A downloadable game

Every sentence is measured in years. Every mistake is measured in consequences.

COUNT TIME: MARROWSTONE is a mature, branching prison-survival narrative game about adaptation, reputation, fear, loyalty, debt, institutional pressure, and the decisions that determine whether you make it home—and who you are when you get there.

You arrive at Marrowstone State Correctional Center with a sentence, a case, and whatever instincts brought you this far. What you do not arrive with is a rulebook.

Marrowstone is an old close-custody prison layered with generations of habits, politics, violence, relationships, favors, debts, routines, and unwritten expectations. There is no single prison code that guarantees safety. Race matters. Reputation matters. Your paperwork matters. Who you associate with matters. What you say matters. What you refuse matters. Sometimes the smartest move is obvious. Sometimes every available choice costs you something.

The game begins before you ever reach your housing unit.

On the prison bus, in receiving, during your search, medical screening, classification, first phone call, first cell assignment, first shower, first meal, and first interactions with the people who will shape your sentence, you are constantly receiving information. Some of it is useful. Some of it is manipulation. Some of it will not matter until months—or years—later.

The game will not always remind you what you were told.

You are expected to learn.

YOUR SENTENCE IS NOT A STRAIGHT LINE

Your choices change more than a score.

They can alter:

  • who becomes your ally
  • who decides you owe them
  • who watches you
  • which prisoners trust you
  • which officers remember your name
  • where you live
  • who shares your cell
  • what information reaches you
  • whether you become involved in gambling, drugs, hustles, violence, or prison politics
  • whether your outside relationships survive
  • whether you enter segregation
  • whether you lose release credits
  • whether new criminal conduct adds years to your sentence
  • whether you reach the gate at all

Some paths end early.

Some sentences become longer.

Some people survive Marrowstone physically while losing nearly everything they intended to return home to.

SEVEN VALUES FOLLOW YOU THROUGH THE BID

Every major decision changes some combination of seven visible states:

RESPECT
How credible and predictable your boundaries, word, and conduct are to other prisoners.

HEAT
How much unwanted attention follows you—from prisoners, officers, investigations, rumors, and unresolved conflict.

DEBT
What other people believe they can collect from you: food, money, favors, protection, drugs, secrets, promises, or loyalty.

NOISE
Your internal alarm load—fear, rage, humiliation, grief, guilt, insomnia, vigilance, and stress.

HEALTH
Your physical reserve, including injury, illness, sleep, drug exposure, withdrawal, and accumulated wear.

OUTSIDE
How much usable life remains connected to you beyond the fence: family, relationships, housing, work, identity, money, and people who still answer the phone.

AUTONOMY
How much of your next move actually belongs to you.

A rising number is not always good.

A falling number is not always bad.

Context matters.

THE PEOPLE AROUND YOU REMEMBER

Marrowstone is populated by prisoners and staff with their own motives, histories, personalities, weaknesses, reputations, and boundaries.

People may help you because they respect you. They may help you because they are lonely. They may help you because they want something later. They may dislike you because of your case, your attitude, your affiliations, your debts, your silence, your confidence, or a misunderstanding you did not recognize until it became expensive.

An officer who appears friendly may simply be personable. Or compromised. A prisoner who offers food may be generous. Or beginning a contract you did not know you accepted. A man who warns you about someone may be protecting you. Or steering you. You will have to decide which is which.

PRISON IS MORE THAN FIGHTS

COUNT TIME includes violence, but the game is not built around treating prison as an endless combat arena.

Much of confinement is quieter:  relationships,  sex, drugs, debt, fear, and trying to determine whether a problem requires action—or whether your own pride is turning it into one. When violence does happen, it can have consequences beyond an injury. A fight can become a disciplinary ticket. A weapon can become a new criminal case. Retaliation can rewrite your release date by years.

1,911 CANONICAL OUTCOME PROFILES

Behind the narrative is a branching outcome architecture containing 1,911 canonical end-state profiles.

Your final record reflects not only whether you survived or reached release, but how you adapted. You may become a quiet professional. A navigator. A bridge builder. A hustler. A soldier. A survivor. An institutional man. A lone wolf. An old head. A crashout. Or something close enough to one of those lives to show you what might have happened if a few choices had gone differently. The final question is not simply:  Did you win?

It is:  What did surviving require you to become?

LOCAL SAVES

The game supports three independent local save slots.

Each run autosaves after completed decisions and retains your:

  • sentence
  • choices
  • relationships
  • current housing
  • roommate
  • disciplinary history
  • status values
  • major events
  • accumulated consequences

Players can also choose where their save files are stored locally.

No account is required.

CURRENT BETA

This version is an active beta.

That means the game is playable from beginning to end, but the branching narrative is still being refined through real-player testing.

Feedback is especially useful for:

  • continuity errors
  • choices that feel disconnected from their consequences
  • routes that become too predictable
  • outcomes that feel unfair or insufficiently explained
  • save/resume problems
  • stat changes that do not feel believable
  • scenes where the prison environment feels too shallow
  • moments where information given earlier should matter more later

Full playthrough transcripts are especially valuable for development.

MATURE CONTENT NOTICE

COUNT TIME: MARROWSTONE is intended for mature audiences.

The game contains strong language and depictions or discussion of:

  • incarceration
  • physical violence
  • drug use and overdose
  • racism and racial tension
  • sexual relationships
  • sexual coercion and sexual assault
  • intimidation and predatory behavior
  • institutional misconduct
  • trauma
  • guilt
  • grief
  • psychological stress
  • criminal behavior

Sexual violence is treated as violence and is not eroticized.

Download

Download
COUNT_TIME_RELEASE_BETA.zip 8.5 MB

Install instructions

Windows installation instructions

  1. Download the ZIP file.
  2. Extract the ZIP to a normal folder on your computer.
  3. Open the extracted folder.
  4. Double-click CountTime_Marrowstone.exe to launch the game.

No additional software, Python installation, libraries, or runtimes are required.

Windows security notice: This beta build is not currently Authenticode code-signed, so Windows SmartScreen may display an “Unknown Publisher” or “Windows protected your PC” warning. This does not necessarily indicate that the file is malicious; it means the application does not yet have a commercial publisher signature.

If SmartScreen appears and you trust the file you downloaded from the official COUNT TIME: MARROWSTONE itch.io page, choose More info → Run anyway.

Do not disable Windows Defender or other antivirus/security software.

Supported platform: Windows 10/11, 64-bit.

Leave a comment

Log in with itch.io to leave a comment.