonable granules: extended flavor verbs, an opt-in status line, verbose exits, two conversation presentations (a menu-driven talk system and the Infocom-style ask/tell; a game picks one), take-all sweeps, plurals, ambience, and debug verbs. The size pass is complete: whole-program dead-code elimination, abbreviation-based text compression (a baked-in default plus an opt-in per-game pass), and dense code generation, all built into the compiler so every build is trimmed with nothing to configure, and optional features cost nothing when a game does not use them. Both example games play end to end, and Cloak of Darkness compiles to about 12K with the whole modern Cosmos library linked in and nothing stripped out. - Also done: language packs. Spanish and German are full members of
Arcturus: the verbs, direction words, articles, and every message translated,
with correct accents (and a plain-ASCII form for every word the player must
type, since an 8-bit keyboard cannot enter them). Spanish
(
summon.language "spanish") derives grammatical gender automatically (una lámpara,el libro, agreement likela caja está abierta). German (summon.language "german") has three genders and no spelling rule, so the author declares the article (der,die,das) on the object, and the article then inflects for case in the messages (du nimmst den Schlüssel,in der Truhe) with no further work; separable verbs parse naturally (schalt die Lampe an,schliess die Tür auf). Worked examples: examples/ejemplo-espanol.storyarc and examples/beispiel-deutsch.storyarc. - In progress: porting Hibernated 2, the first full-length game and the
maturity milestone. The port's first fruits are already in the toolchain:
Z-machine colours as first-class syntax (
zcolor,say.yellow "..."), the Trinity-style quote box (summon.quotes), banner control for pregame preludes, and a compile-statistics ledger after every build, watching the story's use of each Z-machine ceiling. - After that: a modern reference interpreter, the
arc_imagegraphics path (modern systems first, then the 8-bit and 16-bit retro machines), and porting The Curse of Rabenstein. Reaching 1.0 is tied to those ports.
Follow this section and PROGRESS.md for where things stand.
The authoritative language definition is the syntax reference, which is enough to start writing Arcturus today:
- docs/01-syntax-reference.md: the language. Grammar, every construct, and two complete worked example games.
- docs/02-cosmos-and-parser.md: the runtime. The Cosmos library, the parser, the action pipeline, scope, light, and the turn loop.
- docs/05-granules.md: the summonable granules. How to summon them, how to fork one, and how to write your own.
For the curious who want to see under the hood, two further documents cover how the compiler itself works:
- docs/03-compiler-pipeline.md: the compiler. The pass pipeline, the command-line interface, how Cosmos is bundled and overridden, the single-file distribution, and the version model.
- docs/04-codegen-mapping.md: the backend. How Arcturus constructs map to Z-machine opcodes and the story-file image, plus the size levers (dead-code elimination and abbreviation text compression).
- docs/07-conformance.md: conformance. What the compiler guarantees, the interpreter-driven evidence behind it, and the size record the test suite protects.
A fuller wiki will follow as the project matures. For a taste, the two worked
games live under examples/ - the Brass Lantern and the classic
Cloak of Darkness. Small teaching showcases sit alongside them:
examples/features/ isolates core-language features (the
container knowledge model, computed properties, kinds and inheritance, doors
and locks, multi-room scenery with spans, the intro first-look property,
grains, the object catch-all, daemons and timers, Z-machine colours with
the self-restoring coloured say, and the player object with its standard
self-words, pronouns, and Spanish clitic forms), and
examples/granules/ shows the summonable granules (the
Infocom-style and menu-driven conversation systems, the status line, verbose
exits, the extended verbs, and the quote box).
Arcturus uses three source extensions, named after the star:
.storyarcis a story: an author's game, the program you compile..preludeis a core Cosmos library file. The library is the prelude loaded before your story; the standard library is editable Arcturus source you can read and override..granuleis a summoned module: anything brought in withsummon, whether a third-party extension or an optional Cosmos feature or language pack (it loads only when summoned). Granules are the convection cells that tile the Sun's photosphere; since Arcturus is a star, a summoned module is a granule on its surface.
Arcturus emits conformant Z-machine version 5 story files by default. Pass
--zversion 8 for a version 8 target for large, modern-only releases (the
same code generation, a larger 512KB story-file ceiling).
