Old Blue Chair

Games · Stories · Code

A place of peace and comfort in the sand somewhere in the Florida Keys — where the phone can wait, the inbox doesn’t matter, and the only deadline is sunset. It’s where the work comes from: games, stories, and the code beneath them, all by one pair of hands.

Est. 2025

ChoiceRealms™

Interactive ASCII RPG Adventures

The Winterhold Prophecy™

Coming Soon

Dark Fantasy RPG

A dark fantasy choose-your-own-adventure set in the frozen north. Five character classes, branching storylines, and choices that shape the fate of Winterhold. Every path leads to a different ending.

597 nodes · 5 classes · 8 endings

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Ascend™

Coming Soon

Kingdom Management RPG

Build a kingdom from nothing. Navigate diplomacy, war, and intrigue across a procedurally connected world. Four classes, deep economic systems, and rival factions that remember your choices.

876 tests · 4 classes · Graph world

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Rotary Knights™

Early Access Coming to Steam

WWI Aviation RPG

Six acts spanning the entire arc of WWI aviation, from 1914 to the Armistice. Thirty-seven historically accurate aircraft, tactical dogfight combat, and a merit system that tracks your reputation across seven aerodromes. Coming to Steam.

37 aircraft · 35 missions · 291+ events

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All games available at choicerealms.com

Books

Fiction from the Old Blue Chair

What the Deep Keeps — a Chase Mariner thriller by Steven W. White

What the Deep Keeps

Coming Soon

A Chase Mariner Thriller · Techno-Thriller

Dr. Chase Mariner is one breakthrough from rewriting physics — until a single email lures him to a forgotten Caribbean island, quoting a private memory he’s never told a soul. The discovery he has chased his whole life was reached decades ago, and buried in the deep for a reason. Now three governments are closing in, and the only way to stop what’s been unleashed may cost more than anyone came prepared to pay.

For readers of Blake Crouch & Michael Crichton

Coming Soon — Kindle & Paperback

Largo

Practical Guides on Everything AI

largo.dev

Live

Machine Learning, Tested in the Wild

New models and papers, implemented on real hardware and written up with code that actually runs — no hand-waving. Field notes from twenty-five years building deep learning and AI systems, from embeddings and transformers to retrieval, production ML, and agents. Tested, explained, and built to learn from.

Embeddings · Transformers · Retrieval · Production ML · Agents

Read at largo.dev

The Story

I grew up on MUDs, BBSs, and choose-your-own-adventure books. The kind of games where your imagination did all the rendering and every choice felt like it mattered.

I spent 25 years building things — telecom networks, a computer vision startup that got acquired (twice), deep learning at NVIDIA, AI/ML at AWS. By every measure, I should have been satisfied.

But I kept thinking about those old games. The ones that trusted the player to imagine. The ones where a line of text could make your heart race. Nobody was making them anymore.

So I sat down in the old blue chair — a weathered Adirondack on the sand somewhere in the Keys, the spot where the phone can wait and the only deadline is sunset — and started building.

ChoiceRealms is what came out. Pure terminal text. No sprites, no pixel art. Just meaningful choices, deep systems, and your imagination. Every line of code and every story node, written from scratch.

It didn’t stop there. The same chair is where What the Deep Keeps got written — a techno-thriller pulled from the physics I spent a career chasing — and where Largo grew, my field notes on building AI that actually runs. Different mediums, same obsession.

It started as a love letter to the games that made me. It became a place to make all of it — games, stories, and the machines — by hand.

— Steven W. White, Founder

What We Believe

One person, every line

Every story node, every chapter, every line of code — handcrafted. No outsourced content, anywhere.

No filler

Every choice, every scene, every benchmark has to earn its place. If it doesn’t move you or teach you, it’s cut.

Made for the imagination

Pure text, meaningful systems, real ideas — because imagination renders at higher resolution than any GPU.

It has to actually work

Games you can finish, stories that land, code that runs. Tested and explained — never hand-waved.