The House of Borrowed Days

Author:Pascal Drovic
819
6.42(115)

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About the Story

After returning to settle an eccentric neighbor's estate, Mara discovers a house that can rewrite memory in exchange for days taken from elsewhere. As the town fractures over ethics and ownership, she must steward the house's power—deciding whether to destroy, regulate, keep, or cede it—while consequences ripple outward.

Chapters

1.Homecoming1–8
2.Rules and Weight9–17
3.Borrowed Fixes18–22
4.The Price Becomes Visible23–29
5.Confrontation30–34
6.Aftermath35–42
interactive fiction
memory
moral dilemma
small town
mystery
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Frequently Asked Questions about The House of Borrowed Days

1

What is the central premise and setup of The House of Borrowed Days, and what kind of story does it tell ?

The novel centers on Mara Hale returning to settle an estate and discovering a house that trades days of life to rewrite memory. It blends small-town drama, moral dilemma, and interactive-choice storytelling with rising stakes.

Mara Hale is the protagonist and reluctant steward of the house. She must decide whether to destroy, regulate, keep, or cede its powers while navigating grief, community pressure, and exploitation attempts.

The house requires an anchor object and a token to grant a rewrite. Trades restore memories but debit days or possibilities elsewhere; earlier records hint that large rewrites can cost decades or unborn potential.

Players face choices about using the house for private healing, public stewardship, or destruction. Each decision shifts relationships, alters town memories, and creates ripple effects that expose trade-offs between relief and harm.

The game offers multiple endings tied to stewardship choices: sacrifice, public trust, private possession, or corporate capture. Key decisions about use, governance, and alliances determine the final outcome.

Yes. Readers who like ethically complex, character-driven interactive fiction will appreciate its slow escalation, consequential choices, shifting alliances, and a mystery that unfolds through player decisions.

Ratings

6.42
115 ratings
10
13.9%(16)
9
14.8%(17)
8
11.3%(13)
7
9.6%(11)
6
12.2%(14)
5
13.9%(16)
4
10.4%(12)
3
4.3%(5)
2
5.2%(6)
1
4.3%(5)
57% positive
43% negative
Eleanor Grant
Negative
Dec 21, 2025

The central idea — a house that trades memory for stolen days — is clever, but the story treats that cleverness like a checklist rather than a living problem. The opening images (Myrvale from the train, the brass plaque, the unexpectedly heavy key) are nicely specific, yet those moments mostly serve atmosphere and not the actual stakes. The scene where neighbors watch from windows felt like setup for a deeper communal reaction, but the town’s response never moves beyond a few angry meetings and shorthand protests; we never see how livelihoods, routines, or intimate relationships actually change under the house’s influence. Mara is presented as grief-shaped, yet her brother’s death reads like a prop: referenced often but rarely integrated into her decision-making in a way that alters the plot. The interactive choices — destroy, regulate, cede, keep — are framed as weighty, but their consequences often follow expected moral patterns instead of surprising the player. There are also unanswered mechanics: where do the “borrowed” days actually vanish to, and why are some memories easier to rewrite than others? That ambiguity tips into a plot hole rather than mystery. I admired the sensory details (the living room’s paper-and-citrus smell is memorable), but the pacing drags in setup and then rushes through the moral fallout. Tighten the middle, ground the town’s upheaval in concrete scenes, and give Mara a clearer, riskier arc — then this premise could actually sing. 🤔

Michael Owens
Negative
Nov 9, 2025

I wanted to love The House of Borrowed Days more than I did. The premise — a house that rewrites memory for days taken elsewhere — is fascinating, and the opening scenes (train window, the brass plaque, the reluctant key) are nicely rendered. But once the moral debate ramps up, the story falters. The town’s fracturing over ownership feels underdeveloped: we get a few tense conversations and a protest or two, but never a full sense of how everyday life shifts under the house’s influence. Mara herself is more of a vehicle for the plot than a fully realized protagonist; her brother’s death is invoked several times, but it never lands as a motivating force in a way that changes decisions meaningfully. The interactive choices often point to expected ethical positions without surprising consequences, which dulled the stakes for me. Good ideas, uneven execution.