You need Python 3.11 or newer. Nothing else.
The compiler ships as a single self-contained script with no dependencies and no installation. Build it from the package:
python3 tools/amalgamate.py build/arcc
This produces build/arcc, the standalone compiler, with the whole Cosmos
library embedded inside it - nothing else to install or locate. Compile an
example to a story file and play it:
python3 build/arcc examples/brass-lantern.storyarc -o brass-lantern.z5
frotz brass-lantern.z5
Useful options:
python3 build/arcc game.storyarc -o game.z5 # compile to a z5 story file
python3 build/arcc game.storyarc --zversion 8 -o game.z8 # target z8 (larger games)
python3 build/arcc game.storyarc -o game.z5 -q # script mode: no banner, no statistics
python3 build/arcc game.storyarc --dump-ast # show the parsed syntax tree
python3 build/arcc -L /abs/path/cosmos game.storyarc # use a forked library
python3 build/arcc --make-abbreviations game.storyarc # tune text compression (below)
python3 build/arcc --version
Every compile prints a statistics ledger: what the story uses of each Z-machine
ceiling (attributes, properties, globals, memory, story size), so you can watch
the headroom as a game grows; -q silences it for scripts.
Text compression is automatic: every build packs its text against a standard
abbreviation set with nothing to configure. To squeeze a large story further,
--make-abbreviations computes a set tuned to its own text and writes an
abbreviations.granule beside it; add summon abbreviations.granule to the story
to use it in place of the default.
Cosmos travels inside arcc, so the compiler works wherever you put it, but it
is never locked away. To hack the library:
python3 build/arcc --eject-granule statusline # write one granule here, to fork it
python3 build/arcc --eject-language . # write english.prelude (the messages)
python3 build/arcc --extract-library /abs/cosmos # write the whole library out to edit
python3 build/arcc -L /abs/cosmos game.storyarc # compile against your edited copy
--eject-granule pulls a single granule out to fork one feature; summon your
copy by name (summon statusline.granule) and it wins over the bundled one.
--eject-language drops the English language file (where the standard messages
live) beside your story for message customization or a translation.
--extract-library writes every bundled .prelude and .granule for wholesale
forking; then -L (an absolute path) points the compiler at your copy. For a
single standard message you need not extract anything: redefine its block (for
example block msg_jump()) in your own story and it overrides the library's. A
granule's own blocks are not overridable that way - you fork the granule;
docs/05 covers the model.
python3 -m arcturus examples/brass-lantern.storyarc
python3 -m pytest
A Visual Studio Code extension provides syntax highlighting for .storyarc,
.prelude, and .granule files. Install the packaged extension:
- In VS Code: Extensions view,
...menu, Install from VSIX..., then choose editors/vscode/arcturus-0.4.0.vsix; or - from a terminal:
code --install-extension editors/vscode/arcturus-0.4.0.vsix
This works on macOS, Windows, and Linux. The extension source is under
editors/vscode/; rebuild the .vsix with
python3 tools/build_vsix.py.
The language design, the syntax, the Cosmos library, and the compiler are my work, and Arcturus is a human-driven project. Many of you know me: you played my games, like the Hibernated series, Ghosts of Blackwood Manor, or The Curse of Rabenstein, or maybe used one of my tools for your own interactive fiction games. For Arcturus, I work with Anthropic's Claude Code as a coding assistant, and it implements and debugs the toolchain under my direction. Python is my language of choice and I work with it on a daily basis as regional head for one of the departments of a global software company. With that being said, Claude does not do what I couldn't do myself. I know that some of you out there have mixed feelings or even objections against the use of AI. Please consider this: a coding assistant buys me the time and the efficiency to create and maintain a project of this scope and quality for the community. The result is a language full of syntactic sugar, contemporary and easy to use, inspiring and motivating authors to write faster and better, and the outcome is new opportunities for the interactive fiction community and new, wonderful human-made stories. And that is what matters the most to me.
The compiler is developed as a clean, modular Python package under
arcturus/ (lexer, parser, AST, and the later semantic and code
generation stages). For distribution it is amalgamated into the single arcc
script, so the shipped artifact stays identical to the source.
MIT. See the headers in each source file.
Thanks to Pablo Martínez for the translation of the Spanish language granule.