Sophie Walker
Recommended
Nov 8, 2025

Okay, I did not expect to be emotionally blackmailed by a house, but here we are. Mara stepping off the train and seeing Myrvale like a preserved photograph? Chef’s kiss. The scene where the neighbors watch from windows — that weird small-town choreography — made me simultaneously nostalgic and suspicious. And the living room smelling of paper, dried citrus, and metal? Perfectly weird. As a player, I loved being forced into the grown-up version of "pick your poison": regulatory committee, destroy it, or hand it away? None of the options felt safe, which is exactly the point. Plus, watch out for that key — it’s heavier than you think, both figuratively and literally. Smart, sly, and a little bit mean in the best way. 10/10 would lose a few days for better memory, maybe 😉

Claire Thompson
Recommended
Nov 8, 2025

The House of Borrowed Days snagged me from the very first line — that image of Myrvale rising from the train window like an old photograph is simply haunting. Mara’s walk up Wren Street, the weight of Etta Voss’s brass plaque and the surprisingly heavy key made me feel every step alongside her. I loved how the house’s power — rewriting memory in exchange for days — transforms a small-town grief story into a moral crucible. The living-room smell of paper and dried citrus is such a tactile detail that it stayed with me long after I closed the game. As interactive fiction, it asks real questions: should you destroy, regulate, keep, or cede this thing? The choices feel meaningful because they ripple outward, affecting neighbors and the town’s sense of self. I picked a stewarding path and then had to live with unexpected consequences; that tension is the book’s strength. Beautiful, melancholic, and morally complex — one of the best IF experiences I’ve had this year.

Daniel Reed
Recommended
Nov 5, 2025

Careful, deliberate, and morally nimble: The House of Borrowed Days is the kind of interactive fiction that respects both its players’ intelligence and their emotions. The prose is precise — the town’s static roofs and varnished porches, the brass plaque on Etta Voss’s door, the moment the key resists the lock — all of it sets a strong sense of place. Mechanically, the memory-exchange rule is a brilliant conceit. It’s at once a puzzle and an ethic, forcing you to evaluate trade-offs when you’re asked to steward the house’s power. I appreciated how the narrative fractures the town around ownership and ethics; the author doesn’t shy from the messy politics of such a power. There are a few pacing blips in the middle where subplots linger without payoff, but overall the branching outcomes are thoughtful. If you like interactive stories that make you argue with yourself about right and wrong, this one’s for you.

Rachel Kim
Negative
Nov 5, 2025

Beautiful writing in spots — I loved the sensory details like the smell of drawers untouched — but overall the pacing felt off. The setup takes its time (in a good way at first), but midgame the narrative stalls: subplots are introduced then left vague, and the big ethical conversation about whether to destroy, regulate, keep, or cede the house never reaches a satisfying resolution. As interactive fiction, it offers interesting options, but I didn’t always feel the weight of my choices. The town’s reaction to the house’s power should be explosive; instead it’s mostly simmering. I wanted more consequence and more depth to Mara’s inner life. Still, there are moments of genuine heartbreak here — just not enough of them.

Edward Grant
Recommended
Nov 4, 2025

I’m the sort of reader who sticks with atmospherics and moral quandaries, and The House of Borrowed Days sits exactly where I like my fiction to be: slow-burning and full of small, sharp details. That opening — Myrvale sliding by the train like an old photograph, the tug in Mara’s chest over her brother’s absence — was enough to pull me in. The house itself is almost a character: the brass plaque announcing Etta Voss, the heavier-than-expected key, the door that finally gives "with a breath," and the living room that smells of paper and dried citrus. Those scenes are written with an economy that still manages to be wonderfully evocative. As interactive fiction, it’s admirable in how it turns a single metaphysical rule into an extended ethical experiment. Do you destroy a thing that could help people forget pain? Do you regulate it and risk bureaucratic bloodshed? Do you keep it and shoulder the burden? Your decisions produce real ripple effects through the town and through the lives you touch, and that moral residue is what lingered for me the longest. It’s not perfect — some branches feel tighter than others — but this is a brave, humane story that treats memory as both treasure and weapon. Highly recommended if you like stories that make you live with your choices.